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Old 20th Sep 2016, 04:53 AM   #961
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Ok posting mostly to update and document the ship registry.
First line of this ship will be 79900~79908 Fist ship of class will appear as NX-79900 then later NCC-79900.
I decided to lower the number as 98100 seemed a bit too high.



one thing I have not done anything about is a docking collar. nothing saying I need one on the upper side of the ship. Just dawning on me I have not thought of such as of yet.
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Old 21st Sep 2016, 04:03 AM   #962
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Fine tuning the interior lights took longer than the modeling. . . heh
As I am looking at the render I am starting to dislike the triangular window set and am considering wiping them instead of the slit windows.



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Old 21st Sep 2016, 07:09 AM   #963
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Replacement rear windows.
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Old 21st Sep 2016, 04:49 PM   #964
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That is a very nice and sleek design. Truly a hot rod. This is the evolution of the Akira and Titan classes with a side of Intrepid. Very cool.
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Old 22nd Sep 2016, 06:22 PM   #965
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That rear area.


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Old 27th Sep 2016, 01:23 AM   #966
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Mess of small updates. Most of the work is optimizations to the collapsed subdiv objects. One thing I am not sure of are the impulse drives. While a good idea in doodle form as a 3d thing I dunno. Might have to let them settle before I decide. Issue is if I undo them I will have to locate them elsewhere. Likely where that hump is. or just under it as I have to watch out for clearance of the warp core and deflector assemblies. I could stick them below the torp launcher but it would be a bit too much like a glowing butthole. I would like to have them above the plane of the warp nacelles though. Hence the original location in the saucer. Oh I could inset them on the inside areas along the "neck" with the shuttle bays flanking them. Anyhow thing sot think of as I am cleaning up the saucer bits.



]

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Old 27th Sep 2016, 03:05 AM   #967
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Well, guess I wont mull over it a bit. I think I like this even though it would not allow track steer that the old drives "might" provide depending on opinion on how impulse works. Anyhow this look kind of harkens back to some of my first 3d trek models from 05~6.



Of course they wont be plain boxes. I will have to come up with some sort of shape and nozzle deal and then change out my plans for the neck area to add plating there to keep from cooking the hull there.


Drawback to this, it make the hull appear overbearing. Granted i have changed things a lot from the painting as originally I planned for the outer rim to be flat not curved.
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Old 27th Sep 2016, 05:16 AM   #968
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Just some messing about box modeling them from the basic shape I had from earlier. It has me thinking maybe I should dump or redo the shuttle bay housings as I no longer need that profile to match to cutouts in the saucer edges.






For the glowing faces of the drives I have not decided if I will retain the classic grill like what I used on the Onimaru and other TNG era ships or go with a more nozzle like approach, IE appearance of more of a plasma vent than a bit of glowing glass and mesh.
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Old 28th Sep 2016, 04:19 AM   #969
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The days update. Bit of a fail as I rebuilt these bloody shuttle bays over and over debating how I wanted them to sit with the hull. First I had planned to unify them into the saucer rim with the original subdiv object then changed my mind and built in these new ones. I can no longer easilty fit a runabout but a ship this size I do not see the need to accommodate such a large craft and end up with over-sized shuttle bays. I did for a second consider dumping the secondary deflector cutout idea for a forward cargo bay but I cannot justify it. Likely to dump the existing plans/objects for the shuttle ops decks above the bays.






I probably could make the openings smaller, I need to verify the scale of those larger shuttles from NEM in relation to my shuttle example before I consider smaller bay openings.
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Old 30th Sep 2016, 05:32 AM   #970
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Small update as that pesky cold kept coming back and hit me hard yesterday and most of today. So it is mostly moving bits about on those impulse levels and planning out the panels on the saucer bits. Ah I am also screwing around with the lifeboat colors to see if something other than white would work better.








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Old 1st Oct 2016, 07:02 AM   #971
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wowsers that's awesome looking
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Old 2nd Oct 2016, 04:47 AM   #972
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Panels and window planning. Including a rough paint over with ideas for the bottom. It is a bit messy but just probing ideas. I also decided to widen the impulse drives.





