That's pretty cool, I didn't know you were doing TAS episodes. Nice job on making it look like a cartoon. I like that episode, it was a good way to kick off the series.
This has AA, in fact the same AA settings as all my artwork here, after a certain point, because this combined thread has artwork before I started using FinalRender... the lower quality resolution is what makes it look terrible.
Here is a full size snapshot:
I might be able to improve the look of the AA by increasing the border lines...
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Yeah, what IRML said. I keep clicking the "play" button on the embedded player and getting the message that embedding has been disabled. That's really starting to get annoying. If it's not truly embedded, please just post a link.
And, no, I don't see any blue in the starfield, not even when I watch it in 720p and put it on fullscreen. I do, however, see an odd purple glow on the underside of the "mushroom" top.
And, no, I don't see any blue in the starfield, not even when I watch it in 720p and put it on fullscreen. I do, however, see an odd purple glow on the underside of the "mushroom" top.
Their should be...
You mean the lights there on the underside... those are the textures Raul created... there are little to no lights, most of the illuminate is using colored illumination maps.
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I decided to press on with Sarod's Voyager, applying 'Smooth' modifiers to several objects, seemed to clear up a lot of the crumpling, etc.
I've been changing the effects, such as the red/green directional lights, the light cast from the deflector, the impulse engines, adding the glows, etc. Should be animation worthy shortly.
I may use the same method on some of the windows, to cast light directly from them, as I did with the deflector, and impulse engines.
Here is the frObjectLight on the windows, there are no scene light objects, just one, that says these surfaces need to cast light...
When rendered:
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Video will be available after it's done processing.
The video plays from my channel, just not the watchpage, so here is the link to my channel, with the proper video, featured, until the video is finished...
looks good u know what im amazed in the voyager series they never used the captians yacht in any of the episodes u think they woild put sum use to it sinse it was another ship they coulda used sinse they were stranded in the delta quad
looks good u know what im amazed in the voyager series they never used the captians yacht in any of the episodes u think they woild put sum use to it sinse it was another ship they coulda used sinse they were stranded in the delta quad
Thanks.
It all comes down to budget, lol.
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Yeah, they wanted so badly to use the Aerowing shuttle, but it was never written into any episodes. Rick Sternbach designed it and Foundation Imaging built a CG model in hopes that it could be used in an episode, but it never was.
It's good that you're pressing forward with Sarod's Voyager. It has to be one of the best that's publicly available, though Flat Eric's is awesome also.
Yeah, they wanted so badly to use the Aerowing shuttle, but it was never written into any episodes. Rick Sternbach designed it and Foundation Imaging built a CG model in hopes that it could be used in an episode, but it never was.
I added in the shuttlebay created by S-Stephen, deleted all the default lights used in the shuttlebay scene, and then used frObjectLight on the light objects, to create an accurate from the source illumination, this is a really nice feature, you can use geometry as actual light sources.
Of course, the textures have to loaded for the shuttlebay.
Entering warp frame... I'm creating a bunch of random clips from various episodes, in the case of the image below, it's a shot from the Voyager 2nd season episode "Threshold."
Here's a viewport capture of the shot so far... next up, rendering.
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That top image looks to have some mesh errors around the NCC
Yea, the model was originally in Lightwave format, but S-Stephen converted it to Max... one of the perils of converting to Max... however, looking at the model in original format inside Lightwave, it does still have some mesh errors.
Yeah, I know. That's not really surprising, though. It was built in the '90s, when render times were much longer than they are now, so they probably kept the poly count as low as possible. It's a very complex ship, so it's hard to get the shape right and cut everything that needs to be cut while still trying to keep it relatively low poly. It also has a few texture issues, especially around the saucer edges.
Yeah, I know. That's not really surprising, though. It was built in the '90s, when render times were much longer than they are now, so they probably kept the poly count as low as possible. It's a very complex ship, so it's hard to get the shape right and cut everything that needs to be cut while still trying to keep it relatively low poly. It also has a few texture issues, especially around the saucer edges.
Same with the Enterprise E in First Contact... on the regular DVD it's not noticeable, but once you see it in HD, you can see the segmentation of the upper decks on the CG model.
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Just another preview for an upcoming culmination of clips.
Also, here is a 2048p image for your viewing pleasure. Simply click the image to go to the larger version, or you can just right click it and save image.
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Yeah, I know. That's not really surprising, though. It was built in the '90s, when render times were much longer than they are now, so they probably kept the poly count as low as possible. It's a very complex ship, so it's hard to get the shape right and cut everything that needs to be cut while still trying to keep it relatively low poly. It also has a few texture issues, especially around the saucer edges.
Well, from the wireframe image I saw, the model is actually pretty high poly... I mean it's not low nor is it killer high.
I've also been working on Sarod's model some more, I think the poly issues are a dead horse...
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I'm also having a go at spline cage modeling... just a crude example of a front part of Voyager, makes modeling easy, just make a spline cage, add a surface modifier, and boom... but I think, I'll start out with a simpler ship...
It may be small, but I'm proud of myself...
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I don't like using splines because I find it very hard to get them symmetrical, and they also tend to produce messy geometry at times.
I certainly applaud your patience to do something with them though
You could also use nurbs surfaces, which basically give you control tangents like on splines, but on a subD mesh.
