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Old 28th Mar 2016, 09:10 PM   #61
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I have been putting this area off as I just dunno what to do here. Idea is to do my usual doodle over.
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Old 29th Mar 2016, 12:54 AM   #62
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Well doodle results. . .




edit

early block out of the underside.
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Old 29th Mar 2016, 09:51 AM   #63
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I like the direction you're going in in the doodle over. It's consistent with other areas of the ship and gets rid of the blank look.
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Old 29th Mar 2016, 07:40 PM   #64
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Blocking in I think done at this point just detail left to do and structure for the bits that exist. The areas around that coil thing are a real headache as this area is a multitude of shapes that have changed a lot from early on so unification of things is needed but I also want to keep some bits as separate objects for now as it eases modeling. I also have to keep reminding my self of scale for some odd reason. I keep working it in 3d and 2d as a much larger ship, something I have to keep reigning in.
Anyhow as mentioned in a few places the white dome is the armored cap for the central reactor to which the rest of the ship is built around along with the FTL system. It can also sustain some sensors etc that might need a trunk line to the core. That coil thing I am thinking could be part of the main weapon system. I had originally meant it to be a placeholder fro some structural element and framework for more coms junk but, meh. HAH I do need to look at some sort of coms or what not down here.





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Old 30th Mar 2016, 07:09 AM   #65
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Quote:
Originally Posted by Madkoifish View Post
That coil thing I am thinking could be part of the main weapon system.
Particle accelerators maybe?
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Old 1st Apr 2016, 08:22 PM   #66
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MMM maybe if I could find a use for such a thing on a warship lol.

Anyhow

Blocked in some railguns or pulse guns eh dunno lol. I removed the domed hull bits as they kinda did not work out too well.
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Old 2nd Apr 2016, 01:26 AM   #67
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Update on the forward guns. Might consider scaling them up a bit.


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Old 2nd Apr 2016, 06:51 AM   #68
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bunch of random misc changes and things.






Decided to stuff a larger cargo bay into this area. All a bit jumbled right now but it should clean up as I get things sorted out. The opening is much larger than the ones above in the fly through bays.


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Old 2nd Apr 2016, 09:18 AM   #69
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I like what you did with the ball turrets. The whole ship is looking really good now.

The angle in that last render is definitely a good angle for this ship.
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Old 2nd Apr 2016, 11:00 PM   #70
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A wee update sorta. Well, just the one render. Thing is starting to take a toll exp with the shader set.



The framing around the bay was suppose to be part of a tractor and gantry set up but I might remove it as it is visually clutter at this point.
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Old 3rd Apr 2016, 05:51 AM   #71
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Collapsing the subdiv on the conning tower or whatever it is.









I will likely replace the aerials on top or alter them in some way.
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Old 4th Apr 2016, 04:12 AM   #72
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Spent most of the day rebuilding and messing with this dumb thing and probably wont keep it.





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Old 4th Apr 2016, 10:27 AM   #73
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Love this current design. Great work so far.
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Old 5th Apr 2016, 05:27 AM   #74
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Not much progress as I spent most of the evening clearing off hdd as the season has closed and the new one is starting. I swapped out bits on the front and opened up the little sensor vanes. Might leave them this way as I do not want to deal with rigging it as this always causes major corruption during modeling. Even adds corruption if I merge it into other scenes. (had that TNG shuttle do this go to clone it and max will crash every time)




Still a bit miffed that it looks like a detachable plane. -_-. . . lol
Given how I am having a hard time sticking to this and not finding everything in the world to distract it might be time to pause and so something else this week. I should get off my butt and update the battleship as well and unify some of the weaponry.
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Old 12th Apr 2016, 05:21 PM   #75
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Gaming and doodling were giving me a kink in the neck HAH so a small update.





Still debating how much of the old bits will remain.
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Old 12th Apr 2016, 08:00 PM   #76
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Your stuff is always so cool.
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Old 13th Apr 2016, 08:51 AM   #77
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Fantastic work.
I like all the little details.
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Old 14th Apr 2016, 05:41 AM   #78
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Bit of a slog here as I work in panel lines and fiddly bits on this , bit too low poly tower deal. You can just see some of the smoothing issues of vertical cuts on an area lacking enough edge density. It has though given me a excuse to add some visual vomit around those sensor plates and some glowy doodahs. I did consider redoing this structure in favor of something more complex in overall form but decided against it given the scale of the thing and internal volume. In some ways both of the ships here are a bit of a warm up to get those old design juices flowing after so much time working from canon ships or things that contain a restricted design ethos or predetermined shapes.







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Old 14th Apr 2016, 10:10 AM   #79
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dang that's looking pretty
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Old 15th Apr 2016, 09:31 PM   #80
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Had a corruption crash that made me loose a bunch of work so after seeing the annoying forced report menu like 20 times I think I am calling it quits for a while as all of the annoying clicking I have to do every crash just to get the app to crash so I can restart it is driving me up the wall. SO, time to go do something else.

