I was surprised it worked out quite well. I tried making the edge a curve at first, then bevelling the curve to give it thickness. It didn't work because the points were all twisted around and even rotating them didn't look great. This version I also have a subd modifier below the skin modifier to smooth it, and just pushed the points closer to the corners to curve it better.
I made eevee materials for the bussards and other glowy parts, I couldn't get it looking like the cycles render ones but it is kinda close. And fast to render too.
Very cool!
Yeah, keep in mind, if you're after photorealism Cycles is the way to go. Eevee was developed to be realtime and have the same workflow as a game engine renderer, so that if you're working on game dev you can have a preview of how your models/materials will look. You can get great renders out of it, but given that you're faking the lighting, reflections, etc (just like in game engines) you'll never get as accurate as Cycles.
For all my finished Trek fan art, please visit my portfolio
Yup I will be sticking to cycles. It looks a little nicer and that denoiser is really good for quicker renders.
This is again in cycles, new nacelle ends and some other small details,
Since I can't do 3d while I am at work doing nothing, I started on a MSD, I will put the major systems overtop of the lines similar to the engineering table.
Still working on colours and the LCARS parts, but it is looking good so far.
EDIT: wow I can see all the mistakes now that I am on my PC lol the will be fixed.
I put a little guy in there, it is roughly that scale or a little smaller.
In blender is scaled at about 18m at the moment, but I think it should about as long as the Delta Flyer. However I haven't nailed down any accurate dimensions just yet.
Thanks.
I think the softer colours work well together, but they might change by the end of it. I saw some screencaps of the shuttle console in TNG and it had some nice purple buttons too.
Small update on the model, phaser cannons are cut in, the grey armour part I might change a little and add some more detail.
Will probably change the colour a little, try to match official ones in terms of the colour placement of the buttons. The space on the right will probably have a warp field image or sensor grid thing, not sure yet. Open to suggestions.
If you are wondering about the lettering.
YFR= Prototype
XFR= Testing
FFR= Active version
FR= Fighter, Reconnaissance
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Cycles is the best for bussards. I've tried getting results like what you can get in Cycles in Lightwave and I can't quite get it.
Yeah, keep in mind, if you're after photorealism Cycles is the way to go. Eevee was developed to be realtime and have the same workflow as a game engine renderer, so that if you're working on game dev you can have a preview of how your models/materials will look. You can get great renders out of it, but given that you're faking the lighting, reflections, etc (just like in game engines) you'll never get as accurate as Cycles.
This is again in cycles, new nacelle ends and some other small details,
All of this talk about Cycles is making me want to take a look at Blender again. I'm off work next week, I may have to play around with it.
Some more details on the underside and a rough nav light, not sure on the design I will use for them yet. Might need to be larger.
That's the warp core hatch lol
The canopy opens up and those black parts are the ladder rungs that pop out.
EDIT: wow I can see all the mistakes now that I am on my PC lol the will be fixed.
Would like to see a figure for scale.
In blender is scaled at about 18m at the moment, but I think it should about as long as the Delta Flyer. However I haven't nailed down any accurate dimensions just yet.
I think the softer colours work well together, but they might change by the end of it. I saw some screencaps of the shuttle console in TNG and it had some nice purple buttons too.
Small update on the model, phaser cannons are cut in, the grey armour part I might change a little and add some more detail.
If you are wondering about the lettering.
YFR= Prototype
XFR= Testing
FFR= Active version
FR= Fighter, Reconnaissance