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Old 21st Oct 2010, 09:01 PM   #571
Madkoifish
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Yet, more plating. Wondering if I shouldn't undo it and space it to match that lower set of plates.
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Old 22nd Oct 2010, 05:48 AM   #572
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Are you refering to the size of the plates in both hulls? If so, I don´t think it is needed. The only thing that claim to my eyes, is the different size of the gap between the plates over the engines. It´s to much noticiable. Any specific reason?
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Old 22nd Oct 2010, 07:48 AM   #573
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Quote:
Originally Posted by starship View Post
Are you refering to the size of the plates in both hulls? If so, I don´t think it is needed. The only thing that claim to my eyes, is the different size of the gap between the plates over the engines. It´s to much noticiable. Any specific reason?
Engines are older objects so the bevel height etc is different. Oh yeah as well there is a small gap between the bevels. I hope it wont be too visible down the road. Though I do need to address those exaust ports (the glow bits) Since they appear as just superheated metal not plasma based grills w/e they are. Need to eyeball some Klingon impulse vents/grills/exaust.
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Old 22nd Oct 2010, 02:03 PM   #574
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Lower plating. UGH odd shapes toward the end are to clear the wing structures etc. I probably could have broken that one triangle like plate up though. meh. Ignore the odd lines those are that AO shader, I cannot be assed atm to mess about with it to stop it from doing that.
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Old 24th Oct 2010, 09:20 PM   #575
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That doohickey between the impulse thingy. And a disruptor turret.
Or the other way around depending how the uploader decides things. :what:
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Old 26th Oct 2010, 04:39 AM   #576
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Quote:
Originally Posted by Madkoifish View Post
That doohickey between the impulse thingy. And a disruptor turret.
Or the other way around depending how the uploader decides things. :what:
This thing looks sweet. Can't wait to see it finished. As always awesome job.
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Old 26th Oct 2010, 04:55 PM   #577
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You should Model an airlock so those poor klingons can go inside
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Old 27th Oct 2010, 05:11 PM   #578
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Kinda been in a slump, but I felt maybe I should upload these since I did spend the effort to render em.
Head shows an idea of sticking a pair on the upper saucer. Not sure how "Im here" they are, but I think once I build in the recess and other crap around they should fall into the hull a little nicer. That and well for those images I had posted Id need some sort of beam weapon on the head. (that is if I want to retain the weapons fire from there)

Other shot shows the lower placements. I am missing a few though some down the centerline. Uppers are on the aft corners and a pair in that groove that runs down the neck. (similar to the old weapons locations)

oh yeah, another game of where is the mesh error.
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Old 27th Oct 2010, 09:21 PM   #579
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Some lower plates I modeled hours ago lol, and some fooling around with materials in a attempt to cheat and lazy out by using that AO material/shader in a way it probably wasn't intended. Stuffed it in the diffuse slot and stuffing colours and shaders in to make gunge. It sorta works. Not as nicely as I had hoped. I am sure there is a plugin that detects close facing edges (crease valley etc) and allows a texture or shader to be put into a slot with a width falloff etc settings. BUT I haven't any or do not know of others built into max so I'm using this ao thing. It will probably cause issues on long flowing curves. She might also return to the gray hull, just adds a aggressive look that the green seems to dull down.

The turret is a bit grainy cause I think the noise map is set to be too small. Ok, yeah it hates curved faces, and well it does sorta work but that curve stuff is a killer lol. Likely in the end I will have to project textures on it all in some manner or form.
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Old 27th Oct 2010, 09:42 PM   #580
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very nice.
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Old 28th Oct 2010, 12:39 AM   #581
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Quote:
Originally Posted by Madkoifish View Post
Kinda been in a slump, but I felt maybe I should upload these since I did spend the effort to render em.
Head shows an idea of sticking a pair on the upper saucer. Not sure how "Im here" they are, but I think once I build in the recess and other crap around they should fall into the hull a little nicer. That and well for those images I had posted Id need some sort of beam weapon on the head. (that is if I want to retain the weapons fire from there)

Other shot shows the lower placements. I am missing a few though some down the centerline. Uppers are on the aft corners and a pair in that groove that runs down the neck. (similar to the old weapons locations)

oh yeah, another game of where is the mesh error.
EDIT: Apparenly I'm retarded all I found was his humanoids sitting on the top of the hull. I had originally thought it was the error. lol