Anyhow most of that upper structure is done. Just some markings and small details to go such as joining it detail-wise to the surrounding bits.





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Old 16th Apr 2016, 08:25 AM   #81
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My version of Lightwave gets like that. I click anything and it crashes. I get open, reload the model, click something: crash. I feel your pain.

But these software packages are so complex it amazes me that they work at all.
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Old 16th Apr 2016, 07:05 PM   #82
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Yeah real issue is with max they dump old versions of the app with this yearly refresh BS you end up starting all over if you keep buying the new version or you are stuck with broke abandon ware.

I figured I should render off a sample of the battleship and do some paint over to attempt to unify the design with the smaller ship. As well as brain fart onto.

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Old 22nd Apr 2016, 05:17 AM   #83
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Again not a huge massive update just small details here and there. Having some odd viewport issues as it seems the zoom is not scaling right. I probably hit a key on the keyboard and turned something off as max has WAY too many single key hotkeys that screw up major UI elements that are not easily found or returned to normal. ATM when I zoom extend and then scroll to zoom in or out it seems like it is a fixed amount vs the curve slope of the averaged selected when I did zoom extend. (this is zooming to a selected region or selected object. So when I am attempting to get a better view of small crap itll zoom right on past it as the stepping of te scroll wheel is too much. IE each click is 1ft vs 1 in. Anyhow had issue with this in various max versions but not really during modeling.
I do know about the mouse increment setting in the customize menus but adjusting that makes it impossible to zoom about with the ship in full view. IE zoom extends scaling is still broke. Anyhow. This annoyance has slowed down the few hours I spent working on this. So with that said, less flat bits more bumps and lighty things.



















I got a monitor and stand coming in tomorrow so I dunno if I will do anything or not or paint instead. Also got a load of house and yard work to do as well heh. Maybe the weekend is lost already before it starts!.
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Old 23rd Apr 2016, 09:59 PM   #84
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Aft hull bits replaced thus making some of the underbelly details not line up or orphaned from the old hull part. All merged up and attached now.





Still some details to add to the new part but I just really did not like that cyl shaped bit.
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Old 24th Apr 2016, 06:04 AM   #85
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Some more small details.


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Old 25th Apr 2016, 01:32 AM   #86
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Worked on that bar thingy leading up to the retro drives as well as replacing that lower strut so it matches the upper one more near the root. Marathoning tv shows so slow progress I guess. 10 min here and there. HEH.







Speaking of drives, I should probably get around to building those parts too vs the stand in elements. The round thing is planned to be some sort of hatchway for a dock collar or something.
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Old 25th Apr 2016, 06:11 AM   #87
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I have to say the one thing I admire most about you is your ability to design this stuff. I can model; just as well as most people I think. But I can't dream up this stuff like you do.

Kudos to you.
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Old 23rd May 2016, 06:15 PM   #88
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catch up post, ketsup? ketchup? HEH.


shows a more detailed object for the retros. Still not sold on it hence I moved elsewhere on the model.








Upper hull plating.



Those gravic emitter things for the particle beams.



Those torp sling thingies.

Last of these was around may2nd and I took a bit of a break from it to mess with textures on my connie.
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Old 24th May 2016, 08:30 AM   #89
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That second last image is a very dramatic shot! That's a good angle for this ship.
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Old 10th Jan 2019, 06:28 AM   #90
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Started blocking out the 3d model today. Clearly I had not worked out the rear end well and am considering other changes. I am also using bits of the old model as stand ins. (mostly grav engines and the obs deck tower.) ATM I am unhappy with the overall feel as it is a lot like the other ship in looks and feel. It just looks like the same races ship with different FTL drives tacked on. I might just abandon them and figure something else out.

As for the grav drive and other sublight drives I have not fully decided on the look. The planetary sublight units are just flared sticks atm lol. You do not want to be using gravity sublight drives in a system or near stations or other ships.
Also some things are a bit off scale too such as the cut out and the ball weapons. It needs to be made larger and that means redoing bits so I put it off for now. Probably using a plane with the image mapped would have helped but max SUCKS for doing detail maps in viewport as they are all scaled down to something gross like 512 or 1024. Quite useless for working off of I can do a high rez mapping but that lags max horribly like.005fps, move a vert and I have to wait 4min for it to move. Oddly the ball cannons can almost face forward anf fire so least the ship has directional fire coverage with the main weaponry besides torpedos/missiles out the front end.

Lots of work ahead to work out funky shapes and angles. Anything wonk in the modeling is just due to it being a quick mock up and me not wanting to invest time to model things that req too much work and would cause a lot of rebuilding to change.









BTW 2120ft long. (646m)
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