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Old 3rd Oct 2016, 02:45 AM   #973
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Updates hull panels and bits with windows and interiors. No textures for the rooms yet as I have not decided on the look. Likely I will just use noise or random images in there for now.




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Old 8th Oct 2016, 05:16 AM   #974
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Keep catching the same cold over and over and over. UGH 2 weeks now.
Anyhow panels panels and more panels. I think I cur these things 7 or 8 times before I decided on this. . . .

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Old 8th Oct 2016, 08:18 AM   #975
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I think I have that same cold.

Nice looking panels!
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Old 8th Oct 2016, 03:55 PM   #976
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Yeah each time I think it is gone it comes back, and it hit back bad yesterday. 12hrs of being asleep. Loads of plugged up bits and that tickle sneeze rubbish so bad my ribs and torso muscles are all raw. I think I am getting too old, or these things are getting worse. Maybe a combo attack hahahaha. bleah.

Does not help the time of year, in the 80s here but cool enough at night to open the house once I do the cold starts hitting back as if there are contaminants out there that give it a boost. Worse is moron neighbors who think 60-70f at night is a sign to run creosote stuffed fireplaces! heh. Pollute the air with $hit thinking it is cheaper than running gas for the bloody furnace.

Worst of it all is the feel ok then it comes back. 2weeks+ of this rubbish is enough.

oh well, whine, whine, whine HAH.

I should soon be reaching the stage I can collapse the secondary hull or whatever you would deem that bit of ship that is the neck spine/strut assembly.
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Old 8th Oct 2016, 07:52 PM   #977
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I sympathize. I thought I finally had it beat then woke up this morning with a raw throat and a very sore gland in the right side of my neck. Sneezing off and on all evening. Bleah.
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Old 10th Oct 2016, 03:53 AM   #978
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bleah well I think I might have mine beat though typical symptoms kick in after dinner. lol I have had colds linger but not repeatedly hit me over and over. Maybe I just caught every headcold going about in a row hahahah. -_-;. Worst time as every day/hour counts right now.

Mid windows and rooms. Still no wall textures so I left the gray carpet for now. Mess of random faces needing hidden edges turned so one might spot random mesh errors. max 2013 is a PITA with hidden edges as most of the time they refuse to show due to them changing how they display. So, in the end it is guess work if your clicking on one or fighting with edge and poly display to SEE them. IE something that should take a few min takes a hour. . . . . . . good going discreet. BTW auto retringulate just makes it worse as it always chooses the WORST direction to triangulate a given face. JOY.





loads of slowdown and database errors.
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Old 11th Oct 2016, 09:05 AM   #979
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The bug put me in bed for most of the past three days. Feeling a little better today. I need to get over this; I have to meet clients and attend meetings all this week!

The ship is looking pretty.
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Old 11th Oct 2016, 03:25 PM   #980
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Yeah colds always hit at the worst times. Bit hard to bluff through when your sneezing and salting your food or pre-moistening your shirt.
OJ and food is what helps, I think that is my pitfall is remembering to eat. . . sick or not. :O
Get better and don't sneeze on your clients!


Outer panels and windows.



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Old 11th Oct 2016, 07:05 PM   #981
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Quote:
Originally Posted by Madkoifish View Post
Get better and don't sneeze on your clients!
LOL

Thanks man. You get better too.

I've managed to get through another day and I am actually feeling better. I suspect when I get up tomorrow I'll be right as rain.
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Old 12th Oct 2016, 09:00 AM   #982
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The detailing on this one is fantastic. It definitely has your style. An elegant design with utilitarian details
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Old 12th Oct 2016, 04:06 PM   #983
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Collapsed the secondary hull and cleaned it up though I have thoughts of maybe working the deflector more but ehhhhhh. Added lifeboat cutouts and that sensor strip thingy to the saucer.
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Old 13th Oct 2016, 03:39 PM   #984
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Mess of small details and layout of windows and go faster stripes added. Name is tentative and I leave the connections to all of you to figure out. Though one connection further than the obvious is there but uh I cant talk about that YET.
Class type is a shrug. Not that it is of any importance. Heck id not name it if I did not have to.
Oh pink blocks I am considering making as an arboretum as I can spread out that area internally. I do not know what that hump on the back will serve/be or if I will yoink it off for something else.

