I've decided to try my hand at kitbashing and one of my favorite Bridge commander ships has always been the Korolev class, a Nebula class predecessor according to Captain Russel.
Parts are from the Galaxy, New Orleans, and Nebula classes.
Taking some designer liberties especially with the warp pylons. The game models are a tad mid-poly as models go so making the transition to higher poly is interesting.
Hey @anthsco. I find myself wanting to ask what are your favorite design elements of the ship that makes it appealing for you.
No neck connection which is a convenient aiming point. I like the the way the placement of the nacelles make sense like on the Galaxy and Nebula classes. Just two reasons.
The game models are a tad mid-poly as models go so making the transition to higher poly is interesting.
Well, the game is 22 years old. The fact that they're even mid poly just goes to show how awesome that game is.
Which is probably why I still find myself playing it and also trying to make much higher poly models inspired by the game ones that you can easily extract and convert
looks good.. im doing something similar with my models and making some that won't break the Star Trek Armada 2 engine to badly
Well mine are being made specifically for CG artwork hence the concentration on poly levels. I've only worked with Bridge Commander models in conversion mode ie from NIF to OBJ. I've never tried with Armada models.
im trying to stay in the less than 20K range for everything.. un-decimated, my K-7 weighs in at just shy of 19K.. of course I could definitely go higher and make it ultra smooth... and if i ever build another one.. ill def go higher..
im trying to stay in the less than 20K range for everything.. un-decimated, my K-7 weighs in at just shy of 19K.. of course I could definitely go higher and make it ultra smooth... and if i ever build another one.. ill def go higher..
Generally speaking for game models the lower the poly count the better. But in my case I am headed in the opposite direction..
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Taking some designer liberties especially with the warp pylons. The game models are a tad mid-poly as models go so making the transition to higher poly is interesting.
Well, the game is 22 years old. The fact that they're even mid poly just goes to show how awesome that game is.
No neck connection which is a convenient aiming point. I like the the way the placement of the nacelles make sense like on the Galaxy and Nebula classes. Just two reasons.
Which is probably why I still find myself playing it and also trying to make much higher poly models inspired by the game ones that you can easily extract and convert
Well mine are being made specifically for CG artwork hence the concentration on poly levels. I've only worked with Bridge Commander models in conversion mode ie from NIF to OBJ. I've never tried with Armada models.
Generally speaking for game models the lower the poly count the better. But in my case I am headed in the opposite direction..
Thanks. The base models and parts are higher resolution compared to the original BC model
what format are they in? OBJ? why not share them to your fellow modelers?
I'm using parts from Dave Metlesits' Galaxy, Galaxy X (for the nacelle phaser pod), New Orleans (for the pylons) and his Nebula classes.
That's a lovely take on the fantastic Galaxy.
I'm new at this so still learning.
Ah yes REAL glue on fingers and kits! Always loved those