Really like the internal detail on the Vor'Cha bussards. I'd recommend fogging the glass up a fair bit, though. None of the Trek bussards are transparent enough to see through them clearly into the interior - the glass always tends to be blured so that the internal components are inferred, or just visible.
Thanks, I'll do that. The bussards have bothered me, but I didn't have much inspiration on where to go next.
At first I wasn't sure, but they've kind of grown on me. I was warming to the idea of having a backup deflector in case one failed.
I suppose I could try joining them across the middle to make it one oval deflector. It's at least worth a look-see.
TMP should really have round deflectors. I don't like the twin ones either. Why not just have one? It's a cargo ship after all so it doesn't need huge deflectors. Also, your renders are really bright. Is the hull pure white?
TMP should really have round deflectors. I don't like the twin ones either. Why not just have one? It's a cargo ship after all so it doesn't need huge deflectors. Also, your renders are really bright. Is the hull pure white?
That's what I was thinking in regards to the deflector.
Clearly I need to go another direction.
On the white, I discovered my 1701-A coloring was lost when I grabbed my old saucer from a much earlier version of Lightwave. I am in process of working out the new LW 2019 node rendering (Principled BSDF) to give color back to the saucer and hope to reproduce the same on the body. The Principled BSDF is less likely to show the "Lint" artifact in renders. It's working on the Vor'Cha above which is completely done in Lightwave's new Real World programming.
Yeah atm it is less of a noise issue and more of a blown out light bounce. Max does this with a null shader or a object that has no material applied. As mental ray is attempting to get surfacing data it just goes whack and trebbles the bounced light.
My largest concern is the space given to the objects and around them EG the deflector has a small pod behind, torps have a small housing behind the tubes.
Decided to doodle on one of your renders.
The scribble hopefully shows the area with that "corner" next to one of the roll top holds as filled in to avoid inside corners. EXP if you plan to have this as some sort of hardened troop carrier. it also adds a bunch of volume and cuts down on total surface area. Though growing the torp housings to fill that area would look good too. I know in tmp the perceived internal mass is small but a good mechanical illustration to work from is the TNG image of the entire auto loader torp array.
I dunno how you would depict a redundant array, TMP the dish itself seems to have been relegated to just deflector and projected shields forward of the ship. Also depends what sources you consider canon.
Whoa. As usual, very helpful MKF. I will play with that. In fact I thought I would do a number of designs and get opinions. Here is a rough shot at a first idea I had. It needs refinement
@MadKoiFish I looked closer at your "chalk" like drawing to the left of the render. Are you saying that is something for the two corners on either side of the Deflector, or is it a deflector shape idea and it's upside down. Is HDW short for hardware? "Use some sort of detail to hint at deflector hardware?"
There are two things in the chalk drawing. A rounder thing on the left and then the recessed area on the right where you suggest filling in to eliminate corners. So the round thing on the left is the deflector and the recessed area is some fill in hardware? I just want to make sure I understand.
The image is in the same view and angle as the parent render. So the quarter round bits are filling in that negative space created by the cargo spaces and that central superstructure. Yes HDW is hardware, suggesting using that bulged out bit of hull as a mount for say ribs or some other visual tell for additional deflector emitters. EG gubbins to give the idea that there is something going on and hint at the original intended redundancy. Also consider targeting and guidance greebs around the torps. (see the bays in the refit)
Idea of the filler is to avoid all those seams and give the torpedo tubes more hull over the central workings.
Here is a paint over with the doodle's idea in relation to the render. And a really loose example of ribbing.
Well, It looks like MKF's suggestion is the spot on favorite.
In this render it is painfully obvious that I need to do the bridge area again, high poly. You can't see it but I redid the bottom Sensor dome high poly.
It's not a direct how to guide on getting rid of noise, but I found it did help get me in the right direction.
Also, when you said 16 was enough previously, I assume you're referring to traditional anti aliasing. Traditional AA maxes out at 16 and is mainly used to smooth the edges on 3D objects. This newer style AA is totally different and 16 is a pretty low number that results in a lot of render noise. In Lightwave, I find 50 isn't bad, but 100 is even better for most scene noise elimination. But, it's all about playing with settings and rendering to see the results to find levels you're happy with. Also, LW does have a built in noise reducer, I think that's also in the render properties. I haven't played with that.
Went through this material. It's the bomb! I think the snow will be reduced on my renders from now on.
I want to run an idea past all of you. I plan on this being a troop transport (not that Star Trek is really about troops). The bays will contain shuttles for decent to a planet's surface. I'm thinking of a structure toward the back and bottom of the main hull that is like a troop command center.
Thoughts? The structure facing forward on the top/front is an R & R (Ten - Forwardish) place for soldiers.
The only thing it lacks is hyperlinks to instructions on how to altar the sampling count for each of the areas discussed. But I figured it out.
