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Old 21st Sep 2017, 07:50 AM   #1201
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Nice to see you active again, hopefully the modeling bug will bite as well.

Some random upper panel details. I should make all those panels unique UVWs so the texture flow is not continuous across all those panels.



It is mostly going to be this sort of thing all over the ship it seems. I might do some work on the saucer rim but I think the bulk of the modeling is done, unless I forgot something somewhere.
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Old 22nd Sep 2017, 06:46 AM   #1202
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Small update, those panels are now all uniquely mapped. One thing I am finding is max keeps copying materials instead of the proper instancing of them so for example the spine that contains the aft torps have no AO on the B state hull material.







some vs renders.



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Old 23rd Sep 2017, 07:54 PM   #1203
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Some deflector stuff I didn't post last night.



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Old 25th Sep 2017, 08:03 AM   #1204
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Again more small changes all round. Here it is some markings and little decals all over, then merging in all the unique sided stuff back into the neck object. I also added registry decals to the docking ring vs greeked shapes.







Been thinking maybe I should add a slight frosting to the ship windows as they often appear as not being there unless the scene light causes any glare.
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Old 27th Sep 2017, 08:55 AM   #1205
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Small teaser as I go about seeing if there is anything I need to fix or needs doing. Almost lost this mesh as it was erroring out and causing crashes at one point.

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Old 3rd Oct 2017, 12:52 AM   #1206
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Bit of something I am mucking around with. Might alter it and go with some other config.
First one which was too big.



A bit smaller but still a bit large vs a ship. 100X130ft


BTW it is a unmanned relay. Attempting to make it airtight accessible for when someone DOES need to do work on it.
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Old 3rd Oct 2017, 08:05 AM   #1207
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I think I have something worth while blocked out now. There are some more elements I will want to add in over time but I will probably spend the next session detailing it out. The central disc space has enough room for a few crewman to access and do any upgrades repairs etc as well as ladder ways to the reactor and the upper transceiver the half ring is large enough to have a laddered crawl space as well. It would mostly be a conduit path to any add ons that might be placed on that "hoop" It is about 86X96ft now. I could probably make it smaller but I think this will do.




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Old 5th Oct 2017, 07:14 AM   #1208
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Girder bits to add some visual detail to the subspace antenna array. I think I have the bracing pattern of opposites right. Guess I coulda done all cyl for it and used some of the mental ray rounder cheats on it all. It really ups render times but I think overall it should create some more visual fun to something that could just be a armored box with bits stuck on.





Hrm maybe I wont use the MR mat rounder, looks a bit naff. '



I plan to try to get less of the armagosa look as I had forgotten that the model was reused as a Cardassian coms array for DS9.
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Old 5th Oct 2017, 07:57 AM   #1209
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This is a nice little project. I like the design so far.
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Old 6th Oct 2017, 06:27 AM   #1210
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Moving things about and adding little things.


Added some of those smaller antenne arrays like what is on the STD array for the heck of it. It wont be seen in my use of this thing. Original plan was to have a directional dish in this spot or a array of coils.


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Old 8th Oct 2017, 06:02 AM   #1211
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Not much work as I got a case of gut rot this last few days. . . .





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Old 10th Oct 2017, 08:46 PM   #1212
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here is a update from yesterday morning before the cats went in to be removed of their life's purpose. . . . . The kits seem to think they have to make up for a lost day. Anyhow I am now about 3 or 4 days behind on this now.



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Old 11th Oct 2017, 07:28 AM   #1213
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Worked in details on the shaft to the fusion reactor and the piping to and fro. Then skeletonized the outer frame. I think I just need to work on the TX array (the doughnut thing) and work on the central bit some more and this should be near done.



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Old 12th Oct 2017, 10:30 AM   #1214
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Big ol gold dish thingy.
Still a bit rough but it should convey the idea.


Also refined the microwave dome farms.
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Old 12th Oct 2017, 03:14 PM   #1215
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Mess of small changes.





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Old 16th Oct 2017, 03:38 PM   #1216
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Working in a mess of small detail stuff as I go over the ship. Added some interior elements on parts of the ship that show in common views such as the ceilings in the cargo ops rooms and the upper gangway in the arboretum. Also added some textured planes in side the arboretum to add some greenery and create some light bounce of the right color on the walls. I dunno yet if I will position a real layout in there as it would need a tight shot at a specific angle to really see in and define what your looking at. I also added photometric lighting gizmos to light that area vs the lum materials as that large space causes slow down and odd effects with the lum materials.





