Go Back   Foundation 3D Forums > Creative Works > Works in Progress
Register FAQ Members List Calendar Mark Forums Read

Works in Progress Critique works in progress, 2D 3D and animations

Reply
 
Thread Tools Display Modes
Old 18th May 2019, 09:39 PM   #1621
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default





figure those insets could be a area where sensors for tracking et could be for the suttle ops and be an area where modules can be pulled and changed out etc. All the consoles and stuff back up to this area with enough room for a access bay to connect things up or change them out.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 19th May 2019, 07:23 AM   #1622
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Stuff on those radiator fins or whatever they are.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 20th May 2019, 03:30 AM   #1623
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Mostly just decals and pushing some things about and defining what was once just decal detail. Thinking of maybe going from a pair of phasers to a single unit as it just seems to crowded up there. Sadly this is the only place for them that gives a clear view due to those fins and struts.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 20th May 2019, 06:35 AM   #1624
ashe5k
Registered Member
 
ashe5k's Avatar
 Gallery
LightWave Poser TrueSpace Paint Shop Pro Photoshop Premiere
 
Join Date: Sep 2009
Location: Greater Miami Hogger Valley
Posts: 63
Default

I do love what you're doing with this ship design. Very cool.
ashe5k is offline   Reply With Quote
Old 20th May 2019, 09:18 AM   #1625
Chlorel
Registered Member
 Gallery
3DS Max LightWave Illustrator Photoshop Premiere
 
Join Date: Oct 2012
Posts: 1
Default

So much meshed details ... Great work done
Chlorel is offline   Reply With Quote
Old 21st May 2019, 12:32 AM   #1626
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

plz delete part of a server connection spaz. Clicked send and walked off vs waiting to see if it posted to returnto something like 20 posts. O_o
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 21st May 2019, 12:34 AM   #1627
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

More hull details and junk around windows as well as the docking collar obs and inspection decks. The upper divided floors are mostly for upper ship ops and inspection. Most operations related to small docking collar ships would I assume be near to fully automated. This is a area where station and drydock supplies and collars would lock in. The stuff flanking the landing "pad" would have ports for transfers of materiel.









And yes, I have some smoothing groups to deal with.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 22nd May 2019, 03:55 AM   #1628
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

More holes and some details to the hull.





__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 23rd May 2019, 09:52 PM   #1629
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Adding on more panel details and detaching bits here and there to create unique UVWs. Really need to revise my materials though.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 24th May 2019, 07:03 PM   #1630
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Spent most of the rest of the night arguing with lights. The raised deck next to the pennant keeps getting in the way so a side light typical of TMP era gets lit up along with the pennant. Which I disliked, tuning them to avoid that means they cannot project far enough along to light the lettering. So various attempts later I have a multi lamp arrangement. Ignore the color tone as I will likely tone all ship gizmos to a warmer light. ATM it is just white, I wish I could adjust by temperature vs RGB color. I am using MR gizmos as photometric just obliterate render times and are much harder to avoid unwanted effects near the gizmo itself. I suppose I could use a hidden LUM object but those are generally ambient vs a projected light and do not reach too far without odd blowout or bleed through. There is suppose to be a projection map on these but I am not seeing it so I might have to swap the bitmap.




Example I use LUM lights on markers, interior lighting and any glow element on or in the ships.

AND RRRRRRR at the blotchiness in my materials. I cannot figure out where the heck the noisemap like grime is coming from. Maybe something in scene is broken or referencing a file that is not there. Max 2013 often does not try root directories before returning to old references when saving files. never had much issue with 2010.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 25th May 2019, 03:48 AM   #1631
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

bloop wtf another doubled post
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 25th May 2019, 03:51 AM   #1632
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Update little light emitters and adjustments to the settings to fill the area more.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 25th May 2019, 11:49 PM   #1633
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Big whoop panels on the flat bits. Mapping is a bit meh and it still has that strange blotching even though I spent time correcting a backfacing issue with the materials (turning on and off of maps causes that issue to oddly VANISH. In the end I will likely eliminate the hull material and clone it manually over to a new one and apply it to every single object by hand UGH.

__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 26th May 2019, 07:39 PM   #1634
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Start of grid/panel planning on the saucer.





