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Old 21st Jan 2016, 11:37 PM   #121
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Incredible work!
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Old 22nd Jan 2016, 06:30 AM   #122
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Awesome stuff..
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Old 22nd Jan 2016, 10:20 AM   #123
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Magnific!
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Old 23rd Jan 2016, 10:16 AM   #124
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Wow, that is looking excellent! How are you planning on texturing it? When I was working on my Omega I had real trouble finding a style that worked, I felt like the original panelling style didn't really work any more. In the end I was torn between light panelling like some of the Trek ships or a light noise and dirt texture with no major detail in it and eventually gave up. Looking forward to seeing what you come up with, keep up the good work!
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Old 24th Jan 2016, 05:52 AM   #125
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Thanks for the nice comments all of you!

@Temporal_Mechanic: My earlier posted renders of the rotating carousel show the panel texturing done with a normal map created from a high resolution model. But I'm not sure yet how to tackle the panelling on the superstructure. I'd like to model it as in the B5:TLT model shown in the ref pictures on the Meshweaver site, but that will put the poly count way up. May do partial modelled panels with overlaid normal mapped panels! In short, I'm not sure yet what to do on this section, yet!
Ted
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Old 24th Jan 2016, 06:14 AM   #126
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Quote:
Originally Posted by RedTed View Post
Thanks for the nice comments all of you!

@Temporal_Mechanic: My earlier posted renders of the rotating carousel show the panel texturing done with a normal map created from a high resolution model. But I'm not sure yet how to tackle the panelling on the superstructure. I'd like to model it as in the B5:TLT model shown in the ref pictures on the Meshweaver site, but that will put the poly count way up. May do partial modelled panels with overlaid normal mapped panels! In short, I'm not sure yet what to do on this section, yet!
Ted
I would definitely go with the normalmap. When will you ever need to make a shot so close that you could see the difference? And if you get really that close, you should model that part for that particular scene anyway.^^
And it makes less work for people who want to import it to other 3d progs.
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Old 24th Jan 2016, 01:15 PM   #127
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I'd consider doing both. Model the paneling, use it to generate a normal map, and have both versions usable on the model.

IIRC, Tan.j's battlestar models used an interesting trick, where the modeled panel detail was raised off the main body of the model, rather than recessed into it. He had the raised panels saved as a separate object, so you could delete it if just the baked textures based on the modeled detail would be sufficient for your shot. Since it's all coming from the same place, it could match up well enough that, with the modeled detail on, you can't even tell there's a textured version under it.
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Old 24th Jan 2016, 04:13 PM   #128
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Quote:
Originally Posted by Amras View Post
I would definitely go with the normalmap. When will you ever need to make a shot so close that you could see the difference? And if you get really that close, you should model that part for that particular scene anyway.^^
And it makes less work for people who want to import it to other 3d progs.
I'm sure that modelled panels are going to look better at the filming distance that I'm envisaging. The detail that I've already done on the superstructure will be a waste of time if the surrounding panels are just textures.

Quote:
Originally Posted by David cgc View Post
I'd consider doing both. Model the paneling, use it to generate a normal map, and have both versions usable on the model.
IIRC, Tan.j's battlestar models used an interesting trick, where the modeled panel detail was raised off the main body of the model, rather than recessed into it. He had the raised panels saved as a separate object, so you could delete it if just the baked textures based on the modeled detail would be sufficient for your shot. Since it's all coming from the same place, it could match up well enough that, with the modeled detail on, you can't even tell there's a textured version under it.
Good point, David! It would be good to have a lower rez version for more distant shots.

Ok! Here's a close up render of the forward bearing which is as good as finished apart from the pesky panelling!
Click image for larger version

Name:	B5 Station36.jpg
Views:	350
Size:	332.0 KB
ID:	80857
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Old 24th Jan 2016, 04:25 PM   #129
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Saaawweeeeeeeetttt

yep yep

what's the poly count on that station ???

Looking great
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Old 24th Jan 2016, 05:29 PM   #130
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Quote:
Originally Posted by 3D_CG View Post
Saaawweeeeeeeetttt

yep yep

what's the poly count on that station ???

Looking great
Thanks!
Poly count is currently at 537k and growing!
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Old 24th Jan 2016, 06:30 PM   #131
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Quote:
Originally Posted by RedTed View Post
Thanks!
Poly count is currently at 537k and growing!
growing and growing...

absolutely love the detail of the station so far.. really
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Old 24th Jan 2016, 07:43 PM   #132
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Very nice work. Pulled out and blew the dust off the DVD's and started watching B5 again...
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Old 25th Jan 2016, 06:40 AM   #133
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Very nice work. Pulled out and blew the dust off the DVD's and started watching B5 again...
The GF said the same thing, beats the s$#@^ of the commercials on TV....
watching B5 on DVD...

