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Old 28th Mar 2017, 07:02 AM   #1021
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Yes, I like the "lumpy" version better, although the rounded out version could be a variant cruiser.

SF has a tendency to go for the twin barrel turret (all the way back to the original Star Wars at least). A nice over-under arrangement would look different; get off the beaten track I think.
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Old 28th Mar 2017, 01:04 PM   #1022
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The ENT BOP was more like 2 pods with stuff sticking out. Unless some of the tubes were sensors or who knows what.

http://ent.trekcore.com/gallery/albu...erland_108.jpg



Of course I cannot find a good image of it online. . . . . anyhow looking at the results it almost looks as if they just tacked on the 3d parts from the latter TMP BOP wing guns.

http://culttvman.com/main/wp-content...carikbop08.jpg

Anyhow I will have to have a mess around with the things before I decide.
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Old 28th Mar 2017, 08:45 PM   #1023
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Well the ship officially has a butthole. I also changed up that underside crud again. I think this one is a keeper. Bit of an oops though as some smoothing groups are not set right so ignore the odd artifacts in the center. Got some badly turned edges too stupid max always triangulates those in the worst possible directions.





not much progress as I spent the afternoon buffing out flat paint. bleah.
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Old 29th Mar 2017, 07:14 AM   #1024
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When I looked at the screenshot, I found myself thinking it looked kitbashed from the disruptors of the original BOP. But yeah, that's definitely two guns smooshed together.
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Old 30th Mar 2017, 01:19 AM   #1025
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Not much today loads of running around and little sitting down. Mostly messing with those shoulder guns.







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Old 30th Mar 2017, 12:09 PM   #1026
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I love the overall design of this new Klingon ship
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Old 1st Apr 2017, 07:46 AM   #1027
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Not much work just a few hours work on new engine pods and stuff inside those shoulder guns. Maybe some other things here and there that I have forgotten about.










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Old 2nd Apr 2017, 12:17 AM   #1028
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er, ok. I was going to show renders of the head in the last stages of roughing in but then I got tired of waiting on the renders and started collapsing and adjusting all the subdiv objects to phase them in to the first detail pass.





Including a scale render next to my connie that needs adjustments. (all the lum are overblown.)

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Old 2nd Apr 2017, 07:47 AM   #1029
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It looks good. Nice comparison shot to the Enterprise.
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Old 2nd Apr 2017, 08:20 PM   #1030
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Some panels on 2 bits of the hull. I might junk those slots with the green crap in. Have to get my panel mojo back in flow heh. Still debating how I want things to flow on the hull Some bits I would like to do a more sunburst pattern on but so far much of the hull just does not lend itself to it. I want to avoid a load of small panels and keep them all a bit in scale with each other.








Great fun will be cutting crap on that wart thing and the deck below it. Though the bridge wart might be left mostly as a solid to infer it was say foamed metal shell with internal layers of hull and support built into it. dunno.
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Old 3rd Apr 2017, 04:13 AM   #1031
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Oh boy am I sick of turning hidden edges. . . . . that and finding them turned the wrong way as max is prone to choose the wrong way 90% of the time. And as I have said many times to make things worse max since 2010 has decided to make it a nightmare to do this procedure by removing the dashed line effect and make it so random bits of the mesh wont display the hidden edges at all. -_-. I think I whine about this every time I do plating. hah.
Anyhow some stage 2 plates and wee detail bits.





I have argued about increasing the samples on the hull to eliminate some of that "noise" that seems to obliterate some of the detail. Not to mention doing some basic mapping and applying the hull surfacing I had on the old cruiser. Wondering if I am being to conservative with the plating.

Also getting a bit distracted with the idea of reproducing this.

as the one in the show sort of lacked that vertical feel the drawing has. EXP in the neck.



also getting distracted with yamato refs as I have found digital copies of both the earth and gamilas books and the hyper detail books vol1 and 2. add to that 2202 on brd this last week. (waits)
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Old 3rd Apr 2017, 09:26 AM   #1032
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Have you seen these refs for the raptor?
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Old 3rd Apr 2017, 05:35 PM   #1033
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I probably have them, somewhere in my 13gigs of refs, I am more interested in the Eaves image than any refs of the model or ship as shown in ENT. Eaves' drawing shows a more vertical neck look than what the model got.
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Old 4th Apr 2017, 07:10 AM   #1034
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Not much today. Might just undo it all tomorrow, or rather later today heh.