Also decided to use the car shader to add glittery paint on the pennant. I realized that some of the pennants are metallic silver so to mimic it I figured the glitter shader when rendered out at reasonable distances would work out and stand out more than just a "silver paint" material.

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Old 18th Oct 2017, 10:05 AM   #1217
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Cool renders.
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Old 21st Oct 2017, 05:30 PM   #1218
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1 down some 250 more to go.
Real PITA as I have to manually do each one one at a time. Foul screw up I am also having to manually do the registry too as I should have mapped that in when I was setting them up on the hull.




The funky texture on the outer rim is from the environment map and will be redone to get rid of that mapping kick.
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Old 21st Oct 2017, 11:10 PM   #1219
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Well, the lower saucer ones are done, not a full 5hrs as there were plenty of distractions. lol.





Random-ish numbers like they were on the Galaxy and Voyager.
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Old 22nd Oct 2017, 07:52 AM   #1220
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Most of the secondary lifeboats done, got distracted by adding more crap to the hull and ended up with a messy scattering of crap. I will have to remove some of it and redo it. Update delayed to bloody max crashes and faffing around with materials.

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Old 2nd Nov 2017, 11:51 PM   #1221
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Needed to take a break from the Bal. So I started to add more work onto the wedge and realized I forgot to put lower hull phasers on so with some looking about for the internal volume for them I decided on these 4 places. So in addition to the 16 balls on the saucer there are now 5 more on the wedge.





I have more work to do to detail and de-clunk some areas but I might be going to something else to take a break from the Trek Shit. Dunno might just go at some other ships in the end though heh.
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Old 3rd Nov 2017, 11:59 PM   #1222
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Decided to relight the ship with photometric and fooling with projected maps. Only issue is there is a odd spill near some of the lights. ATM I am not gonna fret as it is a PITA to get rid of.





Still needs some tuning in places.
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Old 4th Nov 2017, 11:28 AM   #1223
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I really like the way you do the rooms, I have to remodel the rooms on my Nova class so I'm going to study your renders.
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Old 4th Nov 2017, 05:57 PM   #1224
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https://www.youtube.com/watch?v=F7D9BtIyKxk

About 8 min in I do the interior of a observation deck. This is showing how I do the "airtight" rooms. I have in the past not done this when I was not using LUM shaders and just modeled inverted boxes in place but found making sure bits didn't hang out through the hull more of a PITA than building off the window frame. I probably have some videos up that show windows on a curved hull but the idea is similar. I do not worry too much about being off a few mm or cm in planar just concerned that the rooms visual walls are square to the world. Only time the inner facing wall is of concern is if I will render from inside it or if it is view-able from outside, such as this obs deck.

proper room building is around 13:30

KIM larger your windows the more obvious it is a room with textured walls so you might want to make some super low poly furniture for those larger spaces.

anyhow video should be easier to follow than renders or screen caps.
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Old 6th Nov 2017, 10:10 PM   #1225
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pew pew
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Old 10th Nov 2017, 09:52 AM   #1226
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Smallish update added stuff to the overhangs to break them up some and added additional panels etc. I am considering changing out that glossy panel trim for a more matte finish so it does not reflect so much in dark/shadowed sections as much as it does. I need to retest it on a no environment render to be sure of what I will do. (also means it has to wait for me to rejoin some stuff vs going through and changing it all by hand object by object.
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Old 11th Nov 2017, 10:36 PM   #1227
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Mess of small details and stuff. Adjusted the registry and placed lamps. I think at this point I am just adding clutter so maybe I will call this done as far as modeling goes.









Dunno what is next on the plate. Maybe I will finish up some older models or go do something else. . . . . . .
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Old 13th Nov 2017, 05:57 AM   #1228
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After mucking with other unfinished ships I decided to have a go at this one.










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Old 14th Nov 2017, 01:00 AM   #1229
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Old 14th Nov 2017, 10:18 AM   #1230
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The upper room I have not decided on what it is going to be. Conference room, lounge, officers meeting room, etc.








Well crap I dunno rendering the full ship the shuttle obs windows is look funk. I do plan to adjust the other windows in the hump trench as the frames are to small.
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