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Old 28th Oct 2010, 02:17 AM   #582
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Those are 2 figures "Mr Baldy/ugly" and "Asphyxiated Alice"
The mesh error is not in that image, or not visible. The mesh error is on the other image in that post, below the orange lights on the head. It appears as a bright spot in the corners of the dark gray area. The error is a hidden edge that is spanning parallel to visible edges. Happens often when a vert has only 3 edges conjoining. It is something "re triangulate" wont take care of, you have to manually turn them properly.
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Old 28th Oct 2010, 08:03 AM   #583
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Quote:
Originally Posted by Madkoifish View Post
Those are 2 figures "Mr Baldy/ugly" and "Asphyxiated Alice"
The mesh error is not in that image, or not visible. The mesh error is on the other image in that post, below the orange lights on the head. It appears as a bright spot in the corners of the dark gray area. The error is a hidden edge that is spanning parallel to visible edges. Happens often when a vert has only 3 edges conjoining. It is something "re triangulate" wont take care of, you have to manually turn them properly.
Wow, they don't much look like humanoid figures even when you zoom up on it, just gets too pixelated.

But I think I see the spot you are talking about now, it just looked like little white lights to me. Pretty small on that image and zooming in just pixelates it too much to see otherwise.
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Old 29th Oct 2010, 02:36 AM   #584
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updates
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Old 29th Oct 2010, 04:27 AM   #585
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The little lit cieling glass there seems to change with distance? In the closer shots, it's got detail on the inner dome but on the further shots there is none and it's just a glowing dome. Is that intentional?
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Old 29th Oct 2010, 12:39 PM   #586
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no, the attachments are all out of sequence. I couldnt get on the forums for some time so I just mass dumped. And oddly they ended up all mixed up.
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Old 29th Oct 2010, 06:11 PM   #587
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I like thies Klingon ship A LOT!!

Great work.
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Old 30th Oct 2010, 12:57 PM   #588
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Some minor changes, didnt get much done since I fell with a cold, still sorta feeling it but I gotta get this done and quick.
Biggest update is sticking those disruptor turrets on level ground. They now rotate on the ships horizon vs being tilted to match the tilted hull. Not the most elegant solution but it works. I will probably cut into the hull to make them more integrated but still look cookie cutter (modular for replacement)
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Old 30th Oct 2010, 02:34 PM   #589
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Sneak peek of the wings (cheapo template stuffed in the bump slot and AO shadow)
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Old 30th Oct 2010, 10:49 PM   #590
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Day of failure, crapups, and screwing around. This is where it is at. Old layout was totally finished and it just did not work. Hopefully this new one will.
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Old 31st Oct 2010, 01:35 AM   #591
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A more complete look at the plating. Hopefully it will make more sense as I add the decor plating across the hull. I will need to adjust the colours as I go though. All of them are sorta temp atm. Currently the tan irks me the most atm. It might be swapped for a flat gray
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Old 1st Nov 2010, 02:17 PM   #592
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nice. I agree . The tan is just not right.
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Old 1st Nov 2010, 02:34 PM   #593
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Stuff from last night
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Old 2nd Nov 2010, 01:38 AM   #594
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Images show new plating on the body, as well as adjustments to those TAN plates. I turned them a green/blue/gray sorta thing (depends on your monitor type and colour settings ) and "hollowed" em out. I hope this adds detail yet lightens the weight they hold visually.
Some have commented negatively about the colours, everything will get a generic texture some places will get custom ones but it should tone down in the final stages. And look less like a clown tent. The other image shows an attempt to drag the "look" onto the nacelle. Not too sure about the pattern, the idea is to mimic feathers in the patterning while retaining the TMP and TNG plating. As well as to not mimic Romulan details either. Id love to continue say those Bat'leth (exp the Sword of Kahless)


bleh crap grainy image, wonder what happened to that prop, love the look. Hell would like one on my wall. hahahah.[/center]
designs across the hull (mess of curves and points) But I feel that would drive me insane with all the verts Id have to control and verify and clearly redo over and over so they curve nicely at all angles (ugh going nuts just thinking about it!!!) Anyhow enough blather here are the images. I might go work on the Romulan while I decide what to do next.
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Old 30th Jan 2011, 06:25 PM   #595
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A little teaser
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Old 30th Jan 2011, 06:33 PM   #596
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dang that is sweet looking ....
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Old 31st Jan 2011, 02:19 AM   #597
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Teaser two. The details are still wip.
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Old 31st Jan 2011, 05:26 AM   #598
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The damage looks really good.
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Old 31st Jan 2011, 07:42 AM   #599
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Poor thing has been chewed up and spat out!
Wicked damage.
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Old 31st Jan 2011, 08:46 AM   #600
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Oh, oh, somebody crossed the wrong Klingon's path!
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