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3D1701 Enterprise TOS build

13

Posts

  • Chris2005Chris2005679 Posts: 3,097Member
    Yup most of the model kits I've seen have these:
    14368582413_6571e2d54d.jpg
    I swore I had a picture from inside the original bussards showing the bulbs, but it's been years since I last saw it, lol.

    This person appeared to use holographic reflective material in the back to get the light reflections:
    9068534382_234098ef0b_b.jpg
    AMD Ryzen 9 5900X
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  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Grates and those brackety rounded over thingies. I matched the hole count height and completely ignored the length. I will leave that to some irate neckbeard.

    1701-173.jpg?w=600
    And yeah the holes are not mapped right, I have already corrected it and not willing to re-render it all. I am considering building crap behind. Mostly because on the 11footer I think I see holes back there. I have heard they wanted light behind the grills but planning and costs did not align with time.
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Intercoolers. Or whatever the one used on the forward grouping of warp coils is. As from what I have read they are all the same bits just different heatsink arrangements. (though I have to wonder if some didn't fall off. ANYHOO I think mine to my annoyance are maybe a bit too THIN. Not finding very conclusive images all the blues vary all over some even show the things FLAT, AFAIK they are angled to the plane of the nacelle hull. Mine are square atm just for the sake of modeling ease.

    1701-174.jpg?w=600

    1701-175.jpg?w=600

    I really am tiring of the research for 5 hours and model for 10min then research another 5 hours to model maybe 5 more min. Yeah my pipey bits need to be a hair larger in dai. It is strange but I still visually want those grates to be offset vs inline, definitely need to model something back there as it is clear right now it is just flat hull back there. Oh and no that dark bit on the end og that framing is not a error it is just the AO shader freaking out. However that one area is one I really hate about the nacelles right now as to get the height down the length of those frames from the nacelle you end up submerging that end bit too deeply. Really what needs to be done is to boollean that whole backside cutout, but if you do that to get that area planar, you loose that round edge. It becomes more of some screwed up elipse shape. RRRRR
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    I quickly mocked up the intercoolers, no patterning on the infill and I am a bit ehh about the tabs. Everyone shows them level but the model they are angled, but a lot of stuff seems sanded round that might not or SHOULD not have been. These fiddly areas are the worst as old photos go all grainy here or drop to black so it is hard to tell. Eh now I have em rendered the ones on the nacelles seem to stick out too far.

    As for gunk behind the grills I might make 2 versions of this ship one with reality additions like that to just give a touch of updated CGI and one to stick to canon. I think a white blue glow like I had used on my Thanatos would look nice. Actually I wonder how well that ship would render next to this one.

    1701-176.jpg?w=600

    1701-177.jpg?w=600

    1701-178.jpg?w=600
    Each day we draw closer to the end.
  • TallguyTallguy351 Posts: 468Member
    MadKoiFish wrote: »
    I quickly mocked up the intercoolers, no patterning on the infill and I am a bit ehh about the tabs.

    Lovely. What tabs are we talking about now?
    Bill "Tallguy" Thomas All I ask is a tall ship...
    Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    The ones at the front of the intercoolers. I found the image I had been looking for that shows them during the resto.


    Mess of renders and some goofing around

    1701-183.jpg?w=600

    1701-184.jpg?w=600

    1701-185.jpg?w=600

    1701-186.jpg?w=600

    And one as a goof about. No real attempt to match a scene exp as lighting is all off.

    1701-187a1.jpg?w=600
    Each day we draw closer to the end.
  • scifiericscifieric1123 Posts: 1,498Member
    Splendid and inspired work Madkoifish! This is beautiful work.
  • AcemanAceman337 Posts: 269Member
    Keeping the insane detail club alive! - Nicely done MadKioFish
  • EBOLIIEBOLII205 Posts: 362Member
    wow! Nice memory Ace...
    MadKoiFish you completely transfer to Maya or still running Max? Looks great but your work always does. Loving the Klingon work brotha
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Thanks guys, I should be back to her in a few days, taking a small break to do 2d work.

