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3DNo, I Never Finish Anything, But...

245

Posts

  • oldmangregoldmangreg198 Woodland Hills, CAPosts: 1,339Member
    Sovereign wrote: »
    oldmangreg, I think you misread what I was saying. It is precisely because there WERE hangers in RAII that I felt it was justified.

    I didn't misread anything.
    Your right to an opinion does not make your opinion valid.
  • SovereignSovereign171 Posts: 0Member
    Then what's your point? Games are bad as canon sources? I think Wookiepedia (which along with the Completely Unofficial Star Wars Encyclopedia) beg to differ. I don't mean to start an argument, but let's stay on topic please: criticisms of my Star Destroyer.
  • fractalspongefractalsponge254 Posts: 1,088Member
    Actually there are very few instances of dorsal hangars in large ships. Eidolon, Venator, and... drawing a blank. Trench/forked nose hangars are reasonably plentiful (see Demolisher/Gladiator, the fleet carrier in Giel's armada, and the escort carrier). Almost all of the other large ships have main hangars arranged on the ventral side. Of course, none of this really matters much as long as the arrangement you pick makes sense and looks good.

    You might want to break up the shape of the that spine a bit; right now it seems very...monolithic. Try cutting out some bits from the corners, break up the outline, and have a good transition from the panel patterns; right the panels looks like a texture. Also, a key light in your renders will make the details pop out a bit, and help you appraise it better in the WIP shots.
  • AresiusAresius359 Posts: 4,171Member
    Itis monolithic, indeed.
    Just like the huge central spine on Fractals one ship, so what? ;)
  • fractalspongefractalsponge254 Posts: 1,088Member
    That it's big is not my point; I mean break up the outline of the edges and make it so that it doesn't look like it's actually one piece. No big structure is actually *that* solid - make it look like it's been built up from smaller structures, that it's got internal machinery and, critical to SW ships, greeble detail on the surface. You should be able to look at something like that and not immediately feel it's a slightly tweaked box primitive.
  • SovereignSovereign171 Posts: 0Member
    Chopped up the "monolith" (Space Odyssey 2001 anyone). Added a "Sun" in V-Ray, had to dial it back a bit (otherwise it was so bright that no details could be seen). Ship is still the same "dark grey" but apparently putting in the light causes it to look quite a bit lighter. Also remind me that any good critique inevitably increases my render times :P ("add lights," "more greebles," "greater complexity here," "MOAR GREEBLES!!!")

    first-light.jpg
    85845.jpg
  • SovereignSovereign171 Posts: 0Member
    Or not. Hope I won't get rapped for bumping my own thread, but I did a complete render w/lights... (The Monolith changed again, too). All big guns are now superfiring.

    full ship with light.jpg
    85860.jpg
  • jedi44jedi440 Posts: 0Member
    Looking much better now,well done so far.
  • AresiusAresius359 Posts: 4,171Member
    Better with the spinal-guns now.
  • fractalspongefractalsponge254 Posts: 1,088Member
    MUCH better. The casings for the big spinal guns look a little out of place though. Maybe build a small structure over them, and fair that into the primary hull surface? Easier to detail than two curved surfaces also.
    Sovereign wrote: »
    ("add lights," "more greebles," "greater complexity here," "MOAR GREEBLES!!!")

    You expected anything less from me? :)

    MOAR.jpg
  • SovereignSovereign171 Posts: 0Member
    Haha. Fractal, are you referring only to the rounded portions of the casings or the whole Monolith with the statement "out of place?"
  • fractalspongefractalsponge254 Posts: 1,088Member
    Just the rounded portions.
  • SovereignSovereign171 Posts: 0Member
    The central spine is taking shape. I think it's reached final form now (minus detailing). I've added escape pods (rounded objects pointed diagonally and rounded-corner square things aimed upward). The only part of the ship that hasn't seen significant work are the engines, unrefined conical-shaped things they are right now. I even fixed the numbering on the hanger doors today.

    beginning the monolith.jpg
    85883.jpg
  • AresiusAresius359 Posts: 4,171Member
    nice work, thought I wonder if a ship that big actually can go with such few excape pods.
  • SovereignSovereign171 Posts: 0Member
    Aresius wrote: »
    nice work, thought I wonder if a ship that big actually can go with such few excape pods.

    I don't see escape-pod detailing on most Star Wars ships aside from the Blockade Runner :P

    There aren't enough, not enough by half.
  • AresiusAresius359 Posts: 4,171Member
    Well, guessing that the fighter pilots will of course use their fighters and the command module being able to separate (don't they all, even if it's not show? Think of it) that leaves the crew of techs, flight-crew, maybe a garrison and operations officers. That's mayhap only 500-1,000 men destined to die.
    Who cares... :P
  • cavebearcavebear179 Posts: 623Member
    Sovereign, looking good!

    Aresius, you really understand the dark side eh? :D
  • fractalspongefractalsponge254 Posts: 1,088Member
    500-1000, lol.

