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Old 7th Jun 2017, 02:42 AM   #1111
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Subdetail on the flat part. Shrug. Looking at it I should have done some elevation changes like some insets or bevels or something. Meh. Kinda feeling meh about it all as well looking at the whole ship renders I sorta want to shrink the head and narrow up the wing spread. Maybe time for a break from it.





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Old 7th Jun 2017, 07:47 AM   #1112
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Small update as I seem to have not been able to focus on this for any real long length of time, that or Im just in slo-mo mode!

I destroyed the center stuff in that flat area to drop the height some to give some more eyeball stuff I also raised up some panels around it to integrate it more. AAAANNNND the only other thing was collapsing the one spine optimizing it and putting detail in there. I am thinking of a obs room there for ship visuals and maybe a good place to sit and eat your live worms (gagh ) and some nice vintage of blood wine while you leave the system you just obliterated or burned.



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Old 8th Jun 2017, 04:18 AM   #1113
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That little obs room.




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Old 11th Jun 2017, 09:30 AM   #1114
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Misc panels on more bits of ship and other small stuff. Did some full ship renders for the heck of it.









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Old 12th Jun 2017, 04:50 AM   #1115
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As I work up details I am starting to think the pod things (figure they would be the ship's bussard collectors) are starting to look a bit messy in relation to the rest of it. Then again I am a bit meh about the new plating on the BFGs. I have considered getting rid of them and making the superstructure as a raised platform for the disrupters closer into the hull. (topside it would be the ones near the dome) The BGF emitters are of course temp as I would build something that fit the area better than spiked green tubes. I have also been considering matching the old TOS~TMP hull colors as green only showed up on the BOP and latter TNG eps before it was canonized prior to in ENT. Odd thing is getting that right tone of gungy gray.





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Old 12th Jun 2017, 05:05 PM   #1116
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Some doodahs. and a view of the before. Just looking at ways to make this area less a mess of cyl cans.




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Old 14th Jun 2017, 12:02 AM   #1117
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New internals for the mega guns and some other stuff.




this one is a game of spot the mesh error.



Ended up with the connie cause it was in the files.
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Old 17th Jun 2017, 03:21 AM   #1118
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Detailing those wrist sensor pods.





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Old 17th Jun 2017, 07:45 AM   #1119
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Look Enterprise, you're about to get your butt kicked!

The sensor innards look nice.
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Old 17th Jun 2017, 11:03 PM   #1120
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More stuff on those sensor things. Bit of a pain in the ass to intersect all these bits.









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Old 19th Jun 2017, 05:44 AM   #1121
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Another small update. Mostly working out how things fit together. The plating image I am debating on as I am not fully convinced.





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Old 20th Jun 2017, 11:01 AM   #1122
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Gorgeous Artwork, i love this Ship!
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Old 28th Jun 2017, 08:05 PM   #1123
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Changed up the plates some, I still need to blunt those sharp corners as they do not look right.



adding to vs posting NEW

Quote:
Not much of a update as I spent most of the evening gutting the server again, this time to another mobo. Sadly it bsod right as I download something and transfer over usb. I think though it could be a BAD HDD as there is one that is throwing tonnes of errors into the event viewer. Time to copy all that crap off and toss that drive I guess. Could be my issue. Hatye generic HDW errors. ntoskrnl.exe mostly in the logs. Ram has passed 20+ hrs of mem86 pass multiple ms memtest. So it is that drive or the cpu, psu, os install/SSD it is on. AUGH.



It is annoying to have the one pc I use or stream content from EVERYWHERE in the house going down like this. About to just toss the x59 platform and get new ram cpu and board.


ANYHOW stuff under the strut and alterations to the stuff on the topside of it. Big whoop! oh and a full butt render.





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Old 1st Jul 2017, 09:59 PM   #1124
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Again I say not much. . . . Mostly brackets and gubbins around the strut bit. I think I will be taking a break from that area and moving down to the nacelle to collapse the subdiv objects there chamfer it all up and do the final detail phase. I still need to come up with some detail on that strut to balance the plated near the top. Thinking I should add some light to the coil area of the nacelles as well as dull down some of the existing glows. (mostly the end caps)









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Old 2nd Jul 2017, 08:18 AM   #1125
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Start of the final detail pass on the nacelles.





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Old 4th Jul 2017, 07:29 AM   #1126
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More nacelles. Almost all of it is collapsed now, just the rear supports and the "fins above those remain.





Including some full ship renders



Clearly I have to adjust some of the LUM lighting to correct for the overblown areas in the sensors and shoulder cannons.



Render to show the interface to the strut.
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Old 5th Jul 2017, 07:57 AM   #1127
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The rear view is a classic. It shows that you've achieved the ideal proportions for this style of ship.
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Old 5th Jul 2017, 02:53 PM   #1128
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I can hear the klingon music playing in my hear right now. well done.
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Old 5th Jul 2017, 06:11 PM   #1129
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Hey MKF! Considering I can't send you a PM and I can't seem to find you anywhere else online, I just felt like this is the best option to get in touch.

Long story short - huge fan of your Daedalus Class design and I'm a guy with a 3D printer, so I decided to build my own rendition of it and print it.

