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Old 11th May 2018, 03:07 PM   #1411
Madkoifish
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Some more updates on the maps. Yes there are a few diffuse textured details that likely will get bump mapped later on. Normally I would have modeled them but slip of the mind when I was in that phase. Same thing can be said of some details like the trio of sensor lights on the lower saucer.





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Old 13th May 2018, 03:40 AM   #1412
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Cleaning up more of the sloppy grime on things and adding in some extras and testing bump maps. Oh yeah mess of hull markings that I did yesterday. KIM the grid polies are not present in some renders so you might see broken panel lines these are objects behind things. Oh and also testing to see how "clean" panels appear as I could see a failed panel being replaced or damaged one and having a different wear pattern or none at all. Including patches etc. Not going to go to crazy with this but just ideas. ATM I am mostly cleaning up the heavy hand of texturing as I think I went a bit too heavy.









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Old 13th May 2018, 12:27 PM   #1413
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Well I have to say, that i have always felt your modeling skills were top notch, and you have definitely proven it with this model. I generally keep an eye on your projects cause I like your design style and I also use max, so I've picked up a few things from watching your work. Until this project I hadn't really seen how deep you go with texturing and I must say it's very impressive. I generally like to keep my texturing basic and let the modeling show thru....but when I see a combination of texturing and modeling you've done here, all I can say is DAAAMN...
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Old 14th May 2018, 04:22 PM   #1414
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Thanks, I mostly stick to procedural texturing and the like but sometimes the ship calls for something that cannot be done that way. Mostly these TOS ships req this.

Mess of hatches and those red lines, need to double those up I think. Top saucer bits have a aniso and rotation map set. I will likely bypass these on other surfaces except places like the saucer bits where I want the patterns to not cross panels. Elsewhere it is just a waste. Gloss maps I think will be a combined mapset with the current generic and just a overlay of grime to dull down reflection.





Oh ignore some of the heavy bumps as some of those hatches were too thick
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Old 15th May 2018, 11:47 PM   #1415
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Well it is aniso and aniso rotation. Prior is how reflections pinch and rotation is how they align to anything. I forget exactly which side of each value is. IE white and black I think are 0 while gray is 90deg from 0.

Where I left the upper saucer and rim surfacing. It does not include the bridge and some of the aft structure. I still have some work to do on a few places as the aniso maps are white in a few places as I have not covered them over.
Latter images are diffuse nacelle work. They only have diffuse work atm.





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Old 17th May 2018, 11:46 PM   #1416
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dunno if it is a huge difference for everyone but loads of fine tuning, added in the gloss grime map over the new tiled gloss maps. Decided to just go with it and put those to the uvw id 2 so it patterns like the diffuse maps. I ten replaced all the old tiled gloss maps. These will later get composite layers with the grime as a matting layer to the gloss. Again one of those things you can rarely see but helps I think in the overall. I am also debating on adding in a reflective color map so some of the grime has a different reflective tone. That or just a overall gloss reflective color vs the basic white.









nearing being done mostly just need to match things up and maybe doing a few heavier passes. So I am tempted to move forward with some of the other things related to this project.
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Old 18th May 2018, 06:55 AM   #1417
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First go at a tholian ship. NOW the issue is the TOS spinners are listed as 15m, so I will need something far larger to do the job. I am thinking something around 50m or so. There isnt much to go on besides the original TOS ships the TOS r ones and the ENT ships. Given they never showed up elsewhere in trek well heh. I would like to retain the pearl effect and maybe give the ship a more crystal effect than the heavy plated metal seen on the other examples. I know the games have expanded a lot on the ships and tech but I am only consider book and film canon for this work.


I have 2 "wing" examples here and I am leaning most towards something like style A. The ships overall form will retain the fattening winglets like the original TOS models had but mixing the faceted central hull of the TOS R ships.
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Old 18th May 2018, 10:35 PM   #1418
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Started setting up the Daedalus class for the Lovell makeover. First is to get a tos like hull finish as I am sure they would have quickly ditched the old polarized hull stuff and older hull finish. Be it a resin or just entire panels. Plans are to rip out the arboretum, the weapons system (old phase cannons for phaser nipples) and pulling the nuclear payload module. Figuring out how to manage a separation system to work with written description. Additional updates would be the nacelles be they just alterations to the endcaps and moving to a more TOS like bussard set up to say altering all the sensor palettes to something less greebly. Hard part I think is to work these things into a finished mesh as Many sub objects and detachments for WIP are all welded back in or collapsed.



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Old Yesterday, 05:43 AM   #1419
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Messing with the bussards and replacing all the phase cannons with phaser banks. I am wondering if there are not any unique mentions of weapons systems or physical additions on the ship in relation to stories of it on it's own outside of vanguard. I might halt this work up to a point until I read those books. (assuming it appears int he SF engineers books) I also hate to say it but this ship will probably need UVW unwrap as well. Or at least portions of it.


Render to give a idea of scale. Kinda forget how small these were/are.



probably start on the tholian in a few days. I still need to fix a size and finalize some design ideas before then, but a lot might just get done on the fly as I model.
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Old Yesterday, 10:31 PM   #1420
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Ok started work by quickly making a TOS Tholian ship, played with some materials that are not working. (MR car paint is a bit to large to just fool with atm) But the purpose is to compare them to the Bombay. 15 30 and 50m. 15 being the ones from TOS. Now in order to do what was done in the books I think something far larger than 15m is required. Be it 30 or 50m. 50m I think is the more workable size right now.

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Old Today, 01:43 AM   #1421
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Dunno why but I am wasting time tweaking the TOS ship. . . . . lol. Even though the nose is all wrong and I think the central pencil is too fat.

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Old Today, 05:09 AM   #1422
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excellent designs
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Old Today, 06:54 AM   #1423
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AAAAND here is the other reason I think 15m is too small even for the TOS ships. Those things would HAVE to have another ship or be larger than 15m. Even at 50m it is pushing things to get a A/M reactor fusion core propulsion systems and then house 12 tholians or so. Even more so given their need for in an environment. Funny how you can measure up a ship and compare etc but until you add a person or representation of it that you get a real idea of size. I think this is a case for the 15m measurement.



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Old Today, 08:57 AM   #1424
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Some updated renders of the rough in on the ship. Engine glows and housings of course are just simplified objects. Working on this thing in this tri arrangement is annoying at best.




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Old Today, 12:17 PM   #1425
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You sir, are a machine!
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