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Old 4th Apr 2017, 08:20 AM   #1035
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When I was playing Star Trek Online, I had a raptor very similar to that one. It was one of the best ships I had. Both in terms of looks and how well it kicked ass.

The updates on the head look good.
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Old 4th Apr 2017, 06:22 PM   #1036
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Well restarted the windows as I could not justify the patch bodge to cover that poorly chosen panel split nor did I like the split panels against the window frames. So instead I inset a section for the window frames themselves. I had planned to do asymmetric but it is just faintly so. shrug. I might colour the inner window frame panel dark to create a visual inset. Currently the inner panel is a bit short compared to the full height panels.






That glittery crap I think is just a too low sample rate reflection/light bounce off the walls. I will probably put some garbage in there later and run a flat material in there. I am also considering making some rooms red lit too, using a filter vs color balance. I will soon have to decide how I will deal with those braces on the turret. MMMMM

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Old 5th Apr 2017, 02:44 AM   #1037
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Loads of messing about and all I got to show for it is this neck joint thingy. Just couldn't decide how I wanted it to look. I think this is how it will stay with additional detail later on. Oh, I guess there are the panels adjoining it too. Forgot about those. Also noticing I forgot about the damned neck intruding on that part so uh, some of the panels go into it. I will have to fix that. PEH.





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Old 5th Apr 2017, 06:11 PM   #1038
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Just some sub panels and material changes and tests. Ignore that blue plate it was just to see how it rendered out next to the tan. (getting a bit green due to the reflection colors) I really do need to look at the render set up and compare it to the old Cruiser scene and the TOS CONNIE to see what is up with the lum and selfilum.


color on this one is a bit off. Well it is Klingonish green but I want to avoid green as a primary hull color.






Diff7use is still untouched, I have a map for tonal variation but it is disabled atm as it really shows off badly uvwed parts and some of them I do not want to deal with it in the stack as well as they would only be representative. For example the offers deck, those plates would need separate uvws to not look like it was wrapped in printed sticker.
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Old 7th Apr 2017, 06:48 AM   #1039
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A lot of building the same thing = little done in a day.




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Old 7th Apr 2017, 06:55 AM   #1040
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I like that last shot.
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Old 8th Apr 2017, 01:26 AM   #1041
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oops forgot to upload images and click submit!

Something that really bothers me with the canon studio models is scale. Windows are often just 10X4" ordeals. Here the small windows are cutters 3X1.5' so something like 28X12 when beveled in and extruded out with trim etc. A very small hole. So while this thing is huge in consideration to say a D7 (I think it being near the length of a connie has it a good 50m longer.) It visually appears much smaller as I am building to scale. All rooms are filled out spaces and all connecting parts are navigable. Only things like struts and nacelles are crawl through tiny tubes or a ride in corpse capsules. I am starting to question those large windows in that officers section though.












Ah heck heh the jambs are so thick and the windows so small at angles they obscure the view in! bah, I refuse to make the hull thinner than 8" or a jamb of 6" so itll have to do or I go with larger holes. Anyhow mostly just those windows rooms and a layer of plating on that wedge area. Dunno what these rooms would be, likely officers quarters as crew would reside in bunks like in those Klingon novels where they bunk in slots in a hall way. I think the NIVEN shorts for the EMPIRE OF MAN had something like this in the arcologies.

Oh yeah ignore the mesh error under that one plate on the outside windows saw it and too lazy to re-render. I also move the docking collar to that whatever flange thing for now. I dunno if I will keep it or not or use that space for something else. Figured a more enclosed area that isn't inside the structure might be more klingon so that if the port is damaged or forcefully detached it would not damage the core of the ship. Dunno lol. I just need to add something there shape wise to fill in the head as it felt like it was missing something.
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Old 10th Apr 2017, 12:37 PM   #1042
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I love your attention to detail. Nicely done
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Old 13th Apr 2017, 06:48 PM   #1043
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OOOhhh some BIG updates, not. Just some panels as I will have to stop here and decide what I will do with those airlocks and that ribbing stuff next to the nav lights.





