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Old 3rd Nov 2014, 12:49 PM   #61
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Quote:
Originally Posted by Rigel View Post
Nice work on the graphics!
Cheers Rigel!


Quote:
Originally Posted by trekki View Post
Very very beautiful object. I like it very much.
Have we any chance to get the item from you?
I'm waiting for more images.
many greetings
trekki
Thanks trekki! At the moment I have no intentions to release the model in it's current build. I will however be submitting a lower poly version with an updated issue of Prologic9's Enterprise-D model... Probably in the new year.
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Old 8th Nov 2014, 08:14 PM   #62
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Just a few tweaks to the wooden horseshoe: I eventually sorted out the issue with the wood grain direction and thickness as well as a wrinkle that was present on the 'heel'. The corrections were applied using Lightwave's nodes facility; lots of tweaking and re-rendering...

Now onto the poly reduction exercise starting with that dedication plaque which weighs in at 39788 polygons and is home to a third of the total polys for the whole model!
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Old 8th Nov 2014, 08:46 PM   #63
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Just for the heck of it, could you try softening the overhead stars a bit? [Or maybe they should be smaller; I'm not sure] They were the second element (the original woodgrain being the first) that popped out when I first saw this.

Otherwise, this is a fantastic looking CG set
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Old 22nd Nov 2014, 02:29 PM   #64
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Just like most people interested in your work, I have come to appreciate the evolution of the Enterprise-D model from the early meshes. Thanks to all of you guys, who have devoted so much time, who have collaborated to take it this far, to this state of beauty, just for the sake of it. We look forward to download your next iteration D-Jota.
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Old 7th Feb 2015, 01:11 PM   #65
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Wink It should all be easy now!

Hey everyone! - Compared to the utter neglect this hobby of mine received throughout 2013, my progress on this project throughout 2014 was nothing short of amazing with lots of hours having been spent on it (...and long may that continue!), but after my last update I really wanted a break from it during the lead up to Christmas... Then I took up the guitar, so that was pretty distracting. I've also got a back catalogue of Need For Speed games that I'm working through as well. Oh and I wanted to try my hand at the assembly of a 1:8 scale Aventador (800 pieces) which cost me about 100 hours. - How easy it would be to pack all this in if I didn't have to earn money!

Back to business...
I've just brought the Bridge chapter of this project to a satisfying close; as before, beginning with thinning out the polycount before customising it for Pro9's Ent-D model.
The images attached show off what the low poly issue of this model looks like; it really is a spot the difference exercise since I don't think the details have suffered at all, even with all those chairs. I was quite chuffed at how the dedication plaque turned out which, thanks to the application of a half tidy texture map weighs in at 691 polygons from a colossal 39780 polies.

Next I'm going to tackle something that I don't think has been done before (at least not for the community's eyes to see) and yet it seems so obvious a project: I was looking over Sternbach's blueprints a couple of weeks back and that sparked a desire to do all three shuttlebays... The main shuttlebay is three decks high with elevators that emerge through the floor; how cool would it be to see animations of that?

It does of course add even more months to this project but it'll be all worth it by the end... (I hope)
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Old 8th Feb 2015, 12:34 AM   #66
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Cool,
That looks really good. The view from the outside to the bridge I like it, very nice.
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Old 8th Feb 2015, 05:16 PM   #67
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Command chairs look better detailed. Otherwise I was unable to spot the differences, which means you have done an amazing piece of work.
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Old 9th Feb 2015, 07:23 AM   #68
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GREAT work all around!
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Old 9th Feb 2015, 07:33 AM   #69
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This is really cool. I love the isometric view!
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Old 9th Feb 2015, 07:49 AM   #70
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amazing work
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Old 9th Feb 2015, 10:15 AM   #71
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Glad your still on it mate.
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Old 11th Feb 2015, 04:22 PM   #72
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Thanks everyone!

The good vibes are very much appreciated.
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Old 22nd Mar 2015, 06:01 PM   #73
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Default Shuttlebay 2

Shuttlebay 2 in six weeks? - That can't be bad!

Obviously this is part 1 of 3 but now that I have this one in the bank I can raid all its elements to inform how Shuttlebay 3 and the main shuttlebay come together; can't see the modelling of parts 2 and 3 taking as long (he says!).

