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Old 24th Feb 2016, 10:31 AM   #181
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Originally Posted by shaggy View Post
All alone in the Night!!!!

Outstanding piece of work.....

We are not worthy.....
He's not worthy, but the rest of us are! Please continue!

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Old 24th Feb 2016, 03:07 PM   #182
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Originally Posted by shaggy View Post
All alone in the Night!!!!

Outstanding piece of work.....

We are not worthy.....
Thanks, Shaggy!

Quote:
Originally Posted by Rigel View Post
He's not worthy, but the rest of us are! Please continue!

Huh!!! You must be that Canadian Vorlon!!
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Old 24th Feb 2016, 05:32 PM   #183
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Huh!!! You must be that Canadian Vorlon!!
YyEeSsSsSs!
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Old 25th Feb 2016, 03:31 PM   #184
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Default Docking Bays

Moved inside the warmth of the docking sphere and started blocking in the basics of the docking area. Ever since I made the original docking lift model I wanted to do the docking area at the bottom of the lifts but there was no decent reference material. B5:TLT has some excellent views of this area so now is as good a time as any while I'm building the outside of the TLT station. The reference pictures are viewable at B5Scrolls here

The progress so far:
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Name:	B5 Dock DIAGRAM.jpg
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Old 25th Feb 2016, 03:59 PM   #185
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Quote:
Originally Posted by RedTed View Post
Moved inside the warmth of the docking sphere and started blocking in the basics of the docking area. Ever since I made the original docking lift model I wanted to do the docking area at the bottom of the lifts but there was no decent reference material. B5:TLT has some excellent views of this area so now is as good a time as any while I'm building the outside of the TLT station. The reference pictures are viewable at B5Scrolls here

The progress so far:
Attachment 81231
If you make the base shape not too high poly i could use it later for my interior model of B5 in unity. Walking around in the docking bay with some ships on the platforms would be sooo cool.
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Old 26th Feb 2016, 02:48 AM   #186
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Some pictures you might not have.

Got them from this article i think.
Looks like the pictures are gone. o0
http://www.cgsociety.org/index.php/C...tales_part_one
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Old 26th Feb 2016, 05:14 AM   #187
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Quote:
Originally Posted by Amras View Post
If you make the base shape not too high poly i could use it later for my interior model of B5 in unity. Walking around in the docking bay with some ships on the platforms would be sooo cool.
Great idea. I was thinking that you should get out of the C&C for a while and walk around more! Does Unity allow you to walk in/on a curving environment? Will I be able to ride round the area on a Kawasaki?

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Some pictures you might not have.
Got them from this article i think.
Looks like the pictures are gone. o0
http://www.cgsociety.org/index.php/C...tales_part_one
Yes. Got those but thanks for taking the trouble! The diagrammatic one worries me a bit because there is no way that there is room for that huge docking lift top to fit in the sphere and allow the proper length of tunnel, which looks too short there. I'm going to stick to my instincts on that one.
Thanks again!
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Old 26th Feb 2016, 09:21 AM   #188
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Originally Posted by RedTed View Post
Great idea. I was thinking that you should get out of the C&C for a while and walk around more! Does Unity allow you to walk in/on a curving environment? Will I be able to ride round the area on a Kawasaki?
With a bit if help from the asset store:
https://www.assetstore.unity3d.com/en/#!/content/17789
I already did a bit of research for the central corridor.


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Originally Posted by RedTed View Post
Yes. Got those but thanks for taking the trouble! The diagrammatic one worries me a bit because there is no way that there is room for that huge docking lift top to fit in the sphere and allow the proper length of tunnel, which looks too short there. I'm going to stick to my instincts on that one.
Thanks again!
As far as I know the diagrammatic (had to look up that word. ) one is the same model as the one we see from the inside. But I could be mistaken there.
I don't see any fitting problem.
But as always, it is your model and your choice.
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Old 26th Feb 2016, 11:18 AM   #189
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Originally Posted by Amras View Post
With a bit if help from the asset store:...I already did a bit of research for the central corridor.
I did this about 5 years ago and never finished it. It's not a complete circle but could be continued round. If you want the files to test out in unity I'll send them to you!
Click image for larger version

Name:	Zocalo.jpg
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Old 26th Feb 2016, 12:27 PM   #190
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Oh nice.
I don't need the corridor part, but one of those circle/pillar elements would be great!
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Old 26th Feb 2016, 02:04 PM   #191
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Originally Posted by Amras View Post
Oh nice.
I don't need the corridor part, but one of those circle/pillar elements would be great!
PM your e-mail address and I'll send. My F3D FTP isn't working!
Also do you need it in anything other than .lwo format?
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Old 26th Feb 2016, 06:49 PM   #192
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Quote:
Originally Posted by RedTed View Post
The diagrammatic one worries me a bit because there is no way that there is room for that huge docking lift top to fit in the sphere and allow the proper length of tunnel, which looks too short there.
Hm. I never noticed that before. It looks like they omitted the middle "airlock" section of docking bay between the exterior and the elevator room, so the exterior door opens right to the elevators. I'm not sure if I mind, I have a feeling that might've only been there to save resources so you couldn't see into the elevators from outside the station.

