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Old 11th May 2018, 03:07 PM   #1411
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Some more updates on the maps. Yes there are a few diffuse textured details that likely will get bump mapped later on. Normally I would have modeled them but slip of the mind when I was in that phase. Same thing can be said of some details like the trio of sensor lights on the lower saucer.





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Old 13th May 2018, 03:40 AM   #1412
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Cleaning up more of the sloppy grime on things and adding in some extras and testing bump maps. Oh yeah mess of hull markings that I did yesterday. KIM the grid polies are not present in some renders so you might see broken panel lines these are objects behind things. Oh and also testing to see how "clean" panels appear as I could see a failed panel being replaced or damaged one and having a different wear pattern or none at all. Including patches etc. Not going to go to crazy with this but just ideas. ATM I am mostly cleaning up the heavy hand of texturing as I think I went a bit too heavy.









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Old 13th May 2018, 12:27 PM   #1413
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Well I have to say, that i have always felt your modeling skills were top notch, and you have definitely proven it with this model. I generally keep an eye on your projects cause I like your design style and I also use max, so I've picked up a few things from watching your work. Until this project I hadn't really seen how deep you go with texturing and I must say it's very impressive. I generally like to keep my texturing basic and let the modeling show thru....but when I see a combination of texturing and modeling you've done here, all I can say is DAAAMN...
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Old 14th May 2018, 04:22 PM   #1414
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Thanks, I mostly stick to procedural texturing and the like but sometimes the ship calls for something that cannot be done that way. Mostly these TOS ships req this.

Mess of hatches and those red lines, need to double those up I think. Top saucer bits have a aniso and rotation map set. I will likely bypass these on other surfaces except places like the saucer bits where I want the patterns to not cross panels. Elsewhere it is just a waste. Gloss maps I think will be a combined mapset with the current generic and just a overlay of grime to dull down reflection.





Oh ignore some of the heavy bumps as some of those hatches were too thick
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Old 15th May 2018, 11:47 PM   #1415
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Well it is aniso and aniso rotation. Prior is how reflections pinch and rotation is how they align to anything. I forget exactly which side of each value is. IE white and black I think are 0 while gray is 90deg from 0.

Where I left the upper saucer and rim surfacing. It does not include the bridge and some of the aft structure. I still have some work to do on a few places as the aniso maps are white in a few places as I have not covered them over.
Latter images are diffuse nacelle work. They only have diffuse work atm.





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Old 17th May 2018, 11:46 PM   #1416
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dunno if it is a huge difference for everyone but loads of fine tuning, added in the gloss grime map over the new tiled gloss maps. Decided to just go with it and put those to the uvw id 2 so it patterns like the diffuse maps. I ten replaced all the old tiled gloss maps. These will later get composite layers with the grime as a matting layer to the gloss. Again one of those things you can rarely see but helps I think in the overall. I am also debating on adding in a reflective color map so some of the grime has a different reflective tone. That or just a overall gloss reflective color vs the basic white.









nearing being done mostly just need to match things up and maybe doing a few heavier passes. So I am tempted to move forward with some of the other things related to this project.
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Old 18th May 2018, 06:55 AM   #1417
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First go at a tholian ship. NOW the issue is the TOS spinners are listed as 15m, so I will need something far larger to do the job. I am thinking something around 50m or so. There isnt much to go on besides the original TOS ships the TOS r ones and the ENT ships. Given they never showed up elsewhere in trek well heh. I would like to retain the pearl effect and maybe give the ship a more crystal effect than the heavy plated metal seen on the other examples. I know the games have expanded a lot on the ships and tech but I am only consider book and film canon for this work.


I have 2 "wing" examples here and I am leaning most towards something like style A. The ships overall form will retain the fattening winglets like the original TOS models had but mixing the faceted central hull of the TOS R ships.
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Old 18th May 2018, 10:35 PM   #1418
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Started setting up the Daedalus class for the Lovell makeover. First is to get a tos like hull finish as I am sure they would have quickly ditched the old polarized hull stuff and older hull finish. Be it a resin or just entire panels. Plans are to rip out the arboretum, the weapons system (old phase cannons for phaser nipples) and pulling the nuclear payload module. Figuring out how to manage a separation system to work with written description. Additional updates would be the nacelles be they just alterations to the endcaps and moving to a more TOS like bussard set up to say altering all the sensor palettes to something less greebly. Hard part I think is to work these things into a finished mesh as Many sub objects and detachments for WIP are all welded back in or collapsed.



