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Old 11th Jun 2009, 11:32 AM   #271
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very nice MKF!
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Old 11th Jun 2009, 03:51 PM   #272
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love the last image.
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Old 11th Jun 2009, 09:38 PM   #273
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Here is a crappy wmv9 while we wait for vimeo, hopefully it wont alter my file there since it is much cleaner than this wmv9

Animation has flaws but it is just to show the ship in movement.

http://www.vimeo.com/5120984
I think this is the share url. . . give it 5 min from this posts timestamp.

Ok file is up. OR not it borked since I dont see anything. -_- ugh.
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Old 11th Jun 2009, 10:06 PM   #274
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Hm, I don't think Vimeo is the problem... downloaded your WMV and I don't see anything on that either.
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Old 11th Jun 2009, 10:21 PM   #275
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the wmv9 isnt the file uploaded. the wmv9 needs the wmv9 codec to play. The vimeo file is h264, I think it is the framerate probably. Oh well wasted enough time on it Im not bothering with getting it to work there anymore Ill upload the h264 here in a bit.
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Old 11th Jun 2009, 10:24 PM   #276
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very simple but very nice
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Old 11th Jun 2009, 10:41 PM   #277
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h264
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Old 12th Jun 2009, 02:18 AM   #278
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nice animation.
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Old 12th Jun 2009, 02:39 AM   #279
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Someone asked for motion blur. PLZ DUN PUKE, vdub motion sux.
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Old 13th Jun 2009, 04:36 AM   #280
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Decided to give the TOS stuff a break while I test out max2010. It or 2009 has been offered to me after a long bout of complaining about how mental ray mats lagged up max9. So to give max2010 a run through Im messing with that mental ray TNG shuttle. (that and more than one request for it being finished up) So far everything is faster, faster viewports faster materials editor. Only things is renders are slower, viewports are kinda buggy and "odd" and chamfering on uneven faces is jacked up, chamfers unevenly which was a old issue that has come back like a piece of bad meat long forgotten in the fridge. Also some crap cleartype bs going on in the UI fonts and junky ass .net craplet running in the bg. Which is related to the crapped up text. And I dunno how the hell max chooses fonts but UGH it always chooses some jacked up fonts EXP for the right click menus. (some ugly Japanese handwriting font, mika something I think)And yet another lamo licencing app, wish they would choose one and stick with it so I dont have to have 20billion of these crappy apps loading up in my OS.

OH and MR acts totally different. Visually as well as options arch mat now has a light emission controller built in. FBX is great has roll backs to like max7 or earlier so at least I can export the polygons and simple lighting set ups to older versions of max. I think what I will do is dig out max 7 or maybe leave max9 and use FBX for compatibility for shared meshes etc.

ANY HOW, here is a quick test render with the new interior lights. (seem a bit too contrasty itll be a learning curve) As well as getting MR to render faster than 30min a render SHEESH this thing used to only take 3 min! Oh and some lowpoly seats. (need to fix the glass material too since this seems different in 2010 too) My translucent mats have gone whack too.

OH yeah the diffuse bounce in lighttracer for scanline is 100% better than it was in max9! It acually looks nice vs random blooming of light!. Last image is a example of it.

oh the stupid vimeo thing is working now so go fig.
http://www.vimeo.com/5120984
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Old 13th Jun 2009, 09:04 AM   #281
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The windows below the bridge are quite effective.
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Old 13th Jun 2009, 07:08 PM   #282
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Decided to take a look at the Klingon ship. and found she is only 76 feet long. :O