And I really do want to explore the practicality of modelling some kind of basement levels for these, as is implied by Rick Sternbach's blueprints.
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Old 22nd Mar 2015, 08:04 PM   #74
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That is incredible!
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Old 22nd Mar 2015, 11:11 PM   #75
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Wow great shuttle bays as well
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Old 23rd Mar 2015, 07:36 AM   #76
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Quote:
Originally Posted by D-Jota View Post
Shuttlebay 2 in six weeks? - That can't be bad

6 weeks .. fine ,, excuse me while I go out and punch the wall.. 6 weeks. my speed it would be 6 months...

nice work
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Old 23rd Mar 2015, 08:14 AM   #77
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Good work - the thing that often puts me off interiors is the difficulty of getting good figures in there. It's not too bad if you can have a generic figure, but if you need someone with the appropriate clothing from a series...
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Old 23rd Mar 2015, 09:04 AM   #78
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Quote:
Originally Posted by Starbase1 View Post
Good work - the thing that often puts me off interiors is the difficulty of getting good figures in there. It's not too bad if you can have a generic figure, but if you need someone with the appropriate clothing from a series...
can be done though....

http://www.foundation3d.com/forums/s...ad.php?t=18676
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Old 25th Mar 2015, 12:08 PM   #79
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Default Shuttlebay 3

Quote:
Originally Posted by lonewriter View Post
That is incredible!
Bless you sir!

Quote:
Originally Posted by John Marchant View Post
Wow great shuttle bays as well
Thanks dude, I appreciate that...

Quote:
Originally Posted by GMD3D View Post
6 weeks .. fine ,, excuse me while I go out and punch the wall.. 6 weeks. my speed it would be 6 months...

nice work
Thanks GMD3D... Know that I get exactly how you feel. Just take a look at when this thread was actually started. In all honesty though, Shuttlebay 2 is quite a forgiving setpiece to reproduce as it's essentially a box of wall panels; it's those Okudagrams that took the bulk of the time this time around.

Quote:
Originally Posted by Starbase1 View Post
Good work - the thing that often puts me off interiors is the difficulty of getting good figures in there. It's not too bad if you can have a generic figure, but if you need someone with the appropriate clothing from a series...
Cheers Starbase1. Personally I think that that's no reason to be put off. The challenge of modelling figures with realistic clothes (not to mention facial features) is several rungs up the skills ladder for me, which is where it will most likely stay since my interests just don't take me there. I am therefore more than content to practice the modelling of environments and hardware and let the population count be someone elses issue.

Quote:
Originally Posted by shaggy View Post
...and very good they are too, but are they available to the community?

So, Shuttlebay 3 then! - I scored the week off work so I was able to amp up the rate of progress on this project. Part 2 of 3 only took me a couple of days to complete instead of six weeks! - Sure it was only a case of mirroring most of what I had created for Shuttlebay 2 but as you'll no doubt observe I didn't want bay 3 to be a complete mirror of bay 2 but stretched; some of the elements were rotated and reinserted into their new homes, additional panels were added and of course the shuttlebay door needed a little work... then there was the clean up operation for the maps.

It was all no brainer stuff but it was pretty therapeutic and ultimately satisfying to have created another room in the process.

Anyways... Cheers for dropping in. I really can't wait to see what you lot will do with this stuff! I need someone to invent me a chair on which I can create my own bubble of time then perhaps I can actually bring this project to its conclusion; I'm going to bed a 5AM every night now, not tired at all; can you believe that?

Main Shuttlebay next...
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Old 25th Mar 2015, 01:03 PM   #80
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Great Work!
Looking really forward to Shuttle bay 1 :-)
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Old 26th Mar 2015, 04:21 AM   #81
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More Awesomeness!!!!!

Although not officially, available to the community they are all free assets available on the interweb... (except the base bodysuit) Just take some time to set up..!

Just Loving all of this...
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Old 27th Mar 2015, 08:54 AM   #82
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Looking great and inspirational.
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Old 27th Mar 2015, 08:58 AM   #83
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More Awesomeness!!!!!

Although not officially, available to the community they are all free assets available on the interweb... (except the base bodysuit) Just take some time to set up..!

Just Loving all of this...
You can get the bodysuit, I have a link to them somewhere, from TOS to First Contact
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Old 27th Mar 2015, 10:02 AM   #84
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These are really nice set pieces.
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Old 29th Mar 2015, 05:49 PM   #85
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Nice interiors!