I was thinking if I were ever to tackle it, I'd be interested in depicting some of the implicit features. Like, I figure the elevator room has another door going further aft to a "military" section, which has the station's compliment of shuttles and the elevator-and-tunnel system that brings Starfuries back to the Cobra Bay and plugs into whatever conveyer they use to get ships between the front docking bay and the maintenance bays in the rear of the station. Also, I theorize that there's a second ring of docking pads in between the bay we see in TLT and the axis of the station, with permanent, private bays (which would be where Kosh's ship lived, since it was always shown in it's own room and not in the big ring of platforms).
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Old 27th Feb 2016, 06:34 AM   #193
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Hm. I never noticed that before. It looks like they omitted the middle "airlock" section of docking bay between the exterior and the elevator room, so the exterior door opens right to the elevators. I'm not sure if I mind, I have a feeling that might've only been there to save resources so you couldn't see into the elevators from outside the station.

I was thinking if I were ever to tackle it, I'd be interested in depicting some of the implicit features. Like, I figure the elevator room has another door going further aft to a "military" section, which has the station's compliment of shuttles and the elevator-and-tunnel system that brings Starfuries back to the Cobra Bay and plugs into whatever conveyer they use to get ships between the front docking bay and the maintenance bays in the rear of the station. Also, I theorize that there's a second ring of docking pads in between the bay we see in TLT and the axis of the station, with permanent, private bays (which would be where Kosh's ship lived, since it was always shown in it's own room and not in the big ring of platforms).
Interesting points there, David. I'm going to stick with the second inner section of the tunnel. Practically speaking, there has to be an airlock there as we see unsuited people walking around at the bottom of the lifts in the docking area and that airlock has to be long enough for some of the larger ships to dock. such as the 7Tango7 lookalike that we see docking in TLT. I'm not saying that my dimensions for the tunnel are correct but it does have two sections of the same length which would put the start of the elevator room much further back than depicted in that diagram, which, confusingly, must (?) be a wireframe of the actual model!!

I like your idea about the aft door from the elevator room to a possible military section. There is certainly plenty of space there outside the main docking pad ring. I never managed to figure out the way they got the Furies back on their launchers in the Cobra Bays from the main docking area!

Not too sure about your theory with regard to Kosh's ship (Bay 13). In the pictures of the TLT pads above, the one in the foreground is pad 7 and is opposite one of the lifts. I'm assuming (there I go again) that pad 1 is opposite another of the 4 lifts, which would tie in with the fact that there are 24 pads (counted on the wireframe diagram) so there is a pad opposite each lift with 5 more in between each. That would make pad 13 as one of the ones directly opposite a lift!

In all this, of course, we assume that the internals of the TLT docking area, which we see a lot more of are the same as what we didn't see in the TV series programmes!

Here is my latest meandering which is more in line with that "official" diagram in terms of the length of the shafts and the proximity of the pads to each other. That layout does show that there is space for an outer ring and any "plumbing to the Cobra Bays.
Any further ideas etc will be most appreciated!
Click image for larger version

Name:	B5 Dock DIAGRAM2.jpg
Views:	235
Size:	632.1 KB
ID:	81267

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Old 27th Jun 2016, 03:59 AM   #194
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How about an update?
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Old 27th Jun 2016, 06:39 AM   #195
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Originally Posted by Amras View Post
How about an update?
Niiice
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Old 14th Sep 2016, 12:41 PM   #196
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Default Back Again

Summer's coming to an end and I'm fed up with Elite: Boring, so I'm getting the modelling mojo warmed up again. Here's a start on the panelling for the Superstructure. Very tedious and judging by the time it took me to do this bit don't expect a final result for another couple of weeks!!
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Name:	B5 Station66.jpg
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Old 14th Sep 2016, 01:50 PM   #197
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Oh, but it already looks like it's worth the trouble.
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Old 15th Sep 2016, 02:45 AM   #198
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Originally Posted by RedTed View Post
Summer's coming to an end and I'm fed up with Elite: Boring, so I'm getting the modelling mojo warmed up again. Here's a start on the panelling for the Superstructure. Very tedious and judging by the time it took me to do this bit don't expect a final result for another couple of weeks!!
Attachment 82761
I am still trying to get the imperial Cutter.... *does another round at Aditi...*


Nice start!
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Old 15th Sep 2016, 09:30 AM   #199
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Originally Posted by RedTed View Post
Summer's coming to an end and I'm fed up with Elite: Boring, so I'm getting the modelling mojo warmed up again. Here's a start on the panelling for the Superstructure. Very tedious and judging by the time it took me to do this bit don't expect a final result for another couple of weeks!!
Attachment 82761

Just too awesome!!!!
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Old 15th Sep 2016, 12:42 PM   #200
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Yes your back on her, great to see. Looking forward to more progress.
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Old 15th Sep 2016, 12:47 PM   #201
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Originally Posted by RedTed View Post
Summer's coming to an end and I'm fed up with Elite: Boring, so I'm getting the modelling mojo warmed up again. Here's a start on the panelling for the Superstructure. Very tedious and judging by the time it took me to do this bit don't expect a final result for another couple of weeks!!
Gave up Elite: Boring months ago, been finishing my Skyrim worldspace mod

Nice to see you on point again Ted, looking awesome so far !
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Old 26th Sep 2016, 02:05 PM   #202
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Thanks for the kind feedback comments!
Here's more progress on the panelling round the forward bearing and the underside of the superstructure cargo spillway.
This is taking far too long due to real life and the fact that Lockheed Martin have released version 3.4 of flight sim Prepar3D with Oculus Rift VR support included! Awesome!