Not sure if I will continue with the existing parts or just start over using the old bits as templates.
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Old 13th Jun 2009, 07:36 PM   #283
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Ok scaled my little kink up to 6' 3" (yeah he is short) and uh. I know I intended this to be BIG but heh 1,299 meters / 4,263 feet is a bit ridiculous. So for now I will rescale it to about 880meters which I think is closer to my intentions with comparasons to the Onimaru and the E-D
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Old 13th Jun 2009, 07:39 PM   #284
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Ya sounds much better size wise. Just glad you didn't go with some crazy figure like 2000-2500m!
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Old 13th Jun 2009, 07:53 PM   #285
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Well I originally scaled her so those front windows were 6ft tall, sadly it just cannot work without a 2mile ship.
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Old 13th Jun 2009, 09:45 PM   #286
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Sadly Im starting to think I should restart her. Spent all this time redoing materials so it is all Mental Ray, as Im going through there are a lot of screwy modeling and some curve errors. Just the idea of rebuilding all this stuff >_<. Though all the clean up it might be a faster way to go.
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Old 14th Jun 2009, 02:12 AM   #287
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Some of these renders show the issues, so maybe I will look at redoing just those parts. These issues didn't show in the old lighting rig etc. I think I might be able to correct most of the errors by removing useless control edges, I didn't know about hidden edges back when i modeled this thing. NOTE how ugly the metallic parts are.

As these renders show I'm slowly getting the hang of these new light emitting material settings. I would have to say they are a bit of a improvement in some regards in that you have more control over how bright they are but getting the colour right is another issue. :O

oh yeah I had most of the mesh replaced then decided UGH and went back to see if I can rescue these older parts.
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Old 14th Jun 2009, 06:50 AM   #288
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Attached are the beginnings of the new head wedge. I have already gotten the lounge windows and interior in. (might need to adjust the size some and lighting in there. (walls seem to get light but the Klingon inside doesn't.) You can see some of those smoothing errors, It is just a process of render by render and cutting edges to control the smoothing. THANKFULLY that face only curves in one direction!
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Old 14th Jun 2009, 10:51 AM   #289
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LOL, I leave for a day and you build a whole new ship... sadly shakes his head in shame thinking about the refit I've not finished. You're a modeling machine.
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Old 14th Jun 2009, 02:30 PM   #290
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I wouldn't say a whole new ship. This thing is something I dug up. Even if I did go with the rebuild parts I had made, the design was set.

unused rebuild parts
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Old 14th Jun 2009, 04:51 PM   #291
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You could always shrink the lounge to half the size and have two decks of window in between the panels. Kind of like aircraftcarriers with two bridges, one for the ship Captain and one for the task force Admiral.
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Old 14th Jun 2009, 05:22 PM   #292
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You lost me there. Here are some really old pencils of detailing. (not sure where the newer ones went) But it should give an idea where I want to take this.I'll try to locate the newer crap since it is mostly colour digital over paints.
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Old 14th Jun 2009, 07:33 PM   #293
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Got lazy cloned off the old upper plating since it wasn't affected. Got clean up to do on it and tests to see if just having it sitting there works lol. Ill probably merge it in being as I,m anal about this crap.
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Old 14th Jun 2009, 08:22 PM   #294
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Ok quickly welded the old bottom on, having half the polies in the curves is annoying. HAH but dinner is interfering now so I will have to approach the smoothing up of the join.
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Old 15th Jun 2009, 04:07 AM   #295
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Ok almost done with all the repairs, Just the second layer of plating to restore and the gold bits, might do something different with that. Then it is on to main hull clean up and belly plating and wings. I need to also look at placements for weapons systems as well as a possible throwback to some sort of turret. Hull colour I think will become a dirty gray with hints of that burgundy and a deep gray blue, similar to the ship seen in st6. and yeah I know about the mesh error on that spine part, I dunno wtf, I could swear I fixed it like 2 yrs ago. OTL
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Old 15th Jun 2009, 07:49 AM   #296
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I already liked this but it keeps getting better. Love the detail work already.
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Old 15th Jun 2009, 09:10 AM   #297
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I really like the long, sweeping lines on this. It makes it look like it's going fast even though it's standing still.
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Old 15th Jun 2009, 11:29 AM   #298
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It's a very cool design.
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Old 15th Jun 2009, 11:00 PM   #299
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Updates will probably be small today/evening/night otl As I am slowly cleaning off dumb edges used prior to knowing about hidden line editing. Went from about 160k to 130k so far and this includes junk objects all over. Attached images show the "comms" control room, I think that is what it is. Modeled a interior and junk and corrected some paneling on it and that large tower in the foreground. Ignore the "chrome" hull panel PLOX. Some how it was assigned chrome, though it looks more like mirror than chrome.
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Old 16th Jun 2009, 07:40 AM   #300
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Just out of curiosity, what is "hidden line editing"?
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