I think it's a design that could definitely use some liberties to be taken with it. After all, it was designed to be damaged and seen from a distance, so a bit more detail wouldn't hurt it.
Looking awesome. Looks like you're using the project method for the nacelle textures, if you 'bow' the diagonal lines out slightly to make them curved, you can avoid the pinching look where the texture is wrapping down the side, see mine for comparison;
Wow, I really appreciate that @lewisniven. I've had it on my mind to fix the texture on my engine ever since I saw yours and viola' here you are!
@evil_genius_180 We were using the same reasoning. Except for the images of the damaged model under construction, I think people have been filling in what they think it was like. Given a weekly show, there were time constraints and I am sure some "corners were cut" since it was a distant image anyway.
An update. I will soon be working on the engine paint. There is actually some accuracy work done on the engines in this render. How can I not help it with all the Enterprise D engines being done on this site right now? As an aside - I have been having fits with Lightwave, trying to do a semitransparent Bussard collector. Too much, too little. Too much, too little.
Yes, there doesn't seem to be an obvious way to do translucent in the Principled BSDF mode. I can either color it, or have it semitransparent white. When I turn up translucent it does NOTHING. I know there has to be some way of accomplishing this with the NODE editor, but so far have not been able to find it. What you see above is in standard mode. However with Standard mode from the front you cannot see inside the outer casing of the Bussard Collector, and from the side it is too clear as you see above.
It's amazing how much one can love and hate a program at the same time.
BTW: Are you working on anything? I would love to see something you are doing.
It's amazing how much one can love and hate a program at the same time.
You hit the nail on the head with that one. I've actually considered modeling in Lightwave and then taking it to Blender for the surfacing and rendering. But, it's a lot of work to convert stuff and I don't know if it's worth the time and effort. I just like Cycles better, but I find a lot of the modeling tools in Lightwave are more to my liking.
BTW: Are you working on anything? I would love to see something you are doing.
I've been thinking of starting something. I just started a vacation (staycation) and I may do it. I just have to pick which of the 5 projects I have rattling around inside my head to start.
I'm just doggedly determined to learn how to use the new Lightwave. I'm sure it will ultimately be an improvement. For now, sometimes I profoundly want to kick it in the nuts. Read, cause it as much pain as it causes me.
Yeah, I have a similar thought about LW2018. I get that the render engine needed an overhaul, but they made some stuff much harder to do than it was in older versions of the software. One thing I don't get is why the translucency setting apparently does nothing. Why have it if it doesn't work?
IIRC, the Galaxy style parts are the only ones not to have ended up in a quad nacelle config. Any thoughts on trying that instead of the triple nacelle?
IIRC, the Galaxy style parts are the only ones not to have ended up in a quad nacelle config. Any thoughts on trying that instead of the triple nacelle?
Oh yes, that has definitely crossed my mind. Like you I have wondered why someone hasn't done a four engine design with the Galaxy engines.
@evil_genius_180 Somewhere I saw that to make translucency work you have to check a box that enables "Thin" mode. Also there is something about a box for "Volumetrics" if you want color. It has something to do with Transmittance. I saw it after I gave up and went to "standard" mode instead of BSDF. I've go to go back and fiddle with it.
@evil_genius_180 Somewhere I saw that to make translucency work you have to check a box that enables "Thin" mode. Also there is something about a box for "Volumetrics" if you want color. It has something to do with Transmittance. I saw it after I gave up and went to "standard" mode instead of BSDF. I've go to go back and fiddle with it.
That's helpful information, thanks. I tried "Standard" materials for a while in LW2018 and I found they don't work very well with that render engine.
I hate it. That's what made me buckle down and finally figure out Principled BSDF materials in the software. From what I read, "Standard" exists for when you open older models, so they have materials when you open them. However, it's suggested you change to Principled BSDF.
I don't recall what I did for my bussard collectors on my TOS Enterprise I did in LW2018. But, I know I somehow got them kind of looking translucent. It was a task, though.