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Old 19th May 2018, 05:43 AM   #1419
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Messing with the bussards and replacing all the phase cannons with phaser banks. I am wondering if there are not any unique mentions of weapons systems or physical additions on the ship in relation to stories of it on it's own outside of vanguard. I might halt this work up to a point until I read those books. (assuming it appears int he SF engineers books) I also hate to say it but this ship will probably need UVW unwrap as well. Or at least portions of it.


Render to give a idea of scale. Kinda forget how small these were/are.



probably start on the tholian in a few days. I still need to fix a size and finalize some design ideas before then, but a lot might just get done on the fly as I model.
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Old 19th May 2018, 10:31 PM   #1420
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Ok started work by quickly making a TOS Tholian ship, played with some materials that are not working. (MR car paint is a bit to large to just fool with atm) But the purpose is to compare them to the Bombay. 15 30 and 50m. 15 being the ones from TOS. Now in order to do what was done in the books I think something far larger than 15m is required. Be it 30 or 50m. 50m I think is the more workable size right now.

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Old 20th May 2018, 01:43 AM   #1421
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Dunno why but I am wasting time tweaking the TOS ship. . . . . lol. Even though the nose is all wrong and I think the central pencil is too fat.

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Old 20th May 2018, 05:09 AM   #1422
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excellent designs
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Old 20th May 2018, 06:54 AM   #1423
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AAAAND here is the other reason I think 15m is too small even for the TOS ships. Those things would HAVE to have another ship or be larger than 15m. Even at 50m it is pushing things to get a A/M reactor fusion core propulsion systems and then house 12 tholians or so. Even more so given their need for in an environment. Funny how you can measure up a ship and compare etc but until you add a person or representation of it that you get a real idea of size. I think this is a case for the 15m measurement.



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Old 20th May 2018, 08:57 AM   #1424
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Some updated renders of the rough in on the ship. Engine glows and housings of course are just simplified objects. Working on this thing in this tri arrangement is annoying at best.




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Old 20th May 2018, 12:17 PM   #1425
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You sir, are a machine!
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Old 20th May 2018, 05:05 PM   #1426
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I think due to lack of decent references for the tholian, that you can keep the modeling fairly basic. It looks pretty good what you got so far, the tricky part will be the pearlecent texturing you mentioned earlier. But having watched your previous work I imagine you will go well above and beyond. Either way I'm eager to see the final result, I have a feeling it's gonna be superb.
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Old 20th May 2018, 11:09 PM   #1427
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New plasma torp thing and misc adjustments.





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Old 21st May 2018, 06:57 AM   #1428
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Messing with an idea for the disruptors. Placing them in a little dome so they work more like a turret than the original fixed emitter idea. It also eliminates ugly holes in the hull.







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Old 22nd May 2018, 03:51 AM   #1429
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Compared to the Bombay in size. Ignore the failed surfacing. I was looking to try to do a cut opal effect but it just was not working. Mostly it is too over powered to subtle or just took way too long to render.



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Old 22nd May 2018, 09:53 AM   #1430
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some small detail changes. Added some glowy crap to the butt, be it a rear weapon or a spinner emitter for the shield web. Not sure if I will retain those rings on it though. Some of the "steps" might get removed or restored out as they are not looking that good in render as they do in viewport. SIGH restoring things at these odd PITA angles is a pain exp as it is impossible to verify planar faces. Loads of undoing a mess of other things to repair a bad decision!



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Old 23rd May 2018, 07:02 AM   #1431
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This is a really nice update to the Tholian ship.
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Old 23rd May 2018, 06:02 PM   #1432
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Added some things to the glow elements that were a mistake I think. Might look at other things to do with these if not going for my original idea of doing them like the TOS mirandas drives even though canon the drives were yellow glowing boxes. Rest is a mess of small changes all over and some attempts to narrow up the front end without actually changing the size of the weapon itself.