I love your bridge set (I have a thing for bridges ).
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Old 30th Mar 2015, 06:03 PM   #86
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Default Main Shuttlebay (“Cause & Effect”)

Thanks for the positive feedback everyone!

Just a quick update (probably my last for a while as I was back to work today):
I reproduced the large miniature that was assembled for the decompression scene in the TNG episode: “Cause & Effect” in which we were treated to the one time only blink-and-you'll-miss-it glimpse of the Enterprise-D's main shuttlebay. I also added elements to keep the room's design consistent with what's been established for Shuttlebay 2.

I'll be spending the next few weeks (or months?) expanding this portion of the shuttlebay deep into the saucer however a scaling issue has already presented itself that's bound to cause me a problem when it comes time to installing this into Pro9's Ent-D; it would appear that the aft portion of the saucer that houses the main shuttlebay isn't really a full two decks high (relative to Shuttlebays 2 & 3). In addition to that observation is the one presented by Rick Sternbach's blueprints for the main shuttlebay: From what I can see he hasn't really acknowledged what was established for the main shuttlebay in “Cause & Effect”.

So I'll almost certainly have to sponge it to find some harmony between the two models; I just really hope it can be done tastefully!
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Old 31st Mar 2015, 09:37 AM   #87
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Wonderful, this is probably the largest hangar of the "Enterprise-D."
Unfortunately, there is not much info material.
You've made a good start. I hope yet to come some nice pictures.
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Old 31st Mar 2015, 02:05 PM   #88
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Very, very cool work. Prologic's Enterprise-D is one of the finest models out there, and the number of enhancements made just further the quality. Excellent. This will truly deserve the 'epic medal' once it's done!
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Old 18th Oct 2015, 05:21 PM   #89
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Default 24th Century Parking Lot

Right! - The main shuttlebay is here... Woohoo! (obviously the whole crew is at lunch!!).

I have based as much of this room as I could on Rick Sternbach's blueprints, crossed with all that we have seen of the set for Shuttlebay 2 and of course that little glimpse we got in the decompression scene in the episode: “Cause and Effect”.

Firstly though, has anyone checked out the link that SG_Stargazer posted the other week? Basically it's to a short video showcasing the project that Jason T has been immersing himself in: A mammoth Enterprise-D project in which he's attempting to recreate all 42 decks of the ship, tourable in realtime via a gaming engine! The video starts with a shuttle docking in his recreation of the main shuttlebay, which according to his website was created using the same references as I have been using. It was interesting that despite all that's familiar to me about what he's modelled, there remained a few surprises and creative directions that I hadn't thought of; what was weirder was the fact that some of our ideas were uncannily similar.

Back to mine... Despite the insane amount of time this model has taken me (and I've been pecking away at this pretty much daily for six months), I tried to make a conscious effort not to allow any impatience tempt me to call it finished prematurely, just so that I could say that I've sneezed out another room for this somewhat longwinded project and crack on with the next. You wouldn't believe how much time I stewed over different aspects of this thing both conceptually and aesthetically. The last month alone was soaked up with completing the okudagrams, the lighting, the running of test renders, some more test renders and yet more test renders. The persistent presence of blotchies in my renders pushed me into experimenting with the GI-panel, costing me a fortune in time though admittedly it was time well spent. I found a couple of immensely helpful guides here and here.

I've got so many images that I'd like to share that it's a little difficult to know where to begin; I figured I'd break this up into three posts as technically we are dealing with three decks.
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“We just throw those phrases away... It's like odds and ends. If you've got 24 odds and ends on the table and 23 of them fall off, what have you got, an odd or an end?” - George Carlin
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Old 18th Oct 2015, 05:27 PM   #90
D-Jota
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Default Deck 3 & Shuttlebay HQ

The majority of deck 3 consists of balconies, booths and corridors.

Noteworthy is the modelling of what I have labelled Shuttlebay HQ: It's a large maintenance facility within the bay that carries some kind of control room. I started thinking of the main control room as a kind of “bridge-lite”, so I abducted conn and ops from my bridge model and created the mother of all situation displays which locked me into about three, maybe four weeks of Okudagram-creation. I also created a ring of corridors within the confines of deck 3 of Shuttlebay HQ; essentially an interior model within my own interior model!
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“We just throw those phrases away... It's like odds and ends. If you've got 24 odds and ends on the table and 23 of them fall off, what have you got, an odd or an end?” - George Carlin
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