Dialling in the positions of the 'back of the neck' windows. Bare in mind these are the cutter objects so are slightly larger then the final windows will be. Also I've made the executive decision to 'fix' the placement so they line up with the decks properly as on the filming model the windows are offset slightly from those on the sides.
Window positioning corrected for the curvature of the hull. I've come up against the same issue @MadKoiFish was having whereby the curvature of the neck causes the spacings to go a bit wonky, and the windows don't sit perfectly parallel with the pine detail. I've fudged it a bit but I think it works.
.... i wish mayas boolean tool was a little more stable.... would make windows easier...
yep, its a crapper for sure. Sometimes extracting out the faces you want to booleon first works better. When done I just recombine it and weld the vertices back in place. Although sometimes it wont take, I usually have more success when projecting the curve onto the surface and then slicing with that.
Most of the time when i see peoples renders of the D it just enphasises that sometimes you cant beat a physical model...
Those shots where you've got the bright ambient looking lights are gorgeous... she's going to look amazing when you've finished... you can really see the blood sweat and tears that have gone into making her...
ahh i always wondered what the big blue square windows at the back were.. makes sense... are you going to add some trees into there?
I put a rough garden texture in a room under there just so there's something there, I may do something a bit more detailed at some point but this works for now;
Cooking up a rudimentary arboretum. I'll render out orthos of this and just texture a room with it unless I'm doing some super close up render else it's just a waste of geometry and will hurt the render time for no good reason.
Was playing around with various post-processing ideas the other day, just trying to find a 'look', I do like this angle though.
I've started positioning the secondary hull windows too, this part is super tedious but I only want to cut these once so I'm determined to get it right first time.
Also, started work on a Jem Hadar fighter, just for a shot idea I have when the galaxy is done, I don't intend this to be a super high detail mesh, just 'good enough'.
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i wish mayas boolean tool was a little more stable.... would make windows easier...
I use knife project instead of boolean, It gives a far more predictable result imo.
yep, its a crapper for sure. Sometimes extracting out the faces you want to booleon first works better. When done I just recombine it and weld the vertices back in place. Although sometimes it wont take, I usually have more success when projecting the curve onto the surface and then slicing with that.
Neck side windows all done, finally! On to the back of the neck next, and then panel lines.
https://www.youtube.com/channel/UCqRhLEHgwgTKxsalM5YznYQ
Formerly furswift
Back of the neck windows all done. Panel lines next probably.
Thanks
Those shots where you've got the bright ambient looking lights are gorgeous... she's going to look amazing when you've finished... you can really see the blood sweat and tears that have gone into making her...
More texture work tonight;
Is the spine under the engine still following the old neck flow? You have a bit of a gap there
Yeah that was a casualty of the changes to the neck, Just haven' t got round to sorting it yet
I put a rough garden texture in a room under there just so there's something there, I may do something a bit more detailed at some point but this works for now;
I've started positioning the secondary hull windows too, this part is super tedious but I only want to cut these once so I'm determined to get it right first time.
Also, started work on a Jem Hadar fighter, just for a shot idea I have when the galaxy is done, I don't intend this to be a super high detail mesh, just 'good enough'.
I smell an Odyssey in the making 😁
Lovely work as usual, Lewis.
I was thinking the same thing.