In 2012 I started to make this model as the first high poly attempt in 3dsmax. Result wasn't bad but it lacked of good final quality in both modeling and rendering.
I decided to redoing the whole concept a month back, because besides of Adam's Odyssey I'm also fond of Mark's Vesta Class.
Continue at post #61
Posts
Pics below:
ST ships are "deceptive." They seem simple until you get a good look at the shapes.
https://picasaweb.google.com/Clawhammer.Rademaker/AventineDeclassified#
https://picasaweb.google.com/Clawhammer.Rademaker/MarkRademaker#
some refs
and my humble attempt!
https://picasaweb.google.com/114583233071020613327/USSAventine
Thanks!:) That's why I'm getting gray:)
Btw, nice blog you have.
@VALKYRIE:
Appreciate the links they are really big help. It's an absolutely brilliant and well detailed ship, needed a couple of days to figure out how you made the "deceptive" shapes in general. Still, there are so many shapes I don't get yet, but these pics gonna help me. Thanks bud!
I've finished the pylons in general, might add some extra details later. Pics below:
what you have is looking great! Mark is remaking the aventine himself ( whenever he gets to it..... ) becasue the book people made him make some changes that he didn't want to do.. so please do keep track of his blog for updates.. (Whenever it is.. as said.. busy and please show him what your doing.. he was very interested in my work on it )
Btw, how much time did you spend on making the Aventine?
Here's the saucer's energy something, I admit I don't know what it is. Valkyrie?
Also redoed the nacelle upper part and the saucer because the junction wasn't good.
Btw: you are looking at an impulse drive/engine/exhaust. Vesta has 2 smaller ones on the pylons and 2 larger ones on the saucer. That saucer is modeled in such a way that in would be able to separate. It fits exactly into the secondary hull. I however never worked out the details below, so it will look rather flat when seperated.
I can't give you any technical tips, but go subtle with the details, it will make a model look more convincing. I only did that partly with the Vesta.
Here is a big file that might give you some more insight in how I model:
http://www.ewe-squad.com/vesta%20class/halfnacelleexplodedview.jpg
My modeling technique is very unefficient, but also very physical. Things fit in other things and will not simply be stuck in other parts, I kind of love that, but it also means I can put 2 hours in a 5 inch fold, as I just will get moody if I know that it isnt done right. (Nobody would ever see it...but my mind!!! )
Will try and keep an eye on your build!
Good luck!
- Mark
and yes.. she has 2 sets of impulse drives, and I like how you put some covers on the saucer ones.. neat idea ( probably "borrow" it )
I had a bloated timeline of nearly 6 months on this.. but not full time or anything. Was a learning experience for me, took my time.. now I could probably do it in 2 months ( 2 hours a day or something like that)
some side projects of low poly rooms and hallway textures ate up some of the time and build some greebles for the sensor pits
I'll be keeping an eye on this thread, so if you have any other questions
Welcome here Mark! Thanks for clearing up the engines and appreciate the exploded view that's help me a lot because I'm going to add some extra details to the nacelles.
Now I start making the body hull and I've got question: When you made the "decals" like the black, dark cyan and white, they were created by slicing the saucer and the body and make separated hulls from them, so how did you make that? You used splines and shapemerge or make the splines manually by using edge cut or something else? Ah, that's so familiar:). I changed that and got better combo indeed.
@VALKYRIE013: Be my guest:) I uploaded a closer view of the engine but unfortunatelly the cooler ribs cannot be seen on the sides because they are too close to the wall. Yes, I would like to ask you to send/or upload a high res pic of the room at the front if possible because I'm going to make high poly model of the rooms and I need some guidelines.
So, here's the main engine:
Your take for the Aventine is looking excellent vnm51! I especially do like of the purple egines and how you did them to glow.
You donAât asked me, I know, but IAâll tell you my suggestion.
Oh, donAât use shapemerge... You will have a BIG headtache cleaning all the vertices merged, and it can ruin the mesh.
Cutting the "decals" manually (as Madkoi does) is, I believe, the right way, but it is a pain in the ass. A good way is to place the rendering of the original Aventine in the background, as a guide for the cuts.
Other way, which I prefer, is to use the free plugin named glue. Oh, and you wonAât need the plugin when openning the mesh in other installations of max.
Thanks for plugin bud I will take a look at it. I make unique decals that's why manual cut is ruled out unfortunately. I've just found a possible solution so we shall see... Whether it's gonna be good or I :argh:
for all the different colored panels.. I either took the hull and booleaned it, or manually cut it with the images or geometry as a guide.
as for the penants and regestration numbers, I do the Tobias way and just use textures, though I do use geometry on occasion if textures don't work.. but Geometry decals are just to painful to me!
Its all looking good, and liking the changes your doing
I also forgot to talk about other max native option. Since Max 9, at least, you have the probooleans as a native feature. Works almost like booleans and shapemerge (just use the imprimt option), but produces a a better result. Anyway, youAâll still need to clean vertices.
In a hurry here, but the panel layer is in essence an extra layer of 20 cm thick armor. Because of the irregular cut channels/lines it can expand a little during energy absorption without adding too much stress to the hull beneath it. My technical approach wont be of much use here as it is solid based and not polygon based. http://www.ewe-squad.com/vesta%20class/armor.jpg < Armor layer only.
In this case I couldn't avoid using boolean since I made an own decal... it was painful... So this interior is a texture? (saucer bottom segment front) I believed it's modelled, very realistic.
https://picasaweb.google.com/114583233071020613327/USSAventine#5709758869126274386
@Mark:
That's armor layer is a really good piece of work. But what does "solid based not polygon based" mean?
@Starship: That's okay bud I use proboolean frequently, I was just curious how Mark and Ken made it.:)
I made some progress on the body hull, I'm working on the docking area right now.
things are looking great!
Go ahead! :thumb:
I know, but purple is my favourite color though calibrating/setting this color is very hard.
@VALKYRIE: Ah, ok but may I ask to take some screenies of that interior? I need a bit inspiration, feng shui etc...:)
@Starship:
Thanks:)
I managed to finish the body hull (for now) so we arrived to the last unfinished part. Took a bit long to reduce the poly count actually remove unnecessary elements because my goal is to avoid stepping over sum 200k.
You're right, I'm going to work on that. /fixed, updated
Thanks!
I made some progress on the upper side of the saucer:
as asked.. some renders of the rooms close up.. hope it helps! all VERY low poly
I like those rooms, did you make the furniture? This will help me with my Nova mesh rooms.
Can't wait to see more of the Vesta variant.
Thanks bud, these pics are really big help!
I'm going to arrive to the lights and render soon, so I want to ask what program do you use for modelling and/or rendering? (I use max9). I'm not too good at rendering so I appreciate any advice. Yes, but don't forget it was you who developed this ship from the very beginning and that's always harder and longer to make progress. I've got easier job because the basic shape is available so is the directive of the details.
@Starship:
I made a line/spline which covered the profile then used manual cut on the saucer along the spline. ( ten times at least of course, to find the best one:) )
A little update on the saucer's side and bottom:
ItAâs the hard way, but the result worths the effort.
By other side, cutting all those windows must have been a pain in the ass!