    Maya, nope I was looking at Modo but it has been bought by well heh, so I am unsure about moving over. Add in some thing I heard about it not playing nice with LW and that doused much of the reason I was looking at it. I am still considering LW but I am not a dongle person. So blender is starting to roll into view but I just cannot get past the strong linux aftertaste. Never been a fan of the filesystem and am not a menu person, I prefer a tabbed tool system or icon flow. Things like ribbons and nested menus drive me nuts. It is all likely too many years staring at the same interface and getting uh erm OLD. Anyhow the idea was to widen possible job related things and to try to break from MAX as some of the things discreet has been doing I am not a fan of. EXP this new prog every year crap and all these backwards limited viewport things. I can really no longer use drawings to work from as bitmaps are STUCK in 512 max. There are script hacks but those all break things, from slow file loading to laggy slow as hell materials editor. It is like I am using max R2 again. It is all about eye candy and little about workflow. I am guessing the growth in the architectural field is driving this mentality. Anyhow I am ranting now when all i meant to say I was originally considering Modo, possibly LW.

    seems I forgot to post this to, mostly a test to see how the bussards appear when composited. I am wanting to get it rigged up so that I do not have to isolate bits of the ship in post. But run a singular lighting pass and have it treat all lit objects as one. Flares of course still have to be managed object by object atm as I am phasing out ADOBE products so AE and premier have not even made it to this newish (already 9mo old) PC.

    1701-190a1.jpg?w=600
    A bit too red, so I will need to tone down the reds and likely reintroduce the gradient orange to the domes again.
    Each day we draw closer to the end.
  • mikalamikala176 Posts: 440Member
    Lightwave is now "dongle" free.
    Especially if you don't own any 3rd party plugins.
    As a new user I would assume that is the case :)
  • TALON_UKTALON_UK2 Posts: 0Member
    Awesome work as ever. Loving that latest render.

    Yeah, Autodesk are not making the most popular of decisions with their software of late. They seem to be getting a little greedy, first with this unnecessary yearly update, and soon a switch to a subscription only business model for purchasing their software. What are they playing at?

    :rolleyes:
  • scifiericscifieric1123 Posts: 1,498Member
    You already know I think you're doing a great job on the grand old lady!

    I especially love your ability to mimic the feel of film in your last render. Fantastic!
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Various update images.

    1701-237.jpg

    1701-240.jpg

    1701-246.jpg

    1701-254.jpg

    1701-257.jpg

    1701-259.jpg
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Nearing the end for this project. Recent wip renders.

    1701-308.jpg?w=500

    1701-309.jpg?w=500

    1701-310.jpg?w=500

    1701-310a.jpg?w=500

    1701-311.jpg?w=500

    1701-312.jpg?w=500

    1701-313.jpg?w=500

    various close ups

    1701-273png.jpg

    1701-281.jpg

    1701-284.jpg

    1701-286.jpg

    1701-293.jpg

    1701-298.jpg

    1701-307.jpg
    Each day we draw closer to the end.
  • Chris2005Chris2005679 Posts: 3,097Member
    Very nice.

    What exactly are the flat-ish cylinders there above the red/green nav lights?
    AMD Ryzen 9 5900X
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  • BlobVanDamBlobVanDam0 Posts: 0Member
    Chris2005 wrote: »
    Very nice.

    What exactly are the flat-ish cylinders there above the red/green nav lights?

    I'd say they're for some emissive lighting back onto the hull for the nav lights.
  • Wishbone_AshWishbone_Ash325 Posts: 250Member
    Looking good, you've really upped your game on this project...
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Chris2005 wrote: »
    Very nice.

    What exactly are the flat-ish cylinders there above the red/green nav lights?

