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Old 23rd Oct 2015, 10:58 PM   #151
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Man UVW unwrap is not meant for changes later on sheesh. Most of the time was spent backtracking and redoing everything. -_-. . . .




Anyhow working out what is too much and what is close to the only untouched part of the original studio model, the saucer. All the markings short of the registry are now part of the hull and textured but still object decals, the uvw for them is separate from the hull so I can still paint filth over it to match hull filth.
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Old 24th Oct 2015, 12:14 PM   #152
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Looking great!
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Old 25th Oct 2015, 03:05 AM   #153
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thanks

Getting there I guess.





Think I should decide what I will do for the rest of the top and figure out if I really like the bottom then do a gloss map and it should be time to move on.
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Old 25th Oct 2015, 03:55 AM   #154
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Top quality work there.
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Old 25th Oct 2015, 07:54 AM   #155
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I'm not keen on the long dirt streaks on the top of the saucer, but overall this is looking good.
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Old 25th Oct 2015, 03:33 PM   #156
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You meaning the streaks themselves or the way i did them because those were on the ship day one. Though much bolder than what I have as I am not going for filming colour as compositing today if anything increases colour depth than desaturating it like in the old days.

I am bodging about as I have noticed in max the detail does not match the maps themselves, like it is adding a color correction to it. Saturation is down vs my raw files.
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Old 25th Oct 2015, 08:58 PM   #157
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Ok I think I am done with diffuse for now on to spec or uvw unwrapping something else. That or falling asleep in my chair, sheesh.



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Old 25th Oct 2015, 09:42 PM   #158
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Looks fantastic! If you can do this while falling asleep, what would you do when you're wide awake?
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Old 26th Oct 2015, 04:44 AM   #159
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Amazing amounts of detailing.
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Old 26th Oct 2015, 06:45 PM   #160
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messing with gloss maps.





Then i started rethinking it and cloned a mess of the diffuse filth and then traced all the grids then blurred them up to get that gungy stuff that collects around cracks. The following is just the surfacing no diffuse maps. So with that I think I am done except some small details so it is time to move on to other bits of ship. I might toss a noise map onto the diffuse but I dunno how much of that I want to add now when I often add it to the composite.





Ok decided to run a full set and maybe it needs a little more tuning. This is at a hard angle to the light too so it is at it's most dramatic.

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Old 27th Oct 2015, 08:27 AM   #161
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The white squares on the top of the saucer; is the appearance of depth in the texture or did you model a box under it?
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Old 27th Oct 2015, 10:18 AM   #162
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Those sensor things are modeled in with lum materials under a translucent material. Right PITA to have without getting in the way of the interiors.


Secondary hull stuff, a right PITA to unwrap as I spent a load of time prepping to not get max to follow along a break in the object. It just randomly shooses breaks in the mesh on it's own mostly all really stupid. one object broke on every edge. . . . . sheesh. So loads of welding and arguing with things that wont weld like a few windows. SIGH. Anyhow still probably a load to do on this as I couldnt avoid some detached bits that I will have to fight to align with paint and trial. bleagh.





and yes it is all a bit overlit.
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Old 27th Oct 2015, 04:30 PM   #163
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It sounds like the UV tools in Max are no better than the ones in Lightwave.

She's looking good though!
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Old 28th Oct 2015, 04:10 AM   #164
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Dan, your work is always amazing!
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Old 29th Oct 2015, 03:30 AM   #165
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Oh bloody hell what of the day I was awake for was taken up just unwrapping this pile of $*&@(*#^ lol. Did not happen max kept crashing but worst is the uvw unwrap unless collapsed will revert to random pile of crap every time anything changes in the stack. So when I realized I attached those bussard end boxes while they were still SUBdiv objects I was a bit screwed. Still am as I will have to import those and reuvw them as separate maps as there is nothing I can do with them as is without loosing everything else. And no saving the UVW and reloading it wont work as max will crash every time as I guess the expected verts polies etc are not the same so welp it is kinda pointless to save the damned things. . . . . sheesh. Worse off is there are not real undo tools, you end up using the default ones which are a mess too as the ones on the UI are not the same as the ones your ctrl Z Y. Anyhow the bloody things are done so time to get to painting. I will have to import those boxes later and somehow flatten them out. Really with it was easier to seam and unroll things. Hell just have a way to manipulate things as simple as projected maps. I had to relay on a tonne of align to view and with anything I did I have to rescale them so they 1 match up to the other maps 2 are the right aspec ratio as it always stretches to fit the overall map surface! UGH.









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Old 29th Oct 2015, 10:19 AM   #166
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Very psychodelic!
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Old 29th Oct 2015, 09:29 PM   #167
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This is coming out great!
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Old 31st Oct 2015, 02:03 AM   #168
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Figured the funny rainbow map would be more fun than the plain checker I normally use Actually I am still looking for one of these UVW maps that has more useable details to help the eye see distortion etc. Well one that has details for that and be high rez enough so many are super low rez and pixel up.

