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Old 18th May 2019, 09:39 PM   #1621
Madkoifish
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figure those insets could be a area where sensors for tracking et could be for the suttle ops and be an area where modules can be pulled and changed out etc. All the consoles and stuff back up to this area with enough room for a access bay to connect things up or change them out.
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Old 19th May 2019, 07:23 AM   #1622
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Stuff on those radiator fins or whatever they are.



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Old 20th May 2019, 03:30 AM   #1623
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Mostly just decals and pushing some things about and defining what was once just decal detail. Thinking of maybe going from a pair of phasers to a single unit as it just seems to crowded up there. Sadly this is the only place for them that gives a clear view due to those fins and struts.



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Old 20th May 2019, 06:35 AM   #1624
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I do love what you're doing with this ship design. Very cool.
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Old 20th May 2019, 09:18 AM   #1625
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So much meshed details ... Great work done
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Old 21st May 2019, 12:32 AM   #1626
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plz delete part of a server connection spaz. Clicked send and walked off vs waiting to see if it posted to returnto something like 20 posts. O_o
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Old 21st May 2019, 12:34 AM   #1627
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More hull details and junk around windows as well as the docking collar obs and inspection decks. The upper divided floors are mostly for upper ship ops and inspection. Most operations related to small docking collar ships would I assume be near to fully automated. This is a area where station and drydock supplies and collars would lock in. The stuff flanking the landing "pad" would have ports for transfers of materiel.









And yes, I have some smoothing groups to deal with.
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Old 22nd May 2019, 03:55 AM   #1628
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More holes and some details to the hull.





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Old 23rd May 2019, 09:52 PM   #1629
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Adding on more panel details and detaching bits here and there to create unique UVWs. Really need to revise my materials though.



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Old Yesterday, 07:03 PM   #1630
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Spent most of the rest of the night arguing with lights. The raised deck next to the pennant keeps getting in the way so a side light typical of TMP era gets lit up along with the pennant. Which I disliked, tuning them to avoid that means they cannot project far enough along to light the lettering. So various attempts later I have a multi lamp arrangement. Ignore the color tone as I will likely tone all ship gizmos to a warmer light. ATM it is just white, I wish I could adjust by temperature vs RGB color. I am using MR gizmos as photometric just obliterate render times and are much harder to avoid unwanted effects near the gizmo itself. I suppose I could use a hidden LUM object but those are generally ambient vs a projected light and do not reach too far without odd blowout or bleed through. There is suppose to be a projection map on these but I am not seeing it so I might have to swap the bitmap.




Example I use LUM lights on markers, interior lighting and any glow element on or in the ships.

AND RRRRRRR at the blotchiness in my materials. I cannot figure out where the heck the noisemap like grime is coming from. Maybe something in scene is broken or referencing a file that is not there. Max 2013 often does not try root directories before returning to old references when saving files. never had much issue with 2010.
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Old Today, 03:48 AM   #1631
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bloop wtf another doubled post
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Old Today, 03:51 AM   #1632
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Update little light emitters and adjustments to the settings to fill the area more.



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