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Old 3rd Aug 2018, 07:53 AM   #1501
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That almost looks like a spider; very cool.
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Old 4th Aug 2018, 03:43 AM   #1502
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Ok all the cutting is done for the new panels. Some other bits are cut out and I patched in the panels for the dark area. Though I am considering if I should revert these and just recut it all so I can match the panels to the white ones.

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Old 4th Aug 2018, 07:37 AM   #1503
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Extruded out, might end up removing that thunderbolt panel groove as it just distracts too much I think.





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Old 4th Aug 2018, 09:10 PM   #1504
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Decided to render it sans enviro. So a skylight tied to the environ but as that is off it likely is only producing a light GI and a single omni.



for the heck of it a processed image.
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Old 5th Aug 2018, 11:14 PM   #1505
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Lovin' it!
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Old 6th Aug 2018, 06:56 AM   #1506
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Mostly small details today and changing of panel colors that I might revert.







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Old 7th Aug 2018, 05:43 AM   #1507
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More panels.


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Old 9th Aug 2018, 06:40 AM   #1508
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Took a break and then errands, suffering from the state being on fire as well as the place on the end of the block, etc and I forgot to post these. Mostly just more bits on those brackets and a mess of repair to hidden edges as max keeps turning those on untouched objects. (go fog haunted application! feh) Spent the rest of the evening painting new avvies.


A distance render to see how things blend. Seeing bits elsewhere on the ship I likely will axe em like the part where the pipes end near the base of the turret canon.
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Old 9th Aug 2018, 02:53 PM   #1509
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Definitely looking pretty bad ass....
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Old 11th Aug 2018, 07:50 AM   #1510
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Update mostly unseen! one I got lazy and it just has been too hot. . . my AC has gotten to where it is worse than a clapped out moldy swamp cooler as it just makes slightly colder than ice some alum fins and a window fan. Too bad too cause a new one is like 600usd. SHEESh and the house ac costs like 200usd/mo to run extra and is WORSE than the broke window ac. Sigh.

So with that said, I detached and re-maped each panel so the break up of textures do not cross over onto other panels. Probably a waste of time for that one or two times you'll see this area of the ship in any renders in the future. . . . heh. I also swapped out that messy gray with the heavy AO grime composite for the dark band material. As for the 2 additional colors I have yet to decide if these will be final. BUT they will get used elsewhere on the ship ATM they are only on the head. I pulled some details and altered some of the patterns in panels here and there and rounded off some of the separate elements like those 3 segments on the neck. I still dislike some of those joining parts from the tubes to the head. you still see the basic shape I had there. I might just build those up from separate bits of crap sort of like I did elsewhere around the tubes. I figure that arm bit sticking out is some cooling or device that needs to stand away from the primary hull. All the square things I am using as shield emitters.

OH and I keep forgetting to ask about opinion on self lighting on this thing. I had set up those lights near the front earlier just to light the detail in that recess created by the top and the bulb but had no intent to keep them. I guess if they did light it warm white probably wont be "The Choice of Klingons.











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Old 12th Aug 2018, 04:19 AM   #1511
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Attempt to break up this area of the ship. Meh.

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Old 12th Aug 2018, 10:13 PM   #1512
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Another go at the neck joint.



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Old 16th Aug 2018, 05:12 AM   #1513
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Redid the panels on the dark stripe to match the others and added some rather large windows for a Klingon ship. Still tuning the interior lighting, might alter it or adjust interior finish as I have not made any interior maps yet.




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Old 17th Aug 2018, 06:43 AM   #1514
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Some moves forward and some moves back. Undid the old style plating on the backside of the head parts. Took more to find a version of this part without the lower panels as those occurred across a change in geometry. Also a start on the secondary panels at least on the lower part. Couple of the smaller ones might be pulled off exp that on small triangle one. This is to all match up from the bottom view. I forget if I had planned windows down there or not likely not. Not sure yet if I will continue additional panels down the neck.







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Old 18th Aug 2018, 05:15 AM   #1515
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Laying out the upper band windows. Central ones could be capt quarters or a large lounge or something. Yeah, not much spent most of the free time binge watching tv shows.

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Old 18th Aug 2018, 10:18 PM   #1516
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More windows, they seem a bit naked compared to the others. . . Plans were to extrude panels amongst them but maybe I should have set them inward some first.





