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3DAnother TOS Constitution and Shuttle

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Posts

  • evil_genius_180evil_genius_1801854 Posts: 9,999Member
    Yeah, that does almost look like a shot straight out of TOS.
    scifiericCoward
  • scifiericscifieric899 Posts: 1,307Member
    I agree. Very well done!
    Coward
  • gmd3dgmd3d222 DublinPosts: 120Member
    Amazing work.
    “You become responsible, forever, for what you have tamed.”
  • JasonAdankJasonAdank32 Posts: 27Member
    that a great mood shot, id love to see it closer to the camera for that more imposing look.
    Feel free to visit my now archaic Renderosity Gallery.
  • CowardCoward407 Posts: 19Member
    While I haven't touched the Constitution model since my last post, I did start modelling a shuttle craft for it (Started it around the release of Blender 2.9, but ended up distracted and have only got back to it this past month).
    So far I have finished the warp nacelles, and I'm currently slowly integrating the main hull pieces together (modeled it in 3 pieces).

    One thing I'm currently undecided on is to have the warp nacelles parallel to each other, or have them toed in so they are parallel to the hull?

    t7cfdpfj9egt.png
    Lizzy777Warp Propulsion LaboratoryFreakStarCruiser
  • CowardCoward407 Posts: 19Member
    Very slowly progressing on the shuttle. So far I have finished integrating the the bottom hull and the side walls of the top hull into one mesh, and I've finished modelling the warp pylons/wings (I ended up going with the warp nacelles parallel to each other).
    ick1x05hovb7.png

    I've finished most of the work on the rear landing gear, but I may redo some of it to add some details I missed (mainly the teardrop shaped indent).
    syib6tuslbeb.png

    I also changed how I was doing the curve on the warp nacelles corrugated rear caps. I was using a boolean object to cut out the curve, but I realised that I could get a similar result using vertex groups and a shrinkwrap modifier. The great thing about this method is it doesn't create unneeded vertices, which should mean that there will be minimal or no cleanup when I apply the modifier stack.

    Next part I'll be working on is integrating the middle hull part into the rest of the main hull. I should have done this earlier as it's going to be a real pain to do cleanly , since I've already freezed the subd of the main hull part.
    ProviFXLizzy777scifierictrekkiBrandenbergWarp Propulsion LaboratorylewisnivenStarCruiser
  • StarshipStarship311 São Paulo - BrasilPosts: 1,863Member
    Looks nice!
    Great attention to details. B)
    scifieric
  • BrandenbergBrandenberg1562 CaliforniaPosts: 1,877Member
    Agree with Starship
  • TallguyTallguy185 Posts: 398Member
    Coward wrote: »
    Very slowly progressing on the shuttle. So far I have finished integrating the the bottom hull and the side walls of the top hull into one mesh, and I've finished modelling the warp pylons/wings (I ended up going with the warp nacelles parallel to each other).

    I've finished most of the work on the rear landing gear, but I may redo some of it to add some details I missed (mainly the teardrop shaped indent).

    I also changed how I was doing the curve on the warp nacelles corrugated rear caps. I was using a boolean object to cut out the curve, but I realised that I could get a similar result using vertex groups and a shrinkwrap modifier. The great thing about this method is it doesn't create unneeded vertices, which should mean that there will be minimal or no cleanup when I apply the modifier stack.

    Next part I'll be working on is integrating the middle hull part into the rest of the main hull. I should have done this earlier as it's going to be a real pain to do cleanly , since I've already freezed the subd of the main hull part.

    That's really good!
    Bill "Tallguy" Thomas All I ask is a tall ship...
    Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
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