Well, a bit sloppy but all I have managed to get done as I have been fighting a nasty cold since tues. It is going the gamut of symptoms, prolly got more than one lol. Anyhow it needs some tightening up in places and fudging where I goofed up in others like the forward struts I allowed it to stretch too much so when painted it appears squashed. ATM I do not have time or energy to fix so I just have to paint deformed to get it to look ok. I also made errors by pulling out the interiors of some of the overhangs when it really was not needed so it leaves too much of a gap between painted details. I still have the gloss passes to do on the secondary and nacelles and some tweaking to the saucer gloss maps as those are still a bit too strong. Basically I want to get the same effect I had with the tiled map but have it relate with hull based details more than just well a tiled map.





Also fighting with these dark gray bits on the ship. Make it dark but renders light or too blue etc. I have also started to question how much of it was all one shade of gray. I have also fought with not dirtying it up too much though. Example

Really wish I had the BRDs and a BRDrom on the pc to cap with. Though I am sure what I have found for HD is probably the best shots off the BRDs.

Anyhow hope to have this cold under control and to finish her off tomorrow. that is if I can manage to sleep. fffff
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Old 31st Oct 2015, 07:38 AM   #169
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Really fantastic work reproducing the original TOS version. I was wondering though about the green weathering streaks. Is that how you interpreted it based on the original stills, or will it look different once you are done and apply post processing. Right now, it gives me the impression that they are some kind of algae growing on the hull (even though it's not really possible in space).
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Old 31st Oct 2015, 09:03 AM   #170
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I think some of the spots you're seeing on the nacelle pylons are actually just shadows caused by the criss-crossing studio lights. You can see in the shadows between the pylons that they had 2 or more lights pointing in different directions.

Some of it was definitely painted on, but some of the patches are caused by the poor image quality, the green screen process of the 1960's and the general rush job they did on the shot.
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Old 31st Oct 2015, 09:59 AM   #171
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Incredible attention to the source on this.
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Old 31st Oct 2015, 05:49 PM   #172
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They didn't use green screen but blue screen hence all that blegh around the ship. Those shadows are clearly that just shadows. I refer to the strut near the nacelle join and the nacelle body. Not to mention the grime on the saucer itself. There are some shots of the secondary that show much of what is on the smooth model is darn close to the original. It is just a major difference in paints and skill I think. Maybe the right term is technique. As the original paint appears to be more like gells and Id surmise applied by hand vs airbrush. Note what look like finger prints in that rouge colour which was likely a chalk.

The green I have on my ship is actually toned down from the original paint. Keep in mind the saucer top on the model at the smith is in ORIGINAL condition. Ignore anything above the BC decks though as those were messed with in 91 and I think prior.


Linked this prior but I think these are all my HD caps I have found here and there.
<blockquote class="imgur-embed-pub" lang="en" data-id="a/AmdD1"><a href="//imgur.com/a/AmdD1">TOSHD caps</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>

uh ok I forget how I embedded the slideshow ffffff so here is a url they SHOULD allow download of a zip.

http://imgur.com/a/AmdD1

more random connie pics
http://imgur.com/a/U4V19
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Old 1st Nov 2015, 12:23 AM   #173
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man not a single kid tonight, halloween is not what it used to be lol Guess thay are all at the mall etc, but best as I spent the day hacking my brains out.
Anyhow I think it is done. Least done for now. Ignore the overly green saucer as I had at some point put the diffuse map into the reflection color slot. So it sorta multiplied the saturation. Other than maybe doing something to the deflector and maybe fine tuning decals she is ready to go. The deflector is a debate as I am not sure how much of what we see today was there then as most deflector images are quite blurry. I'll run off some full ship beuts later on and maybe composite em etc. But for now I think Im gonna take a few days off.
















Oh I forgot I have some mesh errors that showed up once I detached things for uvw. So maybe not completely done lol. But close enough.
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Old 1st Nov 2015, 06:11 AM   #174
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Close enough to AWESOME!!!!!!
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Old 1st Nov 2015, 07:59 AM   #175
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That's the old girl we know and love.

Now that everything is (more or less) in place, it looks good.
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Old 1st Nov 2015, 10:36 AM   #176
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Looking Great!
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Old 1st Nov 2015, 08:51 PM   #177
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A few quickies.



They are just flat diffuse renders no lighting passes etc. Mostly a test to see how the ship reacts to efx passes.

It shows at least the saucer maps need a little work still.
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Old 4th Nov 2015, 04:29 PM   #178
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oops


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Old 4th Nov 2015, 09:02 PM   #179
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I can see the hull number changing to 1017 real sudden like!
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Old 5th Nov 2015, 05:07 AM   #180
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"Mr Sulu, when I say 'hard to port' I mean hard to port!"

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