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Old 25th May 2018, 04:52 AM   #1433
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Panels, though I wanted to avoid it originally. Messed with the impulse drives as well and made the grills more "faceted"





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Old 25th May 2018, 11:24 AM   #1434
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Good afternoon. Almost from the very beginning of the topic, I follow it Your work in 3D is magnificent and executed at a high level! It was your work that forced me to sit down for Lightweav))))

Recently I had a question, how do you make translucent surfaces? On warp-gondolas for example. Textures or nodes? I ask to share this secret. If it's not difficult, write me in private messages.

And I ask to forgive me for my bad English.

With all respect, Andrew.
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Old 25th May 2018, 06:42 PM   #1435
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Well I use 3ds Max so the settings wont translate at all. Maybe someone here that uses Lightwave can pipe in and help. In 3ds max I use Mental Ray rendering and materials system so the translucent or blurred transparency is a mix of a matte surfacing and matte refraction surface as mental ray uses gloss over a typical "specular" and shine roll outs. If your 3d app is not real world surfacing based you will have to fake it by adding shaders like a fall off with blur shaders in the reflection and transparency slots.

Warp gondolas I am guessing are the warp grills or maybe the Bussards? If I remember nodes is something to do with surfacing in LW. Maybe they are like proceedurals on max?
With either of these things I treat them like a real object. I think about how it creates the effect in reality and replicate that in 3d. So I do not use any bitmaps or the like to replicate any "structure" in my bussards or warp grills.

Example for my TOS connie I built my bussards like how they were on the real studio model. With x-mas lights and broken bits of mirror behind a wire grill and 2 plastic domes over it all. The lighting of the xmas lights are all done with lum shaders, ie materials that emit light. (LW should have these I think they are called emissions surfaces)




I did fake some of the way a old incandescent x-mas light works as it is a white light filtered by tinted paint on glass so your hotspot unlike colored leds always clips to white so I cheated and used a color to white gradient on the bulbs. I also doubt the mirror elements make that much of a difference either but maybe there is a glint of light that would not be there if they were not there.


I dunno what rendering tools in LW will produce these effects, so you will have to hunt about. I do know it does have these tools as almost all of what I do was originally done by others in Lightwave.


Erm I see you mention light wave but app list shows max. So I dunno which you use. In max look up how to use mental ray and set it up as renderer and use only the arch design materials for you material editor. Then read up on the self illumination roll out in the material and the LUM shader option. (put the lum shader into the glow or additional color slot in the arch design material.) I could post settings but most of them all depends on how you set up mental ray. It also changes from max version as max is now a yearly update and abandonware so with me using 2013 anything newer might be drastically different. I think newer versions have Vray and other options for rendering tools and materials that might surpass mental ray or the version I use.


In either case no matter what tool you use just always keep in mind how the look you want is created in reality and use that to work from.
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Old 26th May 2018, 12:29 AM   #1436
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Many thanks for a good, detailed answer! I will work in this direction)

If you do not mind, I will sometimes consult you, like a professional?
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Old 26th May 2018, 07:14 AM   #1437
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Interiors mostly. Spend most of the time planning them out and clearing space in there. Not sure if it is obvious she is not built in a linear gravity layout. Areas where the crew rooms with the windows are are all stacked so that the engines or butt is the floor. Some have a central shaft through them with 3 lifts surrounding the crew rooms and leading out to mechanical spaces in the lobes. The lobes are where warp coils are along with cargo and weapons systems and access hatches. I have not really decided how or where the CIC would be. Not that it matters much unless I tear one of these open in a image and show it.





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Old 27th May 2018, 09:30 PM   #1438
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Some details around the windows and the hull around. Shield grids bumps and what not. Also unifying a lot of objects and eliminating a lot of stuff behind other objects. Example the central hull with the windows were 3 separate objects now it is a cloned section mirrored and then cloned as a triad that when I complete the model will be welded into a singular object. Also chamfered up some things and added smaller details. I think at this point it is just going to be small details like grids and vents and decal like things. I am not sure if I will unwrap this model. I do need to unify enough of it as a single object to break it apart later and allow building of framework etc for internals.





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Old 28th May 2018, 06:26 AM   #1439
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Some small updates.



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Old 28th May 2018, 08:46 PM   #1440
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Bit of something extra made with a wip render.

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