It looks like I just played around with different specular, roughness, transmittance and refraction settings to get the result I did. As you can see, I didn't even use the "translucency" setting:
I also tried the "thin" setting just now and it made them look opaque. I probably need to tweak some other settings for it to work.
Ok, saved THAT picture and will take a whack at it.
Did I already ask? How did you do the fine lines on the saucer of your OS Enterprise?
Also do you have any insight on doing Ambient Occlusion in LW 2018, 2019?
NIAGARA CLASS LEFT ORTHO: One thing I plan to correct is the attachment of the upper pylons to the bottom of the engine. I'll replace THIS image when I do.
Edit: I noted that it still said "Enterprise" on the side lettering. Fixed that and removed "Ray Trace Shadows"
Did I already ask? How did you do the fine lines on the saucer of your OS Enterprise?
Also do you have any insight on doing Ambient Occlusion in LW 2018, 2019?
The lines are part of the texture. I made the textures in Inkscape.
I don't remember if I messed with AO or not. I'll have to take a look at the scene setup to see.
In the ortho i have seen, on the side of the secondary hull by the shuttlebays there r phaser strips, plus please model in the torpedo launchers
I think she has 2 fwd, 1 aft. Great job on this model
Posts
@evil_genius_180 We were using the same reasoning. Except for the images of the damaged model under construction, I think people have been filling in what they think it was like. Given a weekly show, there were time constraints and I am sure some "corners were cut" since it was a distant image anyway.
I've been there, it's an absolute nightmare.
It's amazing how much one can love and hate a program at the same time.
BTW: Are you working on anything? I would love to see something you are doing.
You hit the nail on the head with that one. I've actually considered modeling in Lightwave and then taking it to Blender for the surfacing and rendering. But, it's a lot of work to convert stuff and I don't know if it's worth the time and effort. I just like Cycles better, but I find a lot of the modeling tools in Lightwave are more to my liking.
I've been thinking of starting something. I just started a vacation (staycation) and I may do it. I just have to pick which of the 5 projects I have rattling around inside my head to start.
Oh yes, that has definitely crossed my mind. Like you I have wondered why someone hasn't done a four engine design with the Galaxy engines.
@evil_genius_180 Somewhere I saw that to make translucency work you have to check a box that enables "Thin" mode. Also there is something about a box for "Volumetrics" if you want color. It has something to do with Transmittance. I saw it after I gave up and went to "standard" mode instead of BSDF. I've go to go back and fiddle with it.
https://www.youtube.com/channel/UCqRhLEHgwgTKxsalM5YznYQ
Formerly furswift
That's helpful information, thanks. I tried "Standard" materials for a while in LW2018 and I found they don't work very well with that render engine.
I know what you mean. There really aren't any images of this ship and they aren't that great. I'll post orthos as soon as I am done.
Yeah the snow.
I hate it. That's what made me buckle down and finally figure out Principled BSDF materials in the software. From what I read, "Standard" exists for when you open older models, so they have materials when you open them. However, it's suggested you change to Principled BSDF.
I don't recall what I did for my bussard collectors on my TOS Enterprise I did in LW2018. But, I know I somehow got them kind of looking translucent. It was a task, though.
Thank's @furswift
I also tried the "thin" setting just now and it made them look opaque. I probably need to tweak some other settings for it to work.
Did I already ask? How did you do the fine lines on the saucer of your OS Enterprise?
Also do you have any insight on doing Ambient Occlusion in LW 2018, 2019?
Edit: I noted that it still said "Enterprise" on the side lettering. Fixed that and removed "Ray Trace Shadows"
The lines are part of the texture. I made the textures in Inkscape.
I don't remember if I messed with AO or not. I'll have to take a look at the scene setup to see.
Are the above large PNG files taking a long time to paint on your screen?
I think she has 2 fwd, 1 aft. Great job on this model
I'm in Windows now and I just took a look at LW2018, and I can't even find anything to control AO. I'll have to do some more digging.
EDIT: Hm, it looks like there's a node you can add that just says "Occlusion." That might be it.
It looks like it plugs into the red nodes, which makes sense. That's the best I can come up with.