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Old 19th Aug 2018, 07:35 AM   #1517
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Panels around those outer windows and some around the inner ones too.







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Old 20th Aug 2018, 06:01 AM   #1518
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Pulled off more of that old paneling and extruded out a rim of detail panels.





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Old 21st Aug 2018, 04:14 AM   #1519
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Upper rim plating and some rebuilding and adjusting older plating grooves etc.

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Old 21st Aug 2018, 08:46 PM   #1520
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Some more holes.


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Old 22nd Aug 2018, 05:38 AM   #1521
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More holes in not much more to putting off the command deck and tac station. or whatever that tower would be and the dome thing would have a few offices a crapper and maybe a officers mess. Well, maybe not that much crap. Once the inner guts are in the tower you wont be able to see through it to the windows on the other sides, there will be a central column or something in there. (think ST TMP)





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Old 23rd Aug 2018, 06:20 AM   #1522
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oh night time on the pacific the site is really boggy, suspect asian or east eu bots start hammering it or something.

Not much changed except a external box. . . . . well lots of small stuff inside and near the window joints etc. Mostly spent time correcting the lum shaders some as the IDs were getting all whack. Dunno what has happened in my max set up but it seems to like making copies of materials all over or randomly assigning a material ID set when I apply a singular material to a new object so when I assign another material it assigns whatever was in the next ID or some random shit NOT what I applied. . . . . SO I endlessly apply and have the ID set change all over and render and wonder why the lum mix I was setting up on a light fixture was rendering all screwed up. UGH.

Anyhow Im still mulling over how I will go about paneling this. I doubt I will follow the TMP K'tinga random blocks all over with some lumpy external bracing. I will though I think go with some random doodads on the hull like added bits in misc refits or bodge fixes or bodge upgrades. The upper dome will get a treatment si ilar to the one further back on the ship. Idea is it will contain some more sensor like bits and a ring of shield emitters. As of now the int is a doughnut shape but idea is it would have sections that raise and rotate from a lower deck for tactical or gunners. The lower floor would open to the main bridge like seen in TMP, though I was never so sure about the command forward seating exp with how the Klingons were expanded on in TMP and later. Not the keenest thing to sit infront of those looking to upgrade their rank.
Anyhow the render after a wall of words. . . . . . . .


Eww can really see those aft rooms are empty spaces.
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Old 26th Aug 2018, 06:35 AM   #1523
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Updates are a bit weak, mostly just panels on the can and some greebs.



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Old 27th Aug 2018, 11:18 PM   #1524
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Mapping out the dome panels.



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Old 28th Aug 2018, 01:59 AM   #1525
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Test extrusion of the panels. On the fence here up close it looks ok but at a distance it sort of reads as noise.







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Old 28th Aug 2018, 05:14 AM   #1526
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Amazing Klingon design! What's the size on this one? Is it like a small light cruiser?
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Old 28th Aug 2018, 07:39 AM   #1527
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892ft or 272meters long. About the same size as a connie.



Here is a semi ortho as the connie is just eyeballed as I had positioned it for some other use and lost the reset gizmo settings.



Seen like this my windows appear way too big heh. That or the scale I used for the connie is way too small and really given details and interiors that thing should be at least 100ft longer. I doubt I will ever render this thing with the TOS connie just my pretos/re-tos stuff which do not really mesh with the canon ships.


No real updates as I found my dieing window AC decided to leak inside and not outside like it is suppose to and had to move a workstation and a buttload of furniture and well. . . . it is now 5am. -_- sigh.
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Old 29th Aug 2018, 04:29 AM   #1528
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Lost of distractions today it seems as I got little done so far. But enough to get a rough test of altered panels and extrusions. These are not as deep and are larger in units also messing with the angles of the extrusions Might not be evident but the upper panel extrusions are a bit taller than lower down.





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Old 29th Aug 2018, 07:58 AM   #1529
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It all looks very good.
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Old 29th Aug 2018, 01:12 PM   #1530
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Thanks Madkoifish,

Despite you never showing us the scale before, looking at it, this ship felt like it would be a smaller ship than a TOS Connie or a D7, almost like a destroyer or a big scout ship, but that's just me.
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