I always love the amount of thought you put into details like this. Most of us just slap a bay on the back and call it done, but you go deep into the design and how it operates. That's cool.
It's always good to make sure things like doors have the proper clearance to operate. After all, you don't want to have something like Adama's quarters on the original BSG, where the door to his room opens into the outer skin of the ship and would actually stick out into space.
I always love the amount of thought you put into details like this. Most of us just slap a bay on the back and call it done, but you go deep into the design and how it operates. That's cool.
It's always good to make sure things like doors have the proper clearance to operate. After all, you don't want to have something like Adama's quarters on the original BSG, where the door to his room opens into the outer skin of the ship and would actually stick out into space.
Yeah a lot of scifi has done this stuffing things where it cant fit or would be a bit wonk. Kinda like that transit train Kirk is on in TMP, slides right up against a flat wall. Man it has been ages since I saw the OG BSG. Fond memories of watching one of the specials up at my Grandfathers place after CHIPS. <snip edit> why the angy emote lol
I always love the amount of thought you put into details like this. Most of us just slap a bay on the back and call it done, but you go deep into the design and how it operates. That's cool.
It's always good to make sure things like doors have the proper clearance to operate. After all, you don't want to have something like Adama's quarters on the original BSG, where the door to his room opens into the outer skin of the ship and would actually stick out into space.
Yeah a lot of scifi has done this stuffing things where it cant fit or would be a bit wonk. Kinda like that transit train Kirk is on in TMP, slides right up against a flat wall. Man it has been ages since I saw the OG BSG. Fond memories of watching one of the specials up at my Grandfathers place after CHIPS. <snip edit> why the angy emote lol
The emote is supposed to be laughing. I literally typed lol inside of two colons.
Man, CHIPS. Talk about a show I haven't seen in ages. I have both BSG series, though. Those were must haves for me. Great point about the tram in TMP. Now that you mention it, the travel pod doesn't seem like it has anywhere for the doors to go either. Same with Spock's shuttle.
Ah I edited the txt that had the angy emote ---> this one I use the text as a aughhh or dough face but here I forget it is a angy face lol.
ah that one is a creative intent, the doors go into the ships docking collar. There is a illustration showing how it works in scotts guide, I think. . or one of the other books.
cant find it it was part of this image set I think
man I think is becoming my catchphrase, issues of a addled brain.
ok this is close as it gets for now https://thirdwavedesigndotcom.files.wordpress.com/2018/03/kimble-sheet-14-250ppi.jpg
same wp page . It just denotes the doors but there IS a image somewhere online and on my hdd of how it locks into the hull this also hardpoints the pod to the hull as the doors only open partially so it fixes the pod onto the ship. Bit of an issue if it jambs lol. It is one of the things i always loved about trek is all these small details that really mean little to a casual viewer or to the scene the thing is in.
Doing a more modern lighting job, just really dunno how good blue light is for night blind, usually used red or purple (pre-led black light) when wanting to see mixing decks in clubs and not have it seen by the customer, but ehh. Dimming it with the idea of not smashing eyeballs with full bay lighting in the entry of the bay. Granted all of this would likely be all guidance control and shuttle windows would have dimmers polorizers and all that crap in them. But w/e
inner guts
mis external renders showing the entrance changes
Put some stuff into the cargo bay for visual junk. . . dunno why lol.
Why? Because it's what you do, and we love that you do it.
I definitely like that lighting that you chose for the entrance. A nice cool white is always a good choice. I'm not sure on the whole night vision thing either. I only remember from when I was in the Army that red doesn't mess up your night vision. I forget which other light colors were more forgiving to night vision.
I have heard that green gives a lot of depth perception hence why stereo night vision is green and hunters use green lasers defocused as spot lights over red. But, shrug lol.
Render I left overnight and it is still rendering oooof. 12hrs it wanted from what the menu said nope so heh 11hrs. I definitely need to build in the light fixtures vs just glowing boxes. Oh yeah I added some detail on the frames, I am not sure if I will keep it or not.
Well shoot some 9 or 10hrs later I get around to posting this.
atm I have dome some surface texturing (mostly just panels) and added something I hope will pass as lighting in that landing zone. Real ugh will be floor markings etc and then modeling door tracks and other crap. Granted I should just MOVE ON as I got what I needed out of the stupid bay.
bay with proper light fixtures vs floating glow blocks. Likely redo the panel grooves for something narrower.
Lower bits. Debating on if I should inset the bay like on the Excelsior or not, or just make it s bay door of some sort.
Might do up the lower shuttle by like I did the aft one. Dunno as mentioned no real plans to utilize it.
not much progress, spent most of the day cleaning my room up to wrestle out a dead AC and put a new one in.
Dug out a hole for workbee stowage. Not much else for room as the warp core is 12ft behind. was going to do banks of 6 but decided 4 or a total of 8 bees should be plenty for a ship this size. I mean they could have more in cargo or they could replicator them up as this IS a post VOY/NEM ship.
