More stuff in the same place and some tos hatch like things. Kinda wish I had pushed them all a bit further down the spine thing but it angles backwards so I cannot easily cut and paste them further down.
Started out in an attempt to replicate some of the patterning on the canon ship. Then breaking up some of the panels elsewhere. Almost to the stage to start laying out windows.
Window layouts for the secondary hull. I had only planned the one row but felt I might be able to sneak in some further down the hull. I am debating on if I want to do a large row for the typical arboretum or whatever. This would exist below the blue row between the white hatch and those gray ones. I do not think sticking any windows in front of the strut root and just behind the saucer edge. So the area past the yellow templates is going to remain solid hull.
No rooms yet just a few omnis in the full render to somewhat light up the holes to fake it for now.
oh yeah I am aware of any errors as some of the detached and bridged panels that have not be cut are overlapping the hull in places causing a error, these are temp bridges to make cutting easier IE one go of boolean vs doing it multiple times for each panel.
Decided since I was going through the drudgery of windows and interiors I should start stuffing textures on the walls so lower windows in with rooms and all the central hull has maps now. I will need to do all the upper hull rooms now as well. Once done it is time to move to those saucer windows. YUCK. Also need to break up those hull plates and uvw them so the patterns do not cross over them.
More effing windows. These are more annoying as they are of course on the round and well matching those pill windows with the round ones are AUGH as the rounds leave a slightly larger template I need to build the room off of.
Ok all the rim holes have rooms. Now to debate on those inner facing windows on the upper lip. Oh and the ones below the bridge but I think those might go away and move down a deck or 2 to the "mouth" area.
Looks like my hull material has gone whacky again. Never had this issue before but eh. Maybe too many surfaces in the scene? got a few other ships in there and all their baggage. Maybe should purge a few of them to see.
Forward windows for a lounge and offices I guess. Definitely wont be any fing bridges behind them. Dunno, rendered it out with the rest of the bits and they seem to large. So all this work I stayed up to do might be flushed later in the day.
also not to happy to see those splooches are back again. I think the materials are going whack each time I import something from another file into the file. I recently updated and replaced the TOS shuttle and all of these anomalies in the main material show up.
Out of interest, do you have some kind of procedural hull texture set up that you apply, and then UV unwrap later? I notice your panels all follow the flow of the hull (ie out radially on the suacer etc) but then you mention not yet having UV unwrapped, just confused/interested about how thats being done.
It is all mostly projected tiled material/surface. It is all one material so the saucer and hull are the same material I just project a squashed sphere below the saucer. Other parts are projected as various shapes depending on the rough shape of the object. IE box, face, cyl, sphere, so on.
It is all mostly projected tiled material/surface. It is all one material so the saucer and hull are the same material I just project a squashed sphere below the saucer. Other parts are projected as various shapes depending on the rough shape of the object. IE box, face, cyl, sphere, so on.
Not much of a change but where it was left last night. changed out materials and added a few things. Interior is all temp in a way as I will likely model in some stuff and toss in some furniture as these windows are still a bit over sized. Might adjust them some more too but wont be remodeling them.
mucking about with the nacelles with the idea of integrating some of the patterns and shapes of the canon ship. Dunno about those sipes on that forward cutout so those might go away or become a flat pattern on the surface instead.
I got mad and fooled with the main hull materials. Sadly lost some of the tonal color in the reflections but it was the only way to eliminate that hard contrast crap in the shadows. Considering lightening the general hull color too.
Slow day today I guess. Mostly those vents and a mess of small changes as well as the gunk in the warp coil opening.
The little vanes on the vent thing with the orange glow might not stay.
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No rooms yet just a few omnis in the full render to somewhat light up the holes to fake it for now.
oh yeah I am aware of any errors as some of the detached and bridged panels that have not be cut are overlapping the hull in places causing a error, these are temp bridges to make cutting easier IE one go of boolean vs doing it multiple times for each panel.
Holes have rooms now.
Looks like my hull material has gone whacky again. Never had this issue before but eh. Maybe too many surfaces in the scene? got a few other ships in there and all their baggage. Maybe should purge a few of them to see.
man last render 1h48min. .
also not to happy to see those splooches are back again. I think the materials are going whack each time I import something from another file into the file. I recently updated and replaced the TOS shuttle and all of these anomalies in the main material show up.
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Ah that makes sense, thanks.
Kind of not to happy with the nacelles ATM.
mucking about with the nacelles with the idea of integrating some of the patterns and shapes of the canon ship. Dunno about those sipes on that forward cutout so those might go away or become a flat pattern on the surface instead.
The little vanes on the vent thing with the orange glow might not stay.