Yeah, it's a bit lackluster. It doesn't even show an image of the panel that's required to alter stuff. It just gives you a "it's here" type of thing and let you figure it out. But, once you do, it's not bad.
I want to run an idea past all of you. I plan on this being a troop transport (not that Star Trek is really about troops). The bays will contain shuttles for decent to a planet's surface. I'm thinking of a structure toward the back and bottom of the main hull that is like a troop command center.
Thoughts? The structure facing forward on the top/front is an R & R (Ten - Forwardish) place for soldiers.
Well, it stands to reason that ground troops would be needed for planetary battles. Of course, the Klingons are all into that sort of thing. Had the Organians not forced peace, there would have been a call for ground troops to retake the planet in "Errand of Mercy." Federation ground troops were shown a bit on DS9 during the war with the Klingons. The good thing about your ship is that it was built during a time of heightened hostilities with the Klingons. Gene Roddenberry also wanted to have a contingent of marines aboard the Enterprise, but the idea got dumped at some point and we just got a bunch of redshirts instead. There have also been some other (minor) references to ground troops during the other major wars in the Star Trek timeline. And, of course, they were finally realized with the MACOs on Enterprise. So, there's some precedent there for ground troops, and a troop transport is the best way to carry them to their destination.
Anyway, I think it's a good idea, precedent or not. After all, it's just kind of common sense that not every battle the Federation has fought is going to be starships vs starships.
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Thank-you Comco. On the shadows - no. I need to turn them back on eventually.
Thanks, I'll do that. The bussards have bothered me, but I didn't have much inspiration on where to go next.
I suppose I could try joining them across the middle to make it one oval deflector. It's at least worth a look-see.
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That's what I was thinking in regards to the deflector.
Clearly I need to go another direction.
On the white, I discovered my 1701-A coloring was lost when I grabbed my old saucer from a much earlier version of Lightwave. I am in process of working out the new LW 2019 node rendering (Principled BSDF) to give color back to the saucer and hope to reproduce the same on the body. The Principled BSDF is less likely to show the "Lint" artifact in renders. It's working on the Vor'Cha above which is completely done in Lightwave's new Real World programming.
My largest concern is the space given to the objects and around them EG the deflector has a small pod behind, torps have a small housing behind the tubes.
Decided to doodle on one of your renders.
The scribble hopefully shows the area with that "corner" next to one of the roll top holds as filled in to avoid inside corners. EXP if you plan to have this as some sort of hardened troop carrier. it also adds a bunch of volume and cuts down on total surface area. Though growing the torp housings to fill that area would look good too. I know in tmp the perceived internal mass is small but a good mechanical illustration to work from is the TNG image of the entire auto loader torp array.
https://i.stack.imgur.com/YKFim.jpg
http://swiftsure.hyperjump.org/adams/ForwardTorpLau2_files/image006.jpg
I dunno how you would depict a redundant array, TMP the dish itself seems to have been relegated to just deflector and projected shields forward of the ship. Also depends what sources you consider canon.
#1
There are two things in the chalk drawing. A rounder thing on the left and then the recessed area on the right where you suggest filling in to eliminate corners. So the round thing on the left is the deflector and the recessed area is some fill in hardware? I just want to make sure I understand.
#2
Idea of the filler is to avoid all those seams and give the torpedo tubes more hull over the central workings.
Here is a paint over with the doodle's idea in relation to the render. And a really loose example of ribbing.
#3
#4
In this render it is painfully obvious that I need to do the bridge area again, high poly. You can't see it but I redid the bottom Sensor dome high poly.
Went through this material. It's the bomb! I think the snow will be reduced on my renders from now on.
I'm glad that page help. It definitely helped me better understand Lightwave's 8 different sampling things.
I REALLY appreciated it EG.
Thoughts? The structure facing forward on the top/front is an R & R (Ten - Forwardish) place for soldiers.
Yeah, it's a bit lackluster. It doesn't even show an image of the panel that's required to alter stuff. It just gives you a "it's here" type of thing and let you figure it out. But, once you do, it's not bad.
Well, it stands to reason that ground troops would be needed for planetary battles. Of course, the Klingons are all into that sort of thing. Had the Organians not forced peace, there would have been a call for ground troops to retake the planet in "Errand of Mercy." Federation ground troops were shown a bit on DS9 during the war with the Klingons. The good thing about your ship is that it was built during a time of heightened hostilities with the Klingons. Gene Roddenberry also wanted to have a contingent of marines aboard the Enterprise, but the idea got dumped at some point and we just got a bunch of redshirts instead. There have also been some other (minor) references to ground troops during the other major wars in the Star Trek timeline. And, of course, they were finally realized with the MACOs on Enterprise. So, there's some precedent there for ground troops, and a troop transport is the best way to carry them to their destination.
Anyway, I think it's a good idea, precedent or not. After all, it's just kind of common sense that not every battle the Federation has fought is going to be starships vs starships.