Polygon count for the whole station is currently at 4.03 Million.
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Name:	B5 Station67.jpg
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Old 26th Sep 2016, 02:29 PM   #203
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Looking fantastic!
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Old 27th Sep 2016, 10:08 AM   #204
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I'm guessing this is now the most highly detailed B5 model around. Nice work; keep it up!
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Old 3rd Oct 2016, 04:17 PM   #205
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Originally Posted by Oldcode View Post
Looking fantastic!
Thanks, OC!

Quote:
Originally Posted by Rigel View Post
I'm guessing this is now the most highly detailed B5 model around. Nice work; keep it up!
Reckon so!

Thanks for the comments, guys!
Finished the polygonal panelling of the front and rear of the superstructure. Now I have to make the texture maps for the rest of the surfaces.
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Old 16th Oct 2016, 12:51 PM   #206
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Not a lot more obvious modelling work done, but I've been working on the texturing of the centrifuge parts. Got the textures (8kX8k) as near as I can get to the originals. I remember Amsas saying that he didn't like my first attempt, so perhaps these are better!
Here's the latest, although it doesn't look much different from the last one. I seem to be proving the law of diminishing returns in as much as I keep adding detail and getting less and less visual results, which is kind of depressing really!
Anyway, I hope you like the new texturing!
Click image for larger version

Name:	B5 Station71.jpg
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ID:	82876Click image for larger version

Name:	B5 Station72.jpg
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Old 17th Oct 2016, 01:55 AM   #207
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Not a lot more obvious modelling work done, but I've been working on the texturing of the centrifuge parts. Got the textures (8kX8k) as near as I can get to the originals. I remember Amsas saying that he didn't like my first attempt, so perhaps these are better!
Here's the latest, although it doesn't look much different from the last one. I seem to be proving the law of diminishing returns in as much as I keep adding detail and getting less and less visual results, which is kind of depressing really!
Anyway, I hope you like the new texturing!
Attachment 82876Attachment 82877
Very nice!

I guess it isn't 100% finished yet? Because there are a few details missing on the hull of the rotation sections.

The spec of the texture is definitely better!
I would still try to increase the contrast of the blue texture. And maybe add some lines, like in the original texture. Gives the surface more details.


Red, missing details (lines and squares)
Green, the squares are at the wrong end of the grey area
Pink, also a missing detail
Orange, these things a looking massive and draw a bit too much attention I think. too many Ribs maybe? Try less lights and at least in the upper area no ribs?


Sorry, I know that I am a nitpicker.
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Old 17th Oct 2016, 02:02 AM   #208
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A very nice mesh, it´s better than the orginal.
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Old 17th Oct 2016, 07:25 AM   #209
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A very nice mesh, it´s better than the orginal.
Thanks Trekki! That's you on the distribution list!

Now for Mr. Picky!

Seriously, Thanks for the "interesting" feedback, Amras. You are, of course, on that distribution list!

I presume that first image is of the original show model or one of the fan models in which case there are going to be marked differences from mine as I am, as I've said before, modelling the version from B5:TLT by Fabio Passaro, which is very different from the original in lots of ways, including the centrifuge textures, which I tried to replicate unsuccessfully for my first images. My second attempt here is derived from a small shot of the original but with much PS majic applied to produce that 8k x 8k texture. However, I do agree with you about the contrast of the blue texture and the need for a little more pattern variation and I'll address those.

You are right about it not being 100% finished yet! I reckon It's about 95% done at the moment. But that last 5% of modelling and texturing detail will take quite some time and no-one will ever notice it (apart from you and Meurig, of course). Hence my comment above about the law of diminishing returns!

Regarding those orange marked bits - the ribs and the lights. If you look at the images below of the TLT version, the first is from Fabio's site and the second from the film, I've actually got 10 lights per bank as opposed to 11 in the film, and I counted the ribs when I did them and I think I got it right although I agree that they could do to be a little smaller and less obvious. Perhaps a lighter grey.
Click image for larger version

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ID:	82879Click image for larger version

Name:	B5 Hull Lights02.jpg
Views:	131
Size:	151.7 KB
ID:	82880

Thanks again for the feedback, folks!
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Old 17th Oct 2016, 10:19 AM   #210
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I've modified those hull ribby thingies to be less obtrusive and slightly incresed the contrast of the panelling on the blue hull texture.
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