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Old 22nd Jun 2018, 10:50 PM   #1471
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Damn....you just keep setting that bar higher and higher.....looking real good
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Old 24th Jun 2018, 05:54 AM   #1472
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I try but, smaller steps each time lol. Thanks

Spent 2 frikin days chasing speckles. . . . . Did adjust maps and things buit it is still not perfect. Gloss channels and aniso are all a bit whack atm so all the grime is like super boosted. Just had noticed I did not have things set up for aniso on the large maps so I had a lot of panel patterns that were not breaking properly. So stuff like pennants would vanish from glancing gloss bloom etc. ATM even this render is flawed as it blows out and has speckles from the impulse and the windows in the hull. Part of the strut speckle is corrected using fast interpolate but I do not like to use it as reflective bloom and gloss bloom (spec) are not accurate and just look fake. Ramping the sampling up helps some but it still is a bit MEH.

I dunno what is up with the speckles as in the past all I had to do was up the sample rate on the material or in FG and it would go away. Go fig. From what I have researched online it has something to do with the self ilum in arch design materials (MR mats) and going through glass and reflecting. Often it is a secondary reflection that causes it as it bounces it halfs or diminishes the samples enough to break up and look crap. Sadly none of the faces I found fix it. Least not the ones I would accept IE not using fast interpo. Bloody 4 hours for this render at 3200w SHEESH

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Old 24th Jun 2018, 01:29 PM   #1473
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Sounds like a major headache.... I've been playing around a bit with refelctions....mainly the irridecent/pearl effects....and I've noticed that positioning of lighting can have a dramatic effect. Now I might be totally off kilter since you mentioned self illum...but adjusting the ansio might help......I don't know how your full rig is setup but is a thought
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Old 24th Jun 2018, 05:42 PM   #1474
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no it has nothing to do with aniso it is a MR sampling issue. Be it reflective sampling or some other rendering setting. Even set at 90 which is overkill it still exists, normally it should be no higher than 30~40. None of the typical speckle or noise adjustments work in the rendering menu work or really do anything to it. If all lights are OFF it still exists in the light spill onto the ship hull from the self ilum. And it is not just the self ilum built into arch design mats, it occurs with the old lum/glow shader as well.
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Old 25th Jun 2018, 09:04 AM   #1475
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Ugh took longer than planned and still using a placeholder planet. Render of the higher rez one is still going. . . . . .
Likely no one can tell though so meh, I decided to just output it and be done with it!
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Old 25th Jun 2018, 08:33 PM   #1476
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Looks great to me!
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Old 26th Jun 2018, 07:22 AM   #1477
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Alternate take with the new rendering of the planet, no real change in detail. . . . . . . waste of time re-rendering it lol.

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Old 29th Jun 2018, 08:26 PM   #1478
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Definitely looking pretty snazzy
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Old 3rd Jul 2018, 12:54 AM   #1479
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Failed attempt to see how the carpaint shader would look on the entire hull. . . . . . clearly it doesnt work as it took forever then crashed sometime at night. -_-



guessing it was to much stuff stacked up and it just took a crap as ram looked ok, just a screen grab as it was all I could do.
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Old 5th Jul 2018, 07:15 PM   #1480
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Reverted to the old material but altered some of the settings and the maps used.
Fooling with the impulse engines, less red more orangeish. Also considering dumping the cover. Wasted a lot of time modeling various shapes and rage quit those so I am back to the bars. Then got distracted messing with that red crystal material as a accent, though I dunno about adding another surface to the ship exp this as it isnt really anywhere else on it.



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Old 6th Jul 2018, 09:52 PM   #1481
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Bit of a no no using solid settings on a single faced object but I think this is where I will go with these. Instead of bars of emitters it is just one large stepped rings of plasma.

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Old 7th Jul 2018, 03:06 AM   #1482
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Just messing around now with materials and some other details.