Or you can even combine splines and regular subdivision modeling, this script for example allows you to adjust edges as if they were splines, allows you to produce nice smooth and consistent curves, but within a regular polygon object: http://www.scriptspot.com/3ds-max/scripts/smooth-edges
I have yet to try this out but from the looks of it, it could be immensely useful.
Scriptspot really is a goldmine
I don't like using splines because I find it very hard to get them symmetrical, and they also tend to produce messy geometry at times.
I certainly applaud your patience to do something with them though
You could also use nurbs surfaces, which basically give you control tangents like on splines, but on a subD mesh.
Or you can even combine splines and regular subdivision modeling, this script for example allows you to adjust edges as if they were splines, allows you to produce nice smooth and consistent curves, but within a regular polygon object: http://www.scriptspot.com/3ds-max/scripts/smooth-edges
I have yet to try this out but from the looks of it, it could be immensely useful.
Scriptspot really is a goldmine
Yea, I always tried modeling using Booleans... but it can destroy geometry... badly...
Nice script, but I'm flat broke right now, haha.
Well, using Rolliba's method of using the symmetry modifier, you can do one side, and then add that, and BAM!, you got the other side, haha.
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Posts
Just figured I'd give this a go... while I'm working on the Voyager models.
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That's pretty cool, I didn't know you were doing TAS episodes. Nice job on making it look like a cartoon. I like that episode, it was a good way to kick off the series.
Here is a full size snapshot:
I might be able to improve the look of the AA by increasing the border lines...
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Just testing out the new way I explained in a previous video of how to make starfields, without the Video Post starfield effect.
Not sure if you can see it here, but the stars do, or are supposed to have a blue hue to them.
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there's nothing wrong with embedding, but if you really don't like it just post the link not the player
And, no, I don't see any blue in the starfield, not even when I watch it in 720p and put it on fullscreen. I do, however, see an odd purple glow on the underside of the "mushroom" top.
I said it's a habit, I'm trying to break.
I used to disable embedding to keep people from posting it on sites I didn't want.
Their should be...
You mean the lights there on the underside... those are the textures Raul created... there are little to no lights, most of the illuminate is using colored illumination maps.
Gigabyte RTX 3080 Gaming OC 12GB
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I've been changing the effects, such as the red/green directional lights, the light cast from the deflector, the impulse engines, adding the glows, etc. Should be animation worthy shortly.
I may use the same method on some of the windows, to cast light directly from them, as I did with the deflector, and impulse engines.
Here is the frObjectLight on the windows, there are no scene light objects, just one, that says these surfaces need to cast light...
When rendered:
Gigabyte RTX 3080 Gaming OC 12GB
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The video plays from my channel, just not the watchpage, so here is the link to my channel, with the proper video, featured, until the video is finished...
http://www.youtube.com/user/CJCA915
Rendered Snapshot:
Note, my web host keeps changing things, so image links may break, I'm on top of correcting them ASAP.
Gigabyte RTX 3080 Gaming OC 12GB
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Thanks.
It all comes down to budget, lol.
Gigabyte RTX 3080 Gaming OC 12GB
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It's good that you're pressing forward with Sarod's Voyager. It has to be one of the best that's publicly available, though Flat Eric's is awesome also.
Here is the launch sequence http://www.robertbonchune.com/Video/VID_VGR_01.htm
Of course, the textures have to loaded for the shuttlebay.
Entering warp frame... I'm creating a bunch of random clips from various episodes, in the case of the image below, it's a shot from the Voyager 2nd season episode "Threshold."
Here's a viewport capture of the shot so far... next up, rendering.
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Yea, the model was originally in Lightwave format, but S-Stephen converted it to Max... one of the perils of converting to Max... however, looking at the model in original format inside Lightwave, it does still have some mesh errors.
http://www.trekmeshes.ch/
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Great work on getting everything working. The shuttlebay looks nice and that warp entry animation looks awesome so far. :thumb:
Even the CG model created for the Voyager series has poly issues... that I've spotted in some shots.
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Same with the Enterprise E in First Contact... on the regular DVD it's not noticeable, but once you see it in HD, you can see the segmentation of the upper decks on the CG model.
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The clips are complete, now onto some actual videos... perhaps a Borg oriented video, or a Species 8472 video...
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Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Just another preview for an upcoming culmination of clips.
Also, here is a 2048p image for your viewing pleasure. Simply click the image to go to the larger version, or you can just right click it and save image.
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Well, from the wireframe image I saw, the model is actually pretty high poly... I mean it's not low nor is it killer high.
I've also been working on Sarod's model some more, I think the poly issues are a dead horse...
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It may be small, but I'm proud of myself...
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
I certainly applaud your patience to do something with them though
You could also use nurbs surfaces, which basically give you control tangents like on splines, but on a subD mesh.
Or you can even combine splines and regular subdivision modeling, this script for example allows you to adjust edges as if they were splines, allows you to produce nice smooth and consistent curves, but within a regular polygon object:
http://www.scriptspot.com/3ds-max/scripts/smooth-edges
I have yet to try this out but from the looks of it, it could be immensely useful.
Scriptspot really is a goldmine
Yea, I always tried modeling using Booleans... but it can destroy geometry... badly...
Nice script, but I'm flat broke right now, haha.
Well, using Rolliba's method of using the symmetry modifier, you can do one side, and then add that, and BAM!, you got the other side, haha.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro