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.
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.
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.
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.
And yes, I have some smoothing groups to deal with.
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.
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.
Big whoop panels on the flat bits. Mapping is a bit meh and it still has that strange blotching even though I spent time correcting a backfacing issue with the materials (turning on and off of maps causes that issue to oddly VANISH. In the end I will likely eliminate the hull material and clone it manually over to a new one and apply it to every single object by hand UGH.
Center panels and rim adjustments. Moved the Phasers as the area where they were was too cluttered as well as the flatness of the saucer prevents a workable inner solution.
Some random hull bits and window placements on the saucer. Do not think I will have any more holes other than the saucer rim. The white access panels though might go hull color to make them not show up as much.
Rough placement of rim windows for now. Decided to go with single deck atm and to try to space them in clusters as they are on the canon ship. The double deck layout would have pushed windows to the dark gray line area of the rim and I just did not want to encroach that far to the edge of that section of the ship. Right of way markers should denote left or right of the ship and front to back. Most of the windows on the saucer will have to wait for all the symmetrical detail in their region to be done before I start cutting them in though.
I might be shifting the things upwards some if I do the split grids in this area to match the canon ship.
Posts
And yeah I need to adjust may materials so the shadow side does not have such strong contrast in the glossy colors.
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.
And yes, I have some smoothing groups to deal with.
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.
Update little light emitters and adjustments to the settings to fill the area more.
Start of grid/panel planning on the saucer.
few renders of the whole thing.
just decals windows and some detail bits left here.
Some random hull bits and window placements on the saucer. Do not think I will have any more holes other than the saucer rim. The white access panels though might go hull color to make them not show up as much.
I might be shifting the things upwards some if I do the split grids in this area to match the canon ship.
Teh Update:
Some edging on the grooves and working the lower hull.