I have a bunch of details to go like some peep windows flanking the hole and some that look sideways in those triangle locations. Door would be a rolly deal in front of the first bulkhead.
Have not heard from Doug so gonna go back to this project. One row of holes in another to go and interiors then figuring out what is next. Given the issues I had with the AO shader I will likely rip it out of this mesh too, given surfacing probably wont survive any conversions etc.
This is a sweet looking ship. I feel like, if they'd had the budget to build new models instead of having to use old ones, this could easily have replaced the Miranda class in the fleet. The way the hull flows into the roll bar really fits great with the flowing lines of the Enterprise-D.
Kinda funny how windows on the smaller ship were tollerable but this they are AUGH. heh. Maybe cause the smaller ships they are on various levels and positions so it isnt like 30 rooms in a row. I really hate to say it but so wanting to redo this model to eliminate some of these ooofs in the shapes and model to suit positioning of details over profile form.
Anyhow with this I think most of the windows and rooms are in. There are a few key areas yet to do but I will go at those as I come to them. I also am likely to redo the arboretum or whatever windows, they are to flimsy looking and just do not work for me.
all interior rooms. No UVWs yet (yuck) as I am not sure which int to use or if I should.
Looking great, it's good to see you got past that setback. Yeah, cats do love to walk on keyboards. Or brush them with their tails just hard enough to push keys.
Posts
It's always good to make sure things like doors have the proper clearance to operate. After all, you don't want to have something like Adama's quarters on the original BSG, where the door to his room opens into the outer skin of the ship and would actually stick out into space.
bay opening render in progress
hahah ok not much to see really with flat walls and no real stuff in there FFF
Yeah a lot of scifi has done this stuffing things where it cant fit or would be a bit wonk. Kinda like that transit train Kirk is on in TMP, slides right up against a flat wall. Man it has been ages since I saw the OG BSG. Fond memories of watching one of the specials up at my Grandfathers place after CHIPS. <snip edit> why the angy emote lol
The emote is supposed to be laughing. I literally typed lol inside of two colons.
Man, CHIPS. Talk about a show I haven't seen in ages. I have both BSG series, though. Those were must haves for me. Great point about the tram in TMP. Now that you mention it, the travel pod doesn't seem like it has anywhere for the doors to go either. Same with Spock's shuttle.
ah that one is a creative intent, the doors go into the ships docking collar. There is a illustration showing how it works in scotts guide, I think. . or one of the other books.
cant find it it was part of this image set I think
man I think is becoming my catchphrase, issues of a addled brain.
ok this is close as it gets for now
https://thirdwavedesigndotcom.files.wordpress.com/2018/03/kimble-sheet-14-250ppi.jpg
same wp page . It just denotes the doors but there IS a image somewhere online and on my hdd of how it locks into the hull this also hardpoints the pod to the hull as the doors only open partially so it fixes the pod onto the ship. Bit of an issue if it jambs lol. It is one of the things i always loved about trek is all these small details that really mean little to a casual viewer or to the scene the thing is in.
inner guts
mis external renders showing the entrance changes
Why? Because it's what you do, and we love that you do it.
I definitely like that lighting that you chose for the entrance. A nice cool white is always a good choice. I'm not sure on the whole night vision thing either. I only remember from when I was in the Army that red doesn't mess up your night vision. I forget which other light colors were more forgiving to night vision.
Render I left overnight and it is still rendering oooof. 12hrs it wanted from what the menu said nope so heh 11hrs. I definitely need to build in the light fixtures vs just glowing boxes. Oh yeah I added some detail on the frames, I am not sure if I will keep it or not.
Well shoot some 9 or 10hrs later I get around to posting this.
atm I have dome some surface texturing (mostly just panels) and added something I hope will pass as lighting in that landing zone. Real ugh will be floor markings etc and then modeling door tracks and other crap. Granted I should just MOVE ON as I got what I needed out of the stupid bay.
Lower bits. Debating on if I should inset the bay like on the Excelsior or not, or just make it s bay door of some sort.
Might do up the lower shuttle by like I did the aft one. Dunno as mentioned no real plans to utilize it.
not much progress, spent most of the day cleaning my room up to wrestle out a dead AC and put a new one in.
render of proper blue on the "shield" barrier.
I have a bunch of details to go like some peep windows flanking the hole and some that look sideways in those triangle locations. Door would be a rolly deal in front of the first bulkhead.
well mostly as rest are errors due to detached bits.
Anyhow with this I think most of the windows and rooms are in. There are a few key areas yet to do but I will go at those as I come to them. I also am likely to redo the arboretum or whatever windows, they are to flimsy looking and just do not work for me.
all interior rooms. No UVWs yet (yuck) as I am not sure which int to use or if I should.
While not on level with each other a render showing it nextish to the Jogoku.
Still think I need to adjust these colors on the hull as they are just so similar in value they just go flat in renders.
God forbid if I had cats that walked on keyboards.
OK I think I found it even though the tool does not show as SET ON it is the snaps toggle.