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-= The NEW MKF random trek crap thread =-

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Posts

  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Welp it came out ehhhh OK I suppose.

    yeager-183.jpg

    yeager-184.jpg
    Lizzy777
    • Like - Lizzy777 on May 14, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    More doodads and refining of parts.
    yeager-187.jpg

    yeager-188.jpg
    Lizzy777
    • Like - Lizzy777 on May 16, 2019.
  • BrandenbergBrandenberg80 Posts: 518Member
    Absolutely amazing work, as always.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Random small crap and Shuttle ops is in sorta. 2 L shaped stations and a command deck for 2 maybe. It will be a console on rail thing with monitors in the framework and a semi decent view out.
    And yeah I need to adjust may materials so the shadow side does not have such strong contrast in the glossy colors.

    yeager-193.jpg

    yeager-194.jpg
    Lizzy777
    • Like - Lizzy777 on May 18, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    yeager-196.jpg

    yeager-197.jpg

    figure those insets could be a area where sensors for tracking et could be for the suttle ops and be an area where modules can be pulled and changed out etc. All the consoles and stuff back up to this area with enough room for a access bay to connect things up or change them out.
    Lizzy777
    • Like - Lizzy777 on May 19, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Stuff on those radiator fins or whatever they are.

    yeager-199.jpg

    yeager-200.jpg
    Lizzy777
    • Like - Lizzy777 on May 19, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Mostly just decals and pushing some things about and defining what was once just decal detail. Thinking of maybe going from a pair of phasers to a single unit as it just seems to crowded up there. Sadly this is the only place for them that gives a clear view due to those fins and struts.

    yeager-203.jpg

    yeager-204.jpg
    ashleytinger
    • Like - ashleytinger on May 20, 2019.
    Lizzy777
    • Like - Lizzy777 on May 20, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    edited May 21 #909
    More hull details and junk around windows as well as the docking collar obs and inspection decks. The upper divided floors are mostly for upper ship ops and inspection. Most operations related to small docking collar ships would I assume be near to fully automated. This is a area where station and drydock supplies and collars would lock in. The stuff flanking the landing "pad" would have ports for transfers of materiel.

    yeager-210.jpg


    yeager-211.jpg


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    And yes, I have some smoothing groups to deal with.
    Post edited by MadKoiFish on
    ashleytinger
    • Like - ashleytinger on May 21, 2019.
    Lizzy777
    • Like - Lizzy777 on May 21, 2019.
  • Lee80Lee80185 Posts: 453Member
    It's coming along nicely, I'm loving the details.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    More holes and some details to the hull.

    yeager-214.jpg

    yeager-215.jpg

    yeager-216.jpg
    ashleytinger
    • Like - ashleytinger on May 22, 2019.
    Lizzy777
    • Like - Lizzy777 on May 22, 2019.
  • ashleytingerashleytinger94 Central OhioPosts: 219Member
    Love the warning details you put in. Not something you'd see right away, but it makes sense.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Adding on more panel details and detaching bits here and there to create unique UVWs. Really need to revise my materials though.

    yeager-220.jpg

    yeager-221.jpg
    Lizzy777
    • Like - Lizzy777 on May 24, 2019.
  • MadKoiFishMadKoiFish481 West of the right nutPosts: 3,547Member
    Spent most of the rest of the night arguing with lights. The raised deck next to the pennant keeps getting in the way so a side light typical of TMP era gets lit up along with the pennant. Which I disliked, tuning them to avoid that means they cannot project far enough along to light the lettering. So various attempts later I have a multi lamp arrangement. Ignore the color tone as I will likely tone all ship gizmos to a warmer light. ATM it is just white, I wish I could adjust by temperature vs RGB color. I am using MR gizmos as photometric just obliterate render times and are much harder to avoid unwanted effects near the gizmo itself. I suppose I could use a hidden LUM object but those are generally ambient vs a projected light and do not reach too far without odd blowout or bleed through. There is suppose to be a projection map on these but I am not seeing it so I might have to swap the bitmap.

    yeager-223.jpg
    yeager-224.jpg

    Example I use LUM lights on markers, interior lighting and any glow element on or in the ships.

    AND RRRRRRR at the blotchiness in my materials. I cannot figure out where the heck the noisemap like grime is coming from. Maybe something in scene is broken or referencing a file that is not there. Max 2013 often does not try root directories before returning to old references when saving files. never had much issue with 2010.
    Lizzy777
    • Like - Lizzy777 on May 25, 2019.
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