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Old 4th May 2017, 05:47 AM   #1081
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Dan, you keep amazing me along the years... Undoubtedly, one of your best, if not your best work to date.
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Old 5th May 2017, 03:57 AM   #1082
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Some more gubbins and details, a few a bit too small as they kinda go away at these distances, meaning they are a bit pointless as they wont even show at full ship distance. Bit of a slow day too.






I am tempted to get rid of some of these tubes and brackets.
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Old 5th May 2017, 06:57 AM   #1083
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So much eye candy!

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Old 6th May 2017, 07:20 AM   #1084
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PEW! PEW! PEW!



Lower disruptor/disrupter cannon roughed out. Still some details to go and a few tubes and cowling. Based it loosely off the ENT BOP and D5? guns which are from what I can tell mostly bits of the TMP BOP mesh stuck together with some new bits. I mostly kept things that are called out in that tech manual that shows all the plasma coil things. I omitted for now the aux cannons that flank the mains, but I might model them too not sure. (Actually the D5 guns are less detailed and altered somewhat and do seem to lack the side aux cannons. )

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Old 7th May 2017, 12:56 AM   #1085
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More bits.







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Old 7th May 2017, 05:43 AM   #1086
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Awesome!
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Old 8th May 2017, 07:18 AM   #1087
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Now that's a proper looking disruptor turret.
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Old 8th May 2017, 07:29 AM   #1088
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Took a break from it for most of the day but got bored killing little polygon greeks and tired of the bugs in the drawing prog so here I am pushing polies.

Mostly moved the visual observation blisters to flank the outside edges of the large disrupter cannons (or whatever the shoulder guns will be (might replace it with torps) While more exposed it give a better view of the extremities of the ship and still remain in a good position for visual targeting of those large guns. Got some panels in and created a inset for those aft turrets.







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Old 9th May 2017, 07:02 AM   #1089
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That last close up really shows off how smooth the curved surfaces are. Nice work.
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Old 9th May 2017, 07:14 AM   #1090
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Well, wastes most of the night attempting to do a worn paint effect as a procedural vs having to map all of it out. Sadly I do not think it is possible with what I have. I refuse to buy plugins or other renderers or run add-ons. IE box stock. Odd is it looked ok on the dummy object, but when applied to the model it just doesn't work. Also fail is my red material as it is blooming orange, need to swap the settings.

Anyhow gonna junk this idea as it takes FOREVER. I might try the toon-shader as a mix but not much hope in it.

ANYHOW, I got some sub panels down and a mess of little boxes.



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Old 9th May 2017, 08:00 AM   #1091
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Well this looks a bit better, Using a toon shader and AO shaders in a composite applied as a mask in a mix material with the red paint material and hull material. I think I can adjust this and work it so that it wont need to be contained in so many layers or able to add a blurred edge and possible highlights (bump or maybe a third surface to create depth) Anyhow I think this in of itself is a much improved result. Still slow due to the AO which sort of dulls the crisp effect of the ink and paint shader. Maybe doing inverted occlusion on the red diffuse and set strong can "burn" the paint some so it highlights the chips.



ATM I am able to control the "chips" with smoothing groups. It would be nice if I could control the AA or blur between the ink and paint itself.

oh chips is a celular shader in the ink slot. (ink size)

NOW the real issue is how it renders at various distances resolutions and in animation. Knowing my luck it wont scale or animate too nicely. The "cels" do seem to look like i need to invert them as it looks more like the inner area is worn vs the outer edges.

I could use this if it is stable for other things too like glossiness and matte areas etc. Maybe even a faster faked AO.



Yeah bummer does not look like it scales. Note the close up and distance renders. It is clearly the ink and paint causing issue. Need to find a way to do this with a shader that scales. Sadly that likely means a plug in /add on.
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Old 18th May 2017, 08:50 PM   #1092
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Not feeling like painting and no time to game I decided to do some work on the Ship. Mostly just working up all those small plates and details. Sunk the turret housing into the hull adding some things that could be some sort of reinforced shield for the turret or whatever. I dunno yet if I will add any color onto some of the plating, or other hull markings.


Oh also some bits on the base of the wings that I forgot to upload.



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Old 19th May 2017, 05:35 AM   #1093
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More lumps and bumps.



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Old 19th May 2017, 10:05 PM   #1094
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Some more bumps but on the bottom this time!





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Old 20th May 2017, 08:45 PM   #1095
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New windows on those officers rooms.



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Old 22nd May 2017, 02:43 AM   #1096
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Some more panels. Can you sense a theme here? sigh. Might have to take a break from this even though I am wanting to finish this up ASAP.





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Old 22nd May 2017, 07:11 AM   #1097
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Nothing kills a model faster than doing something tedious.
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Old 24th May 2017, 06:04 AM   #1098
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More clumps and lumps. Though the housing those tubes go into is kind of meh. Bugger.



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Old 24th May 2017, 11:55 PM   #1099
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Adjusted those vent/heatsink whatever vane things to have a more complex shape.
Also added some junk to that subframe to break up the large panels. Kinda eh no that.


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Old 27th May 2017, 06:36 AM   #1100
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more of the same old







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Old 28th May 2017, 06:09 AM   #1101
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Some more of the same again. Also stuck a docking ring in the butt, which itself was pushed forward some. Figure it would be a good location for towing a ship within the main ships warp field. Also allows the aft torp to dispose of any forced boarding party. ]









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Old 28th May 2017, 06:46 AM   #1102
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This is truly a beautiful model.
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Old 29th May 2017, 05:04 AM   #1103
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Some full ship renders and more plates.









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Old 29th May 2017, 11:23 PM   #1104
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Love this Klingon ship
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Old 30th May 2017, 06:53 AM   #1105
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Yes, thats insane Great!
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Old 4th Jun 2017, 10:33 PM   #1106
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Well not so much done as the damned server pc is still bluescreening. It always craps while playing youtube and downloading. Last night it was a video. Back to feeling like taking the entire kit out back and smash it into bits.

Anyhow ignore the smoothing steps on the dome it is because I am doing a mess of instancing to avoid having to model each replicated unit over 6 areas. Again it is mostly just plating and brackets.


Debate on these was what style of sub plating to do. I decided some of that bracketing style I had done way back on the KSS was to be avoided as it was mostly my thing and not something in evidence on any canon ship.

yup got a few badly turned edges in there.

ditto here. Odd I seem to keep turning the same edges too. Like max is undoing my changes over time!
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Old 5th Jun 2017, 06:08 AM   #1107
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Meh I dunno too many small panels I think for the area.




least I think I have a render here that isn't full of badly turned edges. . . . for once.
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Old 5th Jun 2017, 07:04 AM   #1108
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Love the copper radiator fins.
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Old 5th Jun 2017, 07:07 AM   #1109
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In the distance shot, it does look busy compared to the areas around it.
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Old 6th Jun 2017, 02:15 AM   #1110
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Different style of panels.





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