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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.
evil_genius_180 wrote: »
That's a good looking bay. That sucks about the decals. What if you were to move the shader layers on top of them in the hierarchy, would that maybe fix the issue?
Coward wrote: »
While setting up the lights found out that blender doesn't always like transmitting light through transparent/translucent materials, so had to fiddle with the material to make the light rays ignore it.
BlueNeumann wrote: »
Oh the headlights look GOOD, were those never on the show?