AH, I forgot I did model up a hatchway/airlock to access the top area of the hull. That image also shows those old bracket plates that I am not sure if I will use on this ship or not. Be they in some shade of blue green or burgundy color. Likely these color palettes will appear on the ship in what form I am not sure yet. I am also debating on if I will add the Ktinga black head stripes. (in my case it likely would only be one with the windows above and below vs windows in the stripes). Or if I should go with the head window look that was on that eaves ENT Klingon concept.

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Old 14th Apr 2017, 12:59 AM   #1044
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Some changes to those docking things. I simplified the form and shape. Got a wa6ys to go but not sure if I will get much more done tonight. Triangle like polys would be a sort of bumper or repulsor emitter. The dock collar itself would extend past the hull rim for standard docking or to another ships "tube" or collar. This is a hard ring while the extend tube to allow forced docking via cutters and extending clamps is a wire cloth affair. Next to it is the control room. It can access the inner room/space via a hallway and airtight locks. The collar itself has a small airlock space that travels out but could only hold at most 4 Klingons intimately. The further spaces behind and to the side can be used as locks as well. More often they are registration ans clerical spaces for loading of crew/passengers or any light cargo. I might have been a bit to generous for the window size as it is only for visual inspection.



And yes ignore the badly turned edges, max yet again choose the wrong directions for them.


underside


overall of the head to show how the new shape affects it as a whole.


And, a whole ship render for a general overview.
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Old 14th Apr 2017, 07:08 AM   #1045
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I like the idea of seeing the docks on a Klingon ship; especially the way you describe they can be extended to board another ship. A simple way to get around those pesky transporter blockers.
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Old 15th Apr 2017, 04:51 AM   #1046
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Quote:
Originally Posted by Rigel View Post
I like the idea of seeing the docks on a Klingon ship; especially the way you describe they can be extended to board another ship. A simple way to get around those pesky transporter blockers.
Yeah I figure you gotta have some sort of physical boarding device for either ships with drives that are dangerous to matter transmission or just downright easier to access through. Though I am sure a aux craft on board would or could serve this purpose too. I think ENT showed this ability to dock up to a ship with the shuttle pods.


Mostly panels and working down that divider bulkhead thing. I do need to adjust the reflective colour on the shadow side of the hull material, that white highlight is too much.







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Old 15th Apr 2017, 09:54 PM   #1047
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Ended up having the bodge up the while underside of the head/wedge because of finding a flat area in the lower chin. As changes to the perimeter of the chin alters the interface all those slanted lower panels would not intersect properly. So I had to trim it all to the profile and redo the chamfers and whatnot. Due to those I lost all the notches that were on these inner edges of the panels. I do not think this will really be obvious or visible unless I render really close up into that area which is not practical for any image or animation.

Few other renders are of the new contours on the chin part. I also shortened it up ad it was starting to get out of proportion. I think it needs more rounding off in the lower profile. ATM it is just a bit to triangular.





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Old 15th Apr 2017, 09:56 PM   #1048
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Awesome!
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Old 16th Apr 2017, 06:42 AM   #1049
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Buncha plates. Really hate how max skews lateral lines on oblique angles. Loads of manual tweaks. Probably loads of faces that need turning.





A text of using soild glass and the related settings. The large windows are set to 5" thick. Sadly it really darkens the light transmission. I though, have not tweaked settings. I just wanted to see if it was worth the render hit. It seems to create a better surfacing on the glass vs the thin wall setting.


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Old 16th Apr 2017, 11:43 PM   #1050
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Bunch of secondary panels and a few detailed out areas. Matching some of the detail on the same areas on the K'tinga. I think even though mine are beveled panels and then chamfered I will have to have a lot more taper to resemble the soft edges on the styrene sheets that are on the K'tinga. That or adopt a different pattern. (area is near the central cluster.







A few renders of some panel ideas for the neck section. These are just objects aligned to the hull right now.



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