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3DOdyssey Class

1356

Posts

  • omnipotentomnipotent658 SwedenPosts: 466Member
    pimped out the deflector dish, gave up on the idea of making it out of full geometry as i just cba to sort the geo needed and instead went with a similar setup to the nacelles, i also added what i asume are torpedo launchers on the game model just below the dish.

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    BolianAdmiralMcCashleytingerLizzy777RekkertpubliusrwolfmanJES
  • BolianAdmiralBolianAdmiral1114 Torrance, CaliforniaPosts: 2,560Member
    I love that deflector.
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    I love that deflector.

    Yeah turned out pretty good for being quite basic but i toned down the brightness a bit after some discord feedback and its much better this way imo :)

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    FreakMcCashleytingerLizzy777MadKoiFishBolianAdmiralwolfmanJES
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #65
    Low sample animation shakedown + a basic sound mix just to check things over and make sure everything is working as intended :+1:
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    Post edited by omnipotent on
    Lizzy777FreakMcCBolianAdmiralkomarosrspicerJES
  • StarshipStarship464 São Paulo - BrasilPosts: 1,976Member
    I love your interpretation for the Odissey class! Wonderfull work!
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #67
    bit the bullet and comitted to making the hull paneling with geometry as i noticed the textured aproach didnt hold up in the animation.

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    Post edited by omnipotent on
    McCLizzy777BolianAdmiralJES
  • markmasseymarkmassey512 StaffordshirePosts: 586Member
    I'm a sucker for a nice fly by...... I wasn't sure about the design, yours looks really sleek and elegant.. the sto one looks a little frumpy.... Great job!!!

    Makes me long for a new trek show...
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #69
    More panel lines added, not sure i like it in places and may redo or tweak some things and atm im using the underlying geo trying to find some lines that make sense but atleast the surfaces look busier and more intresting then they did before.

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    Post edited by omnipotent on
    ashleytingerBolianAdmirallewisnivenFreakJES
  • lewisnivenlewisniven2491 UKPosts: 462Member
    edited November 2020 #70
    Looking great. My instinct with the panel lines would be that they shouldn't intersect the escape pods. Maybe encircle the groups of pods with a panel line, then the others can meet that?

    Edit: how wide are your panel lines? They look quite thick there. On my galaxy mine are 5cm wide, and I know @Viper usually goes for 8cm. The wide thickness on yours could be killing the scale a bit, this is supposed to be a BIG ship.
    Post edited by lewisniven on
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #71
    lewisniven wrote: »
    Looking great. My instinct with the panel lines would be that they shouldn't intersect the escape pods. Maybe encircle the groups of pods with a panel line, then the others can meet that?

    Edit: how wide are your panel lines? They look quite thick there. On my galaxy mine are 5cm wide, and I know @Viper usually goes for 8cm. The wide thickness on yours could be killing the scale a bit, this is supposed to be a BIG ship.

    Good point already thought of encircling the pods and not cutting thru them so to speak i was thinking more that i need to fix crap like this and make the lines flow with the window lines instead as this is just unacceptable..
    64j9fp2pr3zm.png

    but yeah ive already reverted to the precut and using some of what i did before as a rough guide instead, and as you can se my lines are not to thick or deep however i am using a substantial amount of intese dirt around there edges in the shaded version so the lines apear to be wider an pop more at a distance, i will def make them a bit thinner after this info tho!

    Post edited by omnipotent on
    BolianAdmiralLizzy777JES
  • omnipotentomnipotent658 SwedenPosts: 466Member
    tweaked the textures and shading a little might be too dirty atm tho, also i think i found a panel technique that will work and do the job and it has already done wonders for the scale.

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    Lizzy777JES
  • markmasseymarkmassey512 StaffordshirePosts: 586Member
    Ooh what's the panel technique you're using?
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    markmassey wrote: »
    Ooh what's the panel technique you're using?

    Just using the geometry i already have but trying to be clever about how i make patterns out of it and a direction for it to "flow".
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    Lizzy777McCJES
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #75
    Closer shot of the posterior :)

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    Post edited by omnipotent on
    BolianAdmiralLizzy777ashleytingerMcCJES
  • BolianAdmiralBolianAdmiral1114 Torrance, CaliforniaPosts: 2,560Member
    My apologies, as I’m not too familiar with this design, but where is the Bridge? Or have you not added it yet?
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    My apologies, as I’m not too familiar with this design, but where is the Bridge? Or have you not added it yet?
    i havnt made it yet ;)

    BolianAdmiral
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #78
    Some more eyecandy, (starting to get real cinematic up in this b****) :+1:

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    Post edited by omnipotent on
    Lizzy777ashleytingerBolianAdmiralMcCFreakwolfmanJES
  • markmasseymarkmassey512 StaffordshirePosts: 586Member
    Awesome that's how I've been doing mine.. I always thought there was some magic way if doing them.. everyone seems to get them looking really tight. You're probably getting tired of me saying it, but shes looking awesome haha..
    omnipotent
  • BolianAdmiralBolianAdmiral1114 Torrance, CaliforniaPosts: 2,560Member
    Those renders are straight-up porn, lol. I actually think it looks cool with the smooth top, without the standard bridge module stuck on top of it, lol.
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #81
    markmassey wrote: »
    Awesome that's how I've been doing mine.. I always thought there was some magic way if doing them.. everyone seems to get them looking really tight. You're probably getting tired of me saying it, but shes looking awesome haha..
    i have no idea if im doing it right or not haha, at first i tried cutting them out so i could controll my patterns better however that left nasty geo to clean up so far this way is smoother and tigher and less dirty but i haver very little controll instead but for this i think it still works but it would be harder if i had exact refference to follow.
    Those renders are straight-up porn, lol. I actually think it looks cool with the smooth top, without the standard bridge module stuck on top of it, lol.
    saving the bridge module to be the last thing i add like a dotting an "i" ;)

    Post edited by omnipotent on
    BolianAdmiral
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #82
    huge ventral update, got rid of the windows i had on the annoying curved bit in the middle as it didnt feel right and the concept of "floor windows" didnt really apeal to me it also made the ventral side less busy and more sleak which is a good thing.

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    Post edited by omnipotent on
    BolianAdmiralLizzy777McCFreakwolfman
  • BolianAdmiralBolianAdmiral1114 Torrance, CaliforniaPosts: 2,560Member
    Very nice. I agree that I do t really dig “floor windows”... it was a good choice to get rid of them. That deflector looks so cool.
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #84
    A very voyager like shape from certain angles :)
    Anyway went thru and finished up the paneling all the way back on the secondary hull, some minor doodads and the bridge moduel and she should be somewhat finished and ready to animate :+1:

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    Post edited by omnipotent on
    ashleytingerBolianAdmiralLizzy777McCFreak
  • Vortex5972Vortex5972321 Posts: 1,202Member
    The design has some issues but you've done a fantastic job on her. Those renders are top notch.
    omnipotent
  • omnipotentomnipotent658 SwedenPosts: 466Member
    edited November 2020 #86
    Made myself a nebula out of some old blue marble cloud textures for the ship to explore :)

    if anyone is curious i made it out of a few basic spheres and some blue marble cloud textures + some shading magic to make it all work.
    (basicly the same way youd add a cloud layer to a 3D planet with a twist)
    each cloud layer is also easy to animate for a nice effect once in motion, the stars are also a sphere not a bg element this is so i can controll their brightness and as such the glare post effect on them aswell as their scale depending on my camera focal needs.

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    Post edited by omnipotent on
    BolianAdmiralLizzy777McCFreakJES
  • omnipotentomnipotent658 SwedenPosts: 466Member