    BlobVanDam wrote: »
    I'd say they're for some emissive lighting back onto the hull for the nav lights.

    YUP, an old trick. Those are to add some light to those areas instead of using a gizmo object.
    Each day we draw closer to the end.
  • Chris2005Chris2005679 Posts: 3,097Member
    Interesting. I just usually slap an omni light there, lol.
    AMD Ryzen 9 5900X
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  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    I dislike the look of gizmos. mostly because you can tell it is a gizmo. There are pros and cons to using lum shaders and materials. I mostly prefer the ease of control and ability to turn them off and on as objects vs having to uncheck some 30 gizmos in light lister or the hell that is gizmo order in viewport display. Max can only support a limited number of lights in scene and once you reach that number you have no control over the ones being shown. It is better now with nitrous but in the old versions you max was like 7 lights.
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Update time slow going as I have to keep hunting fonts as the ship contains 3 so far one of which was a surprise as those waterline markings are NOT the registry font. Nearing being done mostly small details and cutting of decal like things onto the nacelles etc.

    I think the list is
    • the side lights or ION pod thing
    • nav lights behind the shuttlebay sensor dome and tailpipe decal
    • Shuttle bay doors
    • Registry markings on saucer
    • nacelle decals and reg
    • swoop thing and red square on nacelle
    • Tuning of room lights and making the left side unique.
    • oh those nav lights on the side of the saucer!
    • and then texture mapping it all and applying proper materials to bits.

    And that will complete phase 1 of this project.
    Note nacelle caps are blotted to save on render times.

    Full ship passes
    1701-343.jpg?w=600

    1701-344.jpg?w=600

    1701-345.jpg?w=600


    misc WIP closeups
    1701-339.jpg?w=600

    1701-329.png?w=600

    1701-325.jpg?w=600
    Each day we draw closer to the end.
  • rojrenrojren2421 Louisville, Kentucky USAPosts: 1,994Member
    I had no idea there were text markings all over the ship. "Inspection Door Vent Systems Connections". Amazing, as always.
  • Chris2005Chris2005679 Posts: 3,097Member
    Amazing. Even at this state, the lighting, etc. look superb.
    AMD Ryzen 9 5900X
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  • SchimpfySchimpfy396 Posts: 1,632Member
    Outstanding work. She's looking beautiful. :thumb:
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    Well with that, I think the modeling is done. On to texturing her.

    1701-362.jpg?w=600

    1701-363.jpg?w=600

    1701-364.jpg?w=600

    1701-365.jpg?w=600

    1701-366.jpg?w=600
    Each day we draw closer to the end.
  • Chris2005Chris2005679 Posts: 3,097Member
    Very nice. Any plans for a shuttle bay or just a bucket list item for the future?
    AMD Ryzen 9 5900X
    Gigabyte RTX 3080 Gaming OC 12GB
    1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
    32 GB RAM
    Windows 11 Pro
  • MadKoiFishMadKoiFish9920 Posts: 5,337Member
    As of right now I have no plans for a shuttle bay in this model. Maybe later on.

    UVW hell.

    1701-398.jpg?w=600

    1701-400.jpg?w=600

    1701-401.jpg?w=600

    1701-402.jpg?w=600

    1701-403.jpg?w=600
    Each day we draw closer to the end.
  • Chris2005Chris2005679 Posts: 3,097Member
    Ahh, ok.

    Textures look fantastic, very crisp and look almost exactly like the studio model. To be honest, once this is done and you create a full render, it may look almost indistinguishable from the studio model.

    I looked into UV mapping a while back and I'm like "How?!" lol
    AMD Ryzen 9 5900X
    Gigabyte RTX 3080 Gaming OC 12GB
    1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
    32 GB RAM
    Windows 11 Pro
  • Polaris 004Polaris 004199 Posts: 752Member
    Honestly, texturing like that just boggles my mind. The level of detail in the modeling is unbelievable too. Really, really superb work. :notworthy:
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