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Old 7th Jul 2018, 11:10 PM   #1483
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That is a beautiful version of a Tholian ship. Love the engines.
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Old 10th Jul 2018, 07:53 AM   #1484
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Beautiful work!
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Old 22nd Jul 2018, 08:49 AM   #1485
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Well looking at what I was going to do next I opened my Klink ships and thought maybe Ill do a render with them and discovered I never got to do ing anything with the "chin" of my tosish era ship. D6? Anyhow started cutting in and reproducing the torp hole I had on the other cruiser and well results so far seem anemic (this ship is larger) I didnt want to do the HUGE hole with a tiny arse launcher inside that the D7 would have had and had in TMP. But I think this might be pushing it. I have altered the cuts to make a fairly large step down but dunno.




This is the look I am replicating. Lots of manual shaping.



And before anyone asks NO the belly gun does not have clear fire when at rest as it is a strafing gun and not meant to fire forward. I deemed it as justifyable as for it to clear I would have to truncate the hull too much or have the turret sticking out much to far from the hull.
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Old 22nd Jul 2018, 05:23 PM   #1486
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Ooooooohhhhh.....nice
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Old 23rd Jul 2018, 07:57 AM   #1487
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Well most of the star burst plating is done. Maybe some smaller details and chamfers to go. Keep in mind that there will be hull plating underneath all of this as well.



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Old 23rd Jul 2018, 11:19 AM   #1488
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very cool! love Klingon detailing
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Old 25th Jul 2018, 04:28 PM   #1489
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A few full renders as I was a bit worried that I placed the whole torp deal a bit too low in the blister. I think it looks alright but it probably would have looked better moved up a bit. . . . There is paneling cut but not extruded yet.



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Old 26th Jul 2018, 06:44 AM   #1490
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Panels, panels, and sensor dome. Also note all the $&#&@^ing turned faces. Dunno max seems to decide randomly to turn some hidden edges all the wrong way even though I have not touched those parts in over a year. Points at rear part of the neck, area just forward of the lower grill and at the base of the tubes. -_-;'



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Old 26th Jul 2018, 07:58 AM   #1491
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It's still a beauty!
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Old 27th Jul 2018, 08:06 AM   #1492
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Some more panels and detail bits.

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Old 27th Jul 2018, 08:31 AM   #1493
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Sweet!
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Old 28th Jul 2018, 09:15 AM   #1494
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More of the same old panels and some fooling about to give a bit of an idea of size. I am tempted to stick some slit windows in that back wall area or at least in that lower curve where the girl is. Kinda slow today as I got distracted with some things around the house. Not to mention avoiding thinking about those bits of lower neck that joins to the hull.





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Old 30th Jul 2018, 05:47 AM   #1495
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Guess what?






yup, exactly. . . . .



oops that's a bit dark. Another sans all that shading crap. Maybe I should look at lighting it so these dark areas key out. Then again maybe not. . . . . . . .







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Old 31st Jul 2018, 03:38 AM   #1496
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Added some sub panels around the front, dunno about them might undo it all.





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Old 31st Jul 2018, 10:58 PM   #1497
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Second layer of panels, a bit too scattershot so I will likely redo it all. Can see how I worked from the front backwards and then I started looking at it as a whole more than attempting to replicate similar shapes elsewhere on the ship. Clearly my panels here are much finer than elsewhere a bit of a gaf due to the time period between the old stuff and now. (2yrs or more?)

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Old 1st Aug 2018, 06:58 AM   #1498
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Updated panels and a few more.








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ran off another distance render with low lighting IE only 1 main light rest is FG GI off a hdr. Really shows how weak the paneling is so I might have to uh redo everything on the blister. . . . . . .

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Old 2nd Aug 2018, 07:58 AM   #1499
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It looks really nice. I really like this Klingon ship.
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Old 2nd Aug 2018, 08:47 AM   #1500
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Erm ok, I was suppose to go to bed 3hrs ago and well still here. . . . . I think I got the sub panels where I want. Some loss of work outside of the secondary panels but I think I have a solution to the torp mini panels that are on this part of the ship which is to well cut around them and leave that one brown one separate. It I think might give me a change to put some junk on those areas between the panels as well like vents or just random crap. I have lost some lighting and greebs in the cracks between the panels but meh. Those secondary panels should not take more than a day or session as I already have an idea what I want out of them. Patching in the dark panels though will be a bit meh so I might just abandon patching those and re-cut them too. ATM I have a few central panels to extend and all the upper ones that face the top of the head, though maybe I should ignore those as they barely show atm in renders.



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