    An ISD's standard crew is 37000. Even a Venator, which is pretty lean-manned, has ~7000. A big cruiser like this, 50,70k?

    The philosophy is probably more "kill the enemy first, then you don't need escape pods." No visible pods on Mon cals either (though to be fair for both ships they'd be vanishingly small anyway). Especially odd for Mon Cals, if they were once civilian liners (though I've always thought that was pretty BS an origin). Corvettes and Consulars have pods, but the versions we see tend to be used for VIPs.
  • SovereignSovereign171 Posts: 0Member
    The Pellaeon class Star Destroyer only has 7500 crew (efficiency improvement much?) so this ship might actually not have as many crew as you'd think if it is equipped with similar technology.

    In other news, at least two days worth of work might be gone and I won't be posting updates for a couple days because my laptop hard drive died (right after the mobo was replaced, hmm...) Dell is insisting on replacing the mobo again, and I'm a dunce and don't have a current image. So when I GET everything fixed it'll take me a bit to get back on my feet (posting this from an Ubuntu 10.10 x64 USB-stic install).
  • SovereignSovereign171 Posts: 0Member
    Didn't lose as much as I thought--I'm back to the "Much better" stage of Monolith so all I have to do is regreeble/resume plating. Will update this post later.
  • Road WarriorRoad Warrior207 Posts: 815Member
    Sovereign wrote: »
    The Pellaeon class Star Destroyer only has 7500 crew (efficiency improvement much?) so this ship might actually not have as many crew as you'd think if it is equipped with similar technology.

    Pellaeon class...:(
    Join the NEW Imperial starfleet and get 35 sqaure acres of personal workspace, bring a horse, it WILL be fun!

    Seriously though, cool lookin' ship.
  • SovereignSovereign171 Posts: 0Member
    The Monolith, redone. More to come (I pretty much made up for the crash now).new-monolith.jpg
    86009.jpg
  • SovereignSovereign171 Posts: 0Member
    Self-bumpage again... Really big image (4800 across) of absolutely everything. Main hull, plating, guns, greebles, final Monolith.
    new-complete.jpg
  • SovereignSovereign171 Posts: 0Member
    Finally, something you haven't seen before! No, this project is not dead.

    [img]http://www.alliancemodding.com/sovereign/big engines.jpg[/img]
  • AresiusAresius359 Posts: 4,171Member
    Hey there, welcome back to the living... :P

    Nice work here.
  • SovereignSovereign171 Posts: 0Member
    Gaaah long time between updates. Annoyance with greebles and being forced into a retail job with its associated crappy hours (my parents kinda made me even though I'm actively searching for things more in line with my capabilities) have both contributed to the lack of updates here.

    [img]http://www.alliancemodding.com/sovereign/12-18 star destroyer back.jpg[/img]
    [img]http://www.alliancemodding.com/sovereign/12-18 star destroyer front.jpg[/img]
    [img]http://www.alliancemodding.com/sovereign/12-18 star destroyer right.jpg[/img]
    [img]http://www.alliancemodding.com/sovereign/12-18 star destroyer top.jpg[/img]

    I only forsee a few details left to add: main reactor, geodesic domes (which I can't for the life of me figure out how to make in Rhino) and minor greebles in any flat spots.
  • Capt DaveCapt Dave0 Posts: 0Member
    Hay man, look at it this way. A retail job is still a job. Welcome back to the 90% (employed) of the 52% (employable) of society.
  • AresiusAresius359 Posts: 4,171Member
    Nice update, I like it.
  • SovereignSovereign171 Posts: 0Member
    Long, laborious conversion from Rhino to 3ds max completed. I learned that 3ds max has gained the ability to import from .sat files, which Rhino can natively export. No conversion to meshes is required, maintaining the look and feel of the NURBS I used to build the ship to begin with. The problems I had in the past (mainly that Rhino blocks were imported exactly once into max) now are reversed: each block is imported as a separate piece of geometry. In fact, any block which consists of more than one piece of geometry is broken into its component parts, causing massive files and huge import times.

    I ended up doing the ship in pieces, and I actually forced myself to "re-arm" the ship (that is, I imported only a single copy of the main gun battery which I then instanced across the ship). The benefits from using max are significant: better lighting (I can do engines now!), faster rendering, x64 application, oddly smoother interface when everything is shown.

    By "fast" I mean Quicksilver-fast. Having thrown in a GTX470 I just bought, I pushed out the following 5800x3625 image in 6 minutes, 35 seconds. 8x Antialiasing is applied by the GPU.
    quicksilver%20star%20destroyer.jpg

    The following errors are noted and will be fixed:
    - The heatsink for the long range turbolaser on the right (as seen by the viewer) is too far to the left and disappears into the rounded portion.
    - There is something wrong with the normals on the Long Range Turbolasers.
  • AresiusAresius359 Posts: 4,171Member
    still interesting there...
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