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Old 10th Jan 2020, 07:48 AM   #1741
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I do like that. I noticed you go back in and chamfer and double. I've always done chamfering and poly density first then I go back and eliminate where I don't need them. I imagine its a matter of how easy it is or isn't to do the chamerfering and poly doubling after the fact in MAX. Admit it's been a while since I've been in LW but it's always been easier to remove than add after the main build in LW.
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Old 10th Jan 2020, 03:50 PM   #1742
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In max it depends on what type of modeling your doing box modeling I chamfer after rough forms are in. But with subdiv all the rounding etc has to be put in at the base mesh level. Max I have found has additional tools like smoothing groups many other software do not have so I can do tighter loops with less surface geo.

Max still in the realm of box modeling seems to be way out of touch or out of date. It lacks a lot of the tools other packages have when it comes to filleting chamfering etc. Max you still have to be aware of geometry and how the edges cross say a area you want to chamfer. If those edges are not exactly 90deg to each other your chamfer will vary in width.
To defeat this I so alot of strange things like insetting faces. I also do this to avoid odd smoothing artifacts if I have those aforementioned smoothing groups set as a single one across a organic shape.

Anyhow on large things that I have in subdiv a chamfer or hard edge or rounded edge is part of the planning process. Sometimes I leave it a hard edge with the intent to chamfer it by hand in a box modeling style. Other times I will prechamfer but not often as it means having to clean up all the edges filling the chamfer out. But more often I just do edge loops and use smoothing groups to tighten them up and remove every other edge as often subdiv adds way too many edges than I really need.

Sometime I think in max 2015 they added a new chamfer tool that allows you to not need to double chamfer in stages to get rounded corners and does it all at once and have control over the curve via a ramp setting but it still is not as good as doing it by hand but I will use it off and on for laziness or to minimize complexity.

That chamfer tool. in the past it just had the amount slot and you just kept applying it to get it "rounder" Results are the red edges and the stuff between. If you look you can see how the gaps are not 100% even. Always been a issue in max cheater tools for chamfers. Also some idiot thinks that default smoothing the whole bloody object on chamfer is a GOOD IDEA, not.


Wire cap of the deflector stuff. Almost all of this is box modeling. The outer frame is the only thing from the original subdiv object.


This one the window frame shows a mix of a optimized collapsed subdiv mesh with box modeling applied to it.
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Old 11th Jan 2020, 08:22 PM   #1743
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More stuff on the deflector. Got lazy so this is a day late. Got hdd maintenance to do today so dunno if I will have anything done, already 6pm and nothing done so heh.



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Old 13th Jan 2020, 04:59 AM   #1744
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Close up from last night and not much else just rcs cut ins.



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Old 13th Jan 2020, 11:00 AM   #1745
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Thank for clarifying how it works for you in MAX. I've used MAX lightly before but been unwilling to learn new software. Anyway, back to the model. Loving the updates as always.
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Old 14th Jan 2020, 01:40 AM   #1746
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RCS I think are done. Some markings to go and maybe tuning to go later on. Need to decide if I will add a further rearward quad as nothing is facing aft. Maybe the nacelles, the lip of the main hull, or even the struts.


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Old 14th Jan 2020, 08:02 AM   #1747
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Lifeboat inset and torp bits. A bit of a tight fit, should have modeled that lip a bit taller. Also redid the rcs to have rounded corners and rounded thrust outlets.


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Old 14th Jan 2020, 02:08 PM   #1748
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Looking at the bottom front view. Those bit on each side of the housing are lifeboats, right? That makes me wonder and ask, how many people do those lifeboats actually hold?
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Old 14th Jan 2020, 06:09 PM   #1749
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8 12? I forget, it is the standard SOV lifeboat. Supposedly they all sit against the walls of the things.
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Old 14th Jan 2020, 07:10 PM   #1750
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Here a 5'8" girl on one. These are just caps, so you do not see the depth to them. Id say interior space would be just outside the innermost panel lines. So 12 could fit in. I forget what the real numbers are.


Mine are not exact either as I left out that curvature as that poly count just goes through the roof on larger ships.

not sure if crew size it listed in that article forget where it was listed.
https://memory-alpha.fandom.com/wiki...ype_escape_pod
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Old 14th Jan 2020, 09:59 PM   #1751
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Tentative layout of the lifeboats. Maybe I have a bit too many on the upper hull. Real negative is the lack of access to the aft central hull as I have no where to mount them short of the warp cut in the aft bottom. Suppose I coulda done a few less room in the rear A/B deck and stuck one or two there. Cant have them too much further aft on the pylon base as the impulse drives would get in the way ot the pods would mean less structure near the drives leading to weakness.



26 topside 24 below, total of 50X12 per pod =600, easily enough for all crew. I would think this thing would have no more than 300 at any one time. Even at 6per would cover 300. Given you'll likely have losses of 20% or more in a abandon ship scenario. . . .
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Old 14th Jan 2020, 10:46 PM   #1752
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quickie update with planned layout for registry. KIM the reg is just bent, final placing will be done by hand.

Not sure on the ship name, forget why I chose it, in english it means hell.
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Old 15th Jan 2020, 06:29 AM   #1753
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Thanks again, just inquiring minds here.
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Old 15th Jan 2020, 07:56 AM   #1754
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Yeah lifeboats are a pain as the information on the minutiae just is not there.

Looking at the things I might have a few too many.


Think it was a fast patrol boat, been so long since I drew the doodle and started this.

Ok after loads of farting around and rolling my eyes at a pair of phaser strips are in. Not sure if they will not move around later on which will result in more rage anger and eye rolling. Cannot use detached splines as they unevenly deform the base object, so I have to match a even point spline to fit. Then I go to edit it I adjust the front vert on the spline it moves the front of the phaser strip, go to move the REAR vert of the spline it moves the same side of the bloody phaser strip. -_-. I SOOO F*N@G hate splines.





Ignore the hull panel lines as I decided to move them about prior to the phasers and got sidetracked on the phasers. Need to look at other places to break the hull panels than the existing ones. Likely use the phasers themselves as a trough to do so.
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Old 15th Jan 2020, 10:51 PM   #1755
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Really hate the idea of weapons systems on struts and nacelles. I have no choice here as the design really clunks up the view for any hull mounted stuff. Given I have a double hoop arrangement on the struts I do have more meat on the struts than normal. ( a person could walk down a stairwell down them easily) So the surface area and thickness should give me room for the conduits etc. and still keep some distance between the conduit for the warp nacelle plasma and matter transference stuff.


Needless to say aft coverage is a bit meh. 2 strut phasers and one on the butt. I want to avoid messing with the lower struts. The butt mount will eliminate any wrap window plans I had for a voy like under shuttle bay observation room. Had thought to use the strange curve to have wrap around windows, but with a emitter there I do not want windows within a deck of it. heck it will likely eliminate any windows below the shuttle bay.
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Old 16th Jan 2020, 01:58 PM   #1756
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I remember the only startship I designed. Not sure most of us even think about the engineering side of it. Cool that you are thinking those parts through.
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Old Yesterday, 12:48 AM   #1757
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I find it part of what can sell the ship but it is also from my building exp that I need to plan out volume and parts. Again this is part of why I had chosen trek as all the tech requires certain shapes and form. Probably would have gone for engineering if my maths were not so horrid.

Some paint over ideas. Mostly realizing the era due to the reg number I needed to do more of a post sov detail. Pintover images also show some of the modeling done since last update too (mostly escape pod wells and the like and a new set of lower struts that might get redone again as I was pretty un creative in the cross section on them.


more to come I think as I have the underside to mete out next.
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