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Old 15th Oct 2016, 06:23 AM   #985
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Mostly planning out panel lines and what not. Mostly getting aggro over dealing with the fail method of working with hidden edges in max. Still looks like a few need attention to.

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Old 18th Oct 2016, 12:29 AM   #986
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Mostly poking holes and mushing things about. Added new maps to the rooms as well. (took forever to find the old room files. heh.



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Old 18th Oct 2016, 03:19 PM   #987
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missing some updates cause often the site is bogged down. Wonder if no follow or known bad ip lists might help in cutting down the load? It seems to be at off hours for most of the western audience. Makes me suspect bots are wasting the sites resources or could be the host is running crippling maintenance routines? Either way if you see missing posts its cause the site is not loading or taking more than 5~10min to load.

Messing with materials, I doubt I will use this pearl effect vs a plainer paneling effect. Primary reason being what is going on with the right nacelle. Also that ribbed area above the spine lifeboats will probably get the simplification treatment much of the spine has gotten in the last few days.

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Old 18th Oct 2016, 08:35 PM   #988
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Working on another method to model the phaser strips. First i use a segment then array a mess of them weld merge etc and bend to path. This allows me to model the bits and have them exactly the same no matter the shape they need to be in.

Only suck about the method I am using is SPLINES. As they always extrude or path the wrong way. My test example caused the strip to bend upwards and inverted. Sole reason I loath splines. Anyhow render is of the arrayed objects sans a material. I still have to manually hinge the ends and model those bits on. That or I can model it and then move them manually into place. I sorta merged the VOY units with the SOV ones. VOY had that inner channel while the SOV units were a solid bar. Not sure if it is meant to have the beam emitting from the channel or those rib things on the outside.







Oh yeah I drilled more holes in the hull but well, same old same old seen one window seen em all heh.
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Old 19th Oct 2016, 03:58 PM   #989
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Capped strips and layout of others. Also started blocking in details to see where everything fits.







Clearly some of these have not been cut down yet as surrounding details are unknown atm. Large red/brown area is where the cutout would be it would resemble the one on the linerunner or contain a possible shuttle bay but primary purpose is a long distance deflection field while the main deflector is used to shape the warp field and "quantum tunnel" Ship registry is something I am unsure about. I did not like the idea of such high numbers in the original estimate but Other ships like the onimaru and linerunner are a bit too close. As for canon ships I thought to look for they seem OK. I doubt 3 or 4 thousand ships were registered since late TNG.

----------------------------------------------------------------------------------------------



Linerunner/Loegaire sample: she was designed as a fast support ship for the dominion war but was late to the party ( I forget the rest of the hogwash I made up for this) ship is intended as a larger defiant, a ship derived from lessons learned from as such.




Onimaru: ship was intended to fall between the Galaxy and SOV classes for more non diplomatic missions and more of a large deep space science vessel. Later geared up as a warboat like the SOV to defend from the borg as it had adapted warp fields to remove the warp/subspace barrier imposed on older designs.




I should probably dig up some of these older models and update them to current settings and render off some scenes. I guess by the time I am done with them I am sick of seeing them HEH.


Other than shuttles I do not think I have anything else from this era that I would deem stable ready. IE dead projects long abandoned. That or ships way past this era.
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Old 20th Oct 2016, 03:31 PM   #990
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Stuff from last night just didn't post as renders were taking too long.

Well not much progress today/night. Just some panels and a lot of undone work on the shuttle bays. I guess I should figure out what to do with that hump thing and what sort of pattern for those rear windows on the backside of the superstructure. I might be doing some simplifying. Also since I am not putting the phaser strips in that gray area it looks a bit lost. Maybe I should put in some huge windowed skylight room there instead. Heck most of the windows on the saucer are nearly skylights anyhow.



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