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Old 3rd Jun 2009, 06:48 PM   #241
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Some ambient only with self lighting and a few AO and full pass. Not sure if there is anywhere else that needs it. Got some small details to model then it is fixing textures.
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Old 3rd Jun 2009, 07:06 PM   #242
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How about a game of spot the %uck up,

Attachment 26567
well more like spot the forgotten. >_> Dunno if I want to texture it or model it, either way n0o way am I rigging it.
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Old 3rd Jun 2009, 07:42 PM   #243
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Quote:
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How about a game of spot the %uck up,.
You? I kid, I kid.
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Old 3rd Jun 2009, 08:34 PM   #244
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Since you mention rigging and we are looking at the aft end, the only thing I can see that would move are the hangar bay doors.
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Old 3rd Jun 2009, 11:38 PM   #245
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Yeah kinda gave it away huh ;p
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Old 4th Jun 2009, 07:19 AM   #246
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Just a wee bit lad.



If you are not going to animate the ship, then don't worry about it. You can remove or move the doors for any shot showing the inside.

If anyone else wants to animate it, let them worry about the rigging!
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Old 4th Jun 2009, 05:31 PM   #247
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Here is a quick update on the Lethe, I grooved the doors so they can roll away, thus clearing the hull. Idea is they fold up accordion style inside of the hull. I HOPE I left enough room to accommodate them. I have a few edges to fix on the floor since I cut a groove for the door to slide in. For airtight seal I figure the thing has some sort of heavy duty air bladders or fluid bladders to seat it tight to the hull.
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Old 5th Jun 2009, 06:59 PM   #248
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Not exactly what I was after but interesting none the less.
Attempting to recreate that transparent look but a dark backfacing that the sensors on the XI ent has without advanced materials like what is in mental ray. More scanline faking etc.
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Old 5th Jun 2009, 09:32 PM   #249
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Don't worry about the hangar doors seating tightly. The Federation can seal doors with forcefields.

The sensor looks like the light is shining on the side, like it's being lit from outside, not inside.
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Old 6th Jun 2009, 12:21 AM   #250
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Well if you animate it it obviously shows its from the inside. Cause well it is inside lol the green gunk that is, its a sphere. But yeah, I think I need to be a bit more aggressive with my settings to match up to the dome image Im working from.
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Old 6th Jun 2009, 03:10 AM   #251
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Not exactly what I was after but I think it is close enough without being exact.
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Old 6th Jun 2009, 07:25 AM   #252
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Actually, that looks good. It creates a sense of depth in the dome.
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Old 6th Jun 2009, 04:15 PM   #253
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I think it is done, maybe some small bits here and there but it is generally done.
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Old 6th Jun 2009, 05:11 PM   #254
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awesome!!
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Old 6th Jun 2009, 07:56 PM   #255
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Sweet...it's got just the right amount of ugliness (I mean that in a good way).
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Old 7th Jun 2009, 12:30 AM   #256
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Always nice to pop into your threads.
Full of eye candy
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Old 8th Jun 2009, 08:23 PM   #257
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Default Another XI kitbash

Fooling around, this one would be a heavy weapons platform given that it carries 8 torp launchers and all the phaser nipples are cloned on that secondary hull. :O Idea is a opposite of the Kelvin which was airy and tall this is squat and fat.
Would make some sense since those secondaries would now be cargo only, so stocking them up with torps and weapons caps.
The impulse and nacelle strut deals are all ugly so in reality only the struts to the pods are anywhere near final.They are tall enough for tubes and even a stand up gangway leading into the hull. Ugh the impulse is hideous!
Very much more clunky vs the XI kitbash since the Kelvin parts are so much longer. But it was the one ship that made me go WUUUT during the film other than those Klingons.