__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 26th May 2019, 11:18 PM   #1635
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Center panels and rim adjustments. Moved the Phasers as the area where they were was too cluttered as well as the flatness of the saucer prevents a workable inner solution.


few renders of the whole thing.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 27th May 2019, 07:51 AM   #1636
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Sensor pits, not so sure about the innards but thought it was worth a try.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 27th May 2019, 08:06 PM   #1637
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Extruded out lower panels and altered some of the patterns. And most of the panels have unique uvws so no more continuing patterns.





just decals windows and some detail bits left here.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 28th May 2019, 05:00 AM   #1638
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

More grids and bits.




__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 30th May 2019, 06:10 PM   #1639
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Upper sensors and all paneling in, most of it all has unique uvws so no repeating patterns.





__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 31st May 2019, 04:10 PM   #1640
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

hopefully I can get this in before the site errors

Some random hull bits and window placements on the saucer. Do not think I will have any more holes other than the saucer rim. The white access panels though might go hull color to make them not show up as much.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 31st May 2019, 11:17 PM   #1641
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Rough placement of rim windows for now. Decided to go with single deck atm and to try to space them in clusters as they are on the canon ship. The double deck layout would have pushed windows to the dark gray line area of the rim and I just did not want to encroach that far to the edge of that section of the ship. Right of way markers should denote left or right of the ship and front to back. Most of the windows on the saucer will have to wait for all the symmetrical detail in their region to be done before I start cutting them in though.




I might be shifting the things upwards some if I do the split grids in this area to match the canon ship.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 2nd Jun 2019, 09:36 AM   #1642
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Some edging on the grooves and working the lower hull.




__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 3rd Jun 2019, 04:39 AM   #1643
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

More stuff in the same place and some tos hatch like things. Kinda wish I had pushed them all a bit further down the spine thing but it angles backwards so I cannot easily cut and paste them further down.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 5th Jun 2019, 04:43 AM   #1644
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Started out in an attempt to replicate some of the patterning on the canon ship. Then breaking up some of the panels elsewhere. Almost to the stage to start laying out windows.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 5th Jun 2019, 09:05 PM   #1645
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Window layouts for the secondary hull. I had only planned the one row but felt I might be able to sneak in some further down the hull. I am debating on if I want to do a large row for the typical arboretum or whatever. This would exist below the blue row between the white hatch and those gray ones. I do not think sticking any windows in front of the strut root and just behind the saucer edge. So the area past the yellow templates is going to remain solid hull.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 7th Jun 2019, 06:52 AM   #1646
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Two rows of holes.

No rooms yet just a few omnis in the full render to somewhat light up the holes to fake it for now.





oh yeah I am aware of any errors as some of the detached and bridged panels that have not be cut are overlapping the hull in places causing a error, these are temp bridges to make cutting easier IE one go of boolean vs doing it multiple times for each panel.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 8th Jun 2019, 03:41 AM   #1647
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Holes have rooms now.


__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 11th Jun 2019, 05:12 AM   #1648
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Ok all the rim holes have rooms. Now to debate on those inner facing windows on the upper lip. Oh and the ones below the bridge but I think those might go away and move down a deck or 2 to the "mouth" area.





Looks like my hull material has gone whacky again. Never had this issue before but eh. Maybe too many surfaces in the scene? got a few other ships in there and all their baggage. Maybe should purge a few of them to see.

man last render 1h48min. .
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 11th Jun 2019, 01:08 PM   #1649
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Forward windows for a lounge and offices I guess. Definitely wont be any fing bridges behind them. Dunno, rendered it out with the rest of the bits and they seem to large. So all this work I stayed up to do might be flushed later in the day.





also not to happy to see those splooches are back again. I think the materials are going whack each time I import something from another file into the file. I recently updated and replaced the TOS shuttle and all of these anomalies in the main material show up.
__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote
Old 12th Jun 2019, 03:17 AM   #1650
Madkoifish
Premiere Member
 
Madkoifish's Avatar
 Gallery
3DS Max Illustrator Corel Paint Paint Shop Pro Photoshop After Effects Premiere
 
Join Date: Feb 2008
Location: up someplace uncomfortable
Posts: 4,849
Default

Jambs and interiors and various materials. They still seem a little big vs other openings but I think these are composed a lot better.



__________________
"The individual's rights will be protected only so long as they do not conflict with the state.", Quinn
-= BLOG | WIP BLOG =-
Madkoifish is offline   Reply With Quote

Go Back   Foundation 3D Forums > Creative Works > Works in Progress
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 10:52 PM.


2006 - 2013 Foundation 3D