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3Dbackstept's Shipyards - Various WIPs

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Posts

  • backsteptbackstept2073 Posts: 926Member
    bloknayrb wrote: »
    This seems like an odd place to put RCS thrusters:
    isdc9fig9tw5.png
    But this looks awesome overall.

    It's there on Howard Day's model, which I gather he consulted with Bill Krause on some of the details that were added.
  • bloknayrbbloknayrb138 Posts: 44Member
    backstept wrote: »
    bloknayrb wrote: »
    This seems like an odd place to put RCS thrusters:
    isdc9fig9tw5.png
    But this looks awesome overall.

    It's there on Howard Day's model, which I gather he consulted with Bill Krause on some of the details that were added.

    Yeah, I figured you probably hadn't added it, its just a weird detail.
  • backsteptbackstept2073 Posts: 926Member
    Recent stuff. Been making a 67 Cougar, played around with a space station in Lunar orbit and making a variant executive shuttle.
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    Rory1707wibbleWarp Propulsion LaboratoryStarCruisertrekkiRekkertLizzy777MadKoiFishsrspicerSeverusand 2 others.
  • backsteptbackstept2073 Posts: 926Member
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    Rory1707rojrenRekkertLizzy777ashleytingerStarCruiserMadKoiFishBolianAdmiralwibblesrspicerand 4 others.
  • RekkertRekkert4037 Buenos Aires, ArgentinaPosts: 2,302Member
    Love what you're doing with that shuttle!
    backsteptBolianAdmiral
    For all my finished Trek fan art, please visit my portfolio
  • backsteptbackstept2073 Posts: 926Member
    Rekkert wrote: »
    Love what you're doing with that shuttle!

    Thanks! I didn't have great references for the filming model so I decided to make it a variant. I'm working on the interior as well, but haven't made any renders or screen grabs yet. I'm thinking it's wide enough to have a pilot and navigator on the left and right, and a 'skipper' in the center. It could probably seat 60 people comfortably. I'm also debating whether to separate the rear passenger compartment and the forward cabin. The doors on each side would make the most sense as the dividing line with an airlock complex and hallway running the width.
    ashleytingerRory1707wibble
  • CoolhandCoolhand287 Mountain LairPosts: 1,296Member
    Lovely rendering of that shuttle, I can almost feel the warm glow of the engines from here!
  • anthscoanthsco349 Raleigh, NCPosts: 72Member
    That Galaxy class looks fabulous and that shuttlebay for HunterG's Constitution will be very welcome.

    Can't wait to acquire both.
  • backsteptbackstept2073 Posts: 926Member
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    Lizzy777lennier1StarCruiserMadKoiFishRory1707wibbleSCE2AuxSeverussrspicerBolianAdmiraland 1 other.
  • Road WarriorRoad Warrior207 Posts: 815Member
    Excellent!
  • srspicersrspicer391 Posts: 335Member
    Liking the Exec. shuttle variant.
    For reference, here are images of my model kit I put out through Federation Models. I cannot access the images of the filming model I have right now, but my kit is an exact replication of the details/kit parts used.
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    backsteptLizzy777StarshipStarCruiserRory1707scifieric
  • backsteptbackstept2073 Posts: 926Member
    Been making one of my favorite cars. p1ascw3eoym8.png
    The tires and brakes are from Jane_cgi https://janecgi.gumroad.com/
    StarCruiserLizzy777ashleytingerRory1707scifieric
  • backsteptbackstept2073 Posts: 926Member
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    StarCruiserRory1707ashleytingerwibbleCoolhandLizzy777scifieric
  • publiusrpubliusr550 Posts: 1,747Member
    srspicer wrote: »
    Liking the Exec. shuttle variant.
    For reference, here are images of my model kit I put out through Federation Models.
    3xuztyobzijt.png

    Lovely….I might have Raan nacelles with supports curving out and down from where that F-18 cutwater/ Leading Edge Root Extension (LERX) is at its widest.

    srspicer
  • FenniusFennius163 Posts: 82Member
    Well these are all lovely - did I read right you're using procedurals for your hull panneling shaders?

    I don't suppose you'd be willing to share some of the node setups? (He said very hopefully :D )
  • CoolhandCoolhand287 Mountain LairPosts: 1,296Member
    That C4 is stunning, maybe just needs a couple of tweaks in the door handle inset (softer edges?) and the panel line is just a little off/inconsistent but you probably already noticed it.

    kmxxchppcfb8.jpg
    backstept
  • backsteptbackstept2073 Posts: 926Member
    Fennius wrote: »
    Well these are all lovely - did I read right you're using procedurals for your hull panneling shaders?