I think I will do 3 variants of the Lethe parts. Not sure if I will do the Kelvin bash but the other might be a more classic bash from FASA or something. Though I dunno would these qualify as kitbashes or not? Given I am only using major components? Oh well semantics I suppose.
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Old 8th Jun 2009, 08:46 PM   #258
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Someone requested wires hopefully this forum wont RESIZE and convert my SMALL pngs into craptastic jpgs!! ohh the woe. ;p

yes thankyou f3d HURRRR
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Old 8th Jun 2009, 09:04 PM   #259
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Thanks for the wires MKF!
They really show off the meshe's in it's econopoly goodness.
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Old 9th Jun 2009, 01:22 AM   #260
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Dunno, this doesn't seem to be working out. Looks really interesting without the nacelles.
But once it is all in it is just too cluttered.
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Old 9th Jun 2009, 03:50 AM   #261
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Black out is the farside wont allow the background through, I used something similar on bussards for a while. IE you can see in but not out.

Here is another go at some sort of strut, I then dumped it for the upside down connie config.
Only thing is what is the point in 2 observation decks within 3 decks of each other, probably gets a bit busy there with cargo above and shuttles below OTL. Same issue would crop up on a Kelvinbash. Also a bit of a OOPS on those bloody tractor emitters, heh. I have to remember to fix that on the master mesh.
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Old 9th Jun 2009, 10:29 AM   #262
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Quote:
Originally Posted by Madkoifish View Post
Someone requested wires hopefully this forum wont RESIZE and convert my SMALL pngs into craptastic jpgs!! ohh the woe. ;p

yes thankyou f3d HURRRR
LOL, nope as long as you use the "attachments" like you did, it understands pngs.
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Old 10th Jun 2009, 12:56 AM   #263
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The upside-down Connie is really cool.
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Old 10th Jun 2009, 02:12 AM   #264
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I like that config, but I thought I'd like the main hull to be shorter, then I realised I was moulding it into a Miranda class in my head. All the same, it's a good configuration.
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Old 10th Jun 2009, 03:15 AM   #265
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I toyed with the upside down connie config, and had a idea of some HUGE phaser in place of that secondary hull with a vestigial deflector vs just sticking the secondary up there but the whole idea is to make up some quick fleet ships with minimal parts replacement. BUT who knows lol.

I am currently considering doing similar things with other meshes to bulk up the premier content for bob via donated meshes. Thinking is this would give people a collection of ships of a similar era to play with. I have other ideas I want to flesh out like a TNG era reboot universe galaxy (might dump the Onimaru work and reuse the name and some of the design work on that) And I want to if I continue with trek models uh, do some NON fed ships.

Anyhoo here is another attempt at that one dual secondary design. Included too is a upside down connie layout but with wider spaced nacelles.
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Old 11th Jun 2009, 03:03 AM   #266
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crappy little animation to test materials
And thankyou Bob for having realistic file size limits.

First is a 8mb H264 avi
second is a wmv9 for those not able to playback h264 (mpc and ffdshow should allow it)
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Old 11th Jun 2009, 05:32 AM   #267
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Not sure if I like the double engineering hull, but I love the reverse connie look!
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Old 11th Jun 2009, 06:38 AM   #268
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Small teaser, if it works out don't expect anything grand since I no longer have any real post editing apps for this crap. And yes I am cheating on the planet. We will see how my ideas work out in oh 7 hours? heh this is why I hate animation. Ties up my work system. NO PATIENCE AT ALL ZIP ZERO NADA ZILCH ETC

I also am reconsidering how I do lights on the ship. Right now if I wanted to blink them I would have to animate both the material and the light. Right now the bussards DO NOT spin nor do I have any blinking nav lights.
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Old 11th Jun 2009, 07:15 AM   #269
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Everything looks good in the rotation test. The sensor dome on the top turned out very nicely.
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Old 11th Jun 2009, 09:49 AM   #270
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Quote:
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We will see how my ideas work out in oh 7 hours? heh this is why I hate animation. Ties up my work system. NO PATIENCE AT ALL ZIP ZERO NADA ZILCH ETC
That's what your own mini-render farm is for

Sweet screencap, btw.
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