I started this back in February, my computer decided to die in March, I finally have access to a computer I can use for 3D art again, so I started working on it where I left off.
The detail in the close-up is great, but the aztec patern looks a bit off in the overhead image. They don't seem to fall within the deflector grid lines correctly.
Interesting choice raising those L-shaped areas above the impulse deck, and I really like the wider impulse engines. It makes them look much more powerful.
I kind of wanted to mimic the impulse section on the 2009 movie Enterprise, but not exactly. I always thought the impulse engines were too small on the TOS ship.
LOVE the blue glow coming off the interior grilles! It really looks like the warp engines have a lot of power to them. The Bussard Collectors look a bit too hot, though. I think they'll draw too much attention. Depending on how you've built them I suggest turning down the lighting and glow effects a bit. Try to keep the effect contained within the collector so it doesn't look like an overheated engine. Otherwise, things are looking great!
LOVE the blue glow coming off the interior grilles! It really looks like the warp engines have a lot of power to them. The Bussard Collectors look a bit too hot, though. I think they'll draw too much attention. Depending on how you've built them I suggest turning down the lighting and glow effects a bit. Try to keep the effect contained within the collector so it doesn't look like an overheated engine. Otherwise, things are looking great!
Thanks. The glow from the bussard collectors is just a mental ray glow material with a bitmap in the color slot, I can turn down the saturation some, now that I look at it, it does look a bit hot.
The texture maps are finished, the lighting is more or less done, I just need to work on some material settings. She looks very "plastic" in full light.
Once I get that fixed, I'll do some high-res beauty renders and a few desktops...
Nice! I'm not a great fan of TOS design in general, and don't look into TOS threads often - but I'm glad I did this time!
This is a wonderful presentation, and I love that you chose to put a tiny speck of blue light into the nacelles.
With all these bright lights she looks very pretty
Very nice indeed. The minor updates work well with the classic TOS design. It is possible for to see a short animation so we can see what she looks like in motion?
I've come to love and hate Max for animation because of the options available (at least the ones I'm aware of). In my experience path constraints along a spline-based flight path make for the most realistic motion but the constraint controller lacks the ability to modify the tangents on a keyframe, everything's just constant motion. Regular keyframing based on position/rotation/scale works to correct the tangent problem but it's a LOT harder to set up complex animation.
I've come to love and hate Max for animation because of the options available (at least the ones I'm aware of). In my experience path constraints along a spline-based flight path make for the most realistic motion but the constraint controller lacks the ability to modify the tangents on a keyframe, everything's just constant motion. Regular keyframing based on position/rotation/scale works to correct the tangent problem but it's a LOT harder to set up complex animation.
I'll need blinking lights and, the "blades" you can see behind the bussard collectors are geometry and I'll need them to spin. I figure I can fake movement of the ship by moving the camera.
Moving the camera works too but more often than not I've seen where people try that and it doesn't look as realistic as the ship itself moving simply because of how the perspective changes as opposed to having the object itself change.
Making the spinning blades is fairly easy since it's just simple rotation. Just find out how many turns you'd like to have in, say 30 frames, and then multiply from there for your total animation time. Also keep an eye on the keyframe tangents. 1) Max keeps the tangents on "Start from rest" and "Come to rest" instead of straight up constant motion and 2) If your ship is powering up you'll want to use a manual pull on the first keyframe's tangent to give it a nice long spin-up.
Posts
Thanks. The glow from the bussard collectors is just a mental ray glow material with a bitmap in the color slot, I can turn down the saturation some, now that I look at it, it does look a bit hot.
Once I get that fixed, I'll do some high-res beauty renders and a few desktops...
This is a wonderful presentation, and I love that you chose to put a tiny speck of blue light into the nacelles.
With all these bright lights she looks very pretty
Ohhh! That sounds like a good idea. I had been wondering how to get more light around the deflector area without shining a spotlight on it.
So I gotta ask...are you doing them in max or post?
Good question!
They were done with the mental ray glow material and a glare lens shader on the camera.
I plan on doing an animation eventually, I haven't used Max much for animation, so I have a bit of learning to do.
I'll need blinking lights and, the "blades" you can see behind the bussard collectors are geometry and I'll need them to spin. I figure I can fake movement of the ship by moving the camera.
Making the spinning blades is fairly easy since it's just simple rotation. Just find out how many turns you'd like to have in, say 30 frames, and then multiply from there for your total animation time. Also keep an eye on the keyframe tangents. 1) Max keeps the tangents on "Start from rest" and "Come to rest" instead of straight up constant motion and 2) If your ship is powering up you'll want to use a manual pull on the first keyframe's tangent to give it a nice long spin-up.
Just my two cents for tonight. Have fun.