Hope you're cool with that. I don't intend on sharing the mesh online or anything so its just with me, but I thought it was such a nice design it deserved a model (that I could have :P)

http://imgur.com/a/MmiXM
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Old 5th Jul 2017, 10:39 PM   #1130
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Cool make sure to post a WIP when you get printing. I think people here would be interested to see a project like that. It will be interesting to see how she prints out and holds up as I never had static models in mind when making the things.

I am in touch with someone who uses a formlabs unit and want to produce some resin kits cast off the prints.The Daedalus is one of the ones I am considering. Though I have others Id like to do. They will likely be in 1/1000 scale that matches the smaller polar lights trek stuff. Others I am considering are the Mughi (cargo ship) Wedge Trek, The above klingon (dunno how it would print) and one of the Balmung versions. Least these are the ones I would want for myself. A lot of others I would want to do would be huge at 1/1000 IE the Onimaru. I think that would be something like 24" and would if I went with them require printing at a higher scale.

Pm is turned off on many of the forums as most of the pms I get are people begging for meshes or wanting free stuff done. Posting here works to get a hold of me.

probably the closest I have posted for orthos
https://bolidecascade.files.wordpres...s-info-04b.jpg
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Old 6th Jul 2017, 03:53 AM   #1131
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More nacelles again! This time with more bumps and lumps. Loads of building and "un" building and this is the result.



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Old 6th Jul 2017, 11:27 AM   #1132
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Sweet stuff MKF
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Old 6th Jul 2017, 11:39 PM   #1133
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Decided to take a break from the Klingon ship for a bit and dug out another ship that was put on hold last year or so.

Started with fixing a bunch of screwed up things and converting the scene to match up with the other more recent environments.


a few wires






Ok I think I got all the light tuning dealt with. Redid the impulse internals and I think this is what I will go with vs all those other variations I was going through. Heck went through a bunch today too and none really had the look of TNG but didnt appear better than the painted plastic film look. The grills are real objects in the plasma field with the plasma being some lum elements in the box being diffused by the final grill which is a translucent film over it all. I did toy with something like that Ent-G (inset image) so I might return to that idea. Also changed out those secondary plates to blue vs the white.




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Old 7th Jul 2017, 06:34 AM   #1134
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Wasted most of the night away doing windows. Forgot I wanted to do some horz windows on one of these rows. Maybe I will save those for the ring between the lifeboats, even though the flatter surface near the reg ring would have worked out better.

Meh,




Attempting to match to the original mesh and what I have already done. I hope I can find my original notes for the jamb spacings. DERP.


upper row added
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Old 7th Jul 2017, 08:52 AM   #1135
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That's a very detailed model; nice work.
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Old 7th Jul 2017, 09:29 AM   #1136
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Your models are an absolute delight to see come together. So clean and finely detailed.
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Old 7th Jul 2017, 11:32 PM   #1137
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Ok decided to add some large double wide windows around that upper ring and tossed in a ring near the sensor array. Between that red group and the first blue one will be the phaser strips.



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Old 9th Jul 2017, 05:27 AM   #1138
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More windows and more rooms. . . ugh. I did wonder why I was on a TOS bender, I know why now. TNG stuff has way too many of these holes. Well would be worse than this as TNG ships have more than twice as many. One more row to go and I am done with the saucer. All that would be left is random decals and some detail bits like hatches and the like, I think. heh. I still have some surfacing work to do on some of the materials. I do need to figure out what is causing importation to create all these bounced light blooms. (renders are much slower without the settings. I think it has to do with all the mixing of lum and self light surfaces or something to do with the composite surfaces of the ship (blue areas seem to bloom a lot) I suspect the overdone reflective materials like the gold in the deflector has something to do with it but I have yet to find what setting is causing this.






Yeah I think it is the environment stuff that is causing the lighting issues. Still a bit miffed as to why though as Most of it is carryover from other models and it does not affect those as horribly.
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Old 9th Jul 2017, 10:11 PM   #1139
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Here is a example of why I want the importation to work with things.

Image with it off


Image with it on.



note how the shadows deepen and how much smoother it is where image 1 has noise in the shadows.
I found that the errant light bloom is something to do with the reflection color composite shader. Apparently color dodge is buggy with the settings I want. So Linear Dodge it is. What this means is the pearl effect will not be as bold. However I was finding some of the effect was too strong in places so this works out. I still wish where was a visual way to see what a composite map looks like vs just the material editor preview of everything. Meh

Here is the brown strip material before and after as I realize I have not really posted a image of this issue.





Here is a sample of the ship pre and post editing of the materials and the use of the render settings. It does mean I have to ramp up all the lum settings on the interiors.



After, there are darker shadows and less of that GI overall brightness going on. Still have the metallic material issues to work out.

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Old 10th Jul 2017, 12:37 AM   #1140
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As much as I don't want to I am reshaping the secondary hull. mostly the warp cut out area as the old one was to shallow and ended up with a overly elongated secondary hull that looked awkward at certain angles. Sadly it means dumping all the cutout detail and aft service bays, it might even mean those elements will not return as interior volume might not allow them.







I am tempted to replace the struts as well as they taper a bit as they join the nacelle. how they ended up doing this or why is long lost. heh.
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