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Old 27th Jan 2016, 04:23 PM   #134
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Oh shiny, new progress
Magnificent work.
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Old 28th Jan 2016, 10:50 AM   #135
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Wow the level of detail has come up a notch since the last time I looked. Going to be a stunner I'm sure.
Never is too much to say that
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Old 28th Jan 2016, 03:58 PM   #136
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Thanks again for all your comments!

I got temporarily fed up with the greebles on the superstructure and decided to build the reactor section!

Click image for larger version

Name:	B5 Station37.jpg
Views:	287
Size:	245.9 KB
ID:	80899 Click image for larger version

Name:	B5 Station38.jpg
Views:	291
Size:	240.2 KB
ID:	80900

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Old 28th Jan 2016, 06:32 PM   #137
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greebles will drive you batty once and awhile..

looking good
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Old 29th Jan 2016, 03:24 PM   #138
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Quote:
Originally Posted by 3D_CG View Post
greebles will drive you batty once and awhile..

looking good
Thanks, Mike!

Here's another render of the reactor section, which is as good as finished apart from texturing!
Then it's back to the superstructure.
Click image for larger version

Name:	B5 Station39.jpg
Views:	301
Size:	342.5 KB
ID:	80905

Forgot to mention that that's another 132k polys!
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Old 29th Jan 2016, 06:10 PM   #139
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Nurnehs!
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Old 30th Jan 2016, 02:20 AM   #140
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Sexy....
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Old 30th Jan 2016, 07:42 AM   #141
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Nurnehs!
ditto
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Old 1st Feb 2016, 03:11 PM   #142
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Decided to finish off the Cobra Bays while I was in a nurnie mood. As with the Reactor, I've just got the panel texturing to do.
Click image for larger version

Name:	B5 Station41.jpg
Views:	288
Size:	282.9 KB
ID:	80932 Click image for larger version

Name:	B5 Station42.jpg
Views:	286
Size:	311.6 KB
ID:	80933

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Old 2nd Feb 2016, 02:43 PM   #143
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Stepping back to view the whole project as it stands at the moment. The superstructure is conspicuous by the amount of work needed to be done (hence the camera angles!)
Turned the centrifuge textures back on. Still not sure that I like them!

Click image for larger version

Name:	B5 Station46.jpg
Views:	322
Size:	384.0 KB
ID:	80945 Click image for larger version

Name:	B5 Station47.jpg
Views:	294
Size:	412.8 KB
ID:	80944 Click image for larger version

Name:	B5 Station48.jpg
Views:	299
Size:	357.2 KB
ID:	80943

Ted
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Old 2nd Feb 2016, 02:57 PM   #144
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Wow that really has come along a hell of a lot, great work there mate.
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Old 2nd Feb 2016, 10:36 PM   #145
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Looks far beyond broadcast quality to me!

Superb!
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Old 3rd Feb 2016, 02:03 AM   #146
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Quote:
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Turned the centrifuge textures back on. Still not sure that I like them!

Ted
Don't like them either.

But the rest is great!
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Old 3rd Feb 2016, 07:01 AM   #147
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You've done the old tin can justice!
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Old 3rd Feb 2016, 10:14 AM   #148
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Quote:
Originally Posted by John Marchant View Post
Wow that really has come along a hell of a lot, great work there mate.
Thanks, John!

Quote:
Originally Posted by Oldcode View Post
Looks far beyond broadcast quality to me!
Superb!
Thanks, OC! I know you like the occasional dose of Vitamin B5!

Quote:
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Don't like them either.
But the rest is great!
I guess I set myself up for that one!
Thanks.

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You've done the old tin can justice!
Good to know. Thanks, Rigel!
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Old 7th Feb 2016, 01:43 PM   #149
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That looks very nice. More detail than the original ever had (given the aged TV quality footage available now). Very, very cool.
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Old 8th Feb 2016, 04:43 AM   #150
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Quote:
Originally Posted by overseer View Post
That looks very nice. More detail than the original ever had (given the aged TV quality footage available now). Very, very cool.
Thanks, Overseer!
It's currently sitting at just short of 800k and must be way over the original model. However, as an attempt at the version from B5: TLT, it is still very far from Fabio's model, which I believe was over 2 million polys! If I do decide to model all the panelling on the non-rotating sections, I could get up to about 1.5 million! Daunting prospect!!

Thanks again for your comments!
Ted
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