    I don't suppose you'd be willing to share some of the node setups? (He said very hopefully :D )

    I shared it somewhere back in the thread, but here's the link to my basic aztec shader
    wibble
  • backsteptbackstept2073 Posts: 926Member
    Working on a new ship.
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    Lizzy777ashleytingerCptBenSiskoStarCruiserRory1707srspicerwibbleBolianAdmiralscifieric
  • CptBenSiskoCptBenSisko4 Posts: 12Member
    can already hear the music in my head. Looking good
  • backsteptbackstept2073 Posts: 926Member
    here's a new one
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    StarCruisersrspicerLizzy777Rory1707raztovxiaorobearwibblescifieric
  • backsteptbackstept2073 Posts: 926Member
    Completely remade the hull, and started on the deflector.
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    ashleytingerRory1707raztovrojrenStarCruiserLizzy777wibbleWarp Propulsion LaboratoryMadKoiFishBolianAdmiraland 1 other.
  • Vortex5972Vortex5972321 Posts: 1,202Member
    Looks really good.
    backstept
  • ExcaliborExcalibor4 Posts: 4Member
    backstept wrote: »
    The other day I opened the Defiant I had started a while ago . . . learned a bunch since then, and also tried out a new paneling method on the warhead. It involves applying all the modifiers in the stack, deleting half the mesh, and adding a mirror modifier again. Then in this order: Edge Split, Solidify, and Bevel. Cut panels with Knife tool, mark those edges sharp, and boom, non-destructive panels that can be easily re-done or changed.

    Not currently very visible since I haven't worked on the materials yet.zpimx97awrmh.png

    Sorry to bring this back from the past, but I have been trying this method and can't see a thing (the hull looks clean and smooth like baby skin). Could you elaborate on this method for paneling, please? It's a really tedious part that always introduces shading problems when don with bevel and extrude.

    Thanks a bunch!
    Rory1707
  • backsteptbackstept2073 Posts: 926Member
    edited March 23 #445
    Excalibor wrote: »
    backstept wrote: »
    The other day I opened the Defiant I had started a while ago . . . learned a bunch since then, and also tried out a new paneling method on the warhead. It involves applying all the modifiers in the stack, deleting half the mesh, and adding a mirror modifier again. Then in this order: Edge Split, Solidify, and Bevel. Cut panels with Knife tool, mark those edges sharp, and boom, non-destructive panels that can be easily re-done or changed.

    Not currently very visible since I haven't worked on the materials yet.zpimx97awrmh.png

    Sorry to bring this back from the past, but I have been trying this method and can't see a thing (the hull looks clean and smooth like baby skin). Could you elaborate on this method for paneling, please? It's a really tedious part that always introduces shading problems when don with bevel and extrude.

    Thanks a bunch!
    Simplest answer would be to check if you have clamp overlap checked under the geometry tab of the bevel modifier.

    I would recommend going into your preferences and changing some interface colors, specifically for face orientation. Then in the viewport overlay drop down check the face orientation box. It'll show back faces in red and everything else in blue. I changed my color to 0 alpha so it's invisible, then I can easily see flipped normals in red. It also makes it easier to see overlapping bevel errors.

    If you find you're getting a lot of bad overlaps you can go in and slide some verts around.
    Post edited by backstept on
    Excalibor
  • ExcaliborExcalibor4 Posts: 4Member
    Simplest answer would be to check if you have clamp overlap checked under the geometry tab of the bevel modifier.

    I would recommend going into your preferences and changing some interface colors, specifically for face orientation. Then in the viewport overlay drop down check the face orientation box. It'll show back faces in red and everything else in blue. I changed my color to 0 alpha so it's invisible, then I can easily see flipped normals in red. It also makes it easier to see overlapping bevel errors.

    If you find you're getting a lot of bad overlaps you can go in and slide some verts around.

    OK, I managed to make it work, it's really fantastic! The problem is that I have to make this as soon as I can and apply all changes, because due to my 1:100 scale modelling, the solidify really mangles everything, and if I have the viewports already cut it's basically a big mess, and if I cut with all the operators in use, the geometry goes through the window (heh).

    I might start modelling at 1:10 so I have more leeway with these operations. Thanks for your help and for taking the time to answer. Keep up the fantastic work, you are an example to follow and an inspiration!
    backstept
  • backsteptbackstept2073 Posts: 926Member
    edited March 28 #447
    No problem! Glad to help!
    Biggest thing I've learned in the years I've been doing 3D modeling is that there's no single correct way to model something, but usually there's one best way to do what you need, and it's often different for everyone.
    Post edited by backstept on
    Excalibor
  • backsteptbackstept2073 Posts: 926Member
    Rebuilding the refit from scratch!

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    ashleytingerSeverusStarCruiserwibbleRory1707scifiericLizzy777wolfmanExcalibor
  • backsteptbackstept2073 Posts: 926Member
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    ashleytingerSeverusraztovStarCruiserwibbleRory1707wolfmanscifiericLizzy777CptBenSiskoand 1 other.
  • backsteptbackstept2073 Posts: 926Member
    Back to working on my second try at the Shangri-La class, this time as the Titan.
    I think all that's left is the windows.

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    ashleytingerLizzy777Rory1707StarCruiserwibbletrekkipubliusrExcalibor
  • backsteptbackstept2073 Posts: 926Member
    Been fooling around with one of my favorite ship types, the Vaygr fighters.
    I'm going to make a modular set that can have interchangeable modules to make the Interceptor, Lance, and Bomber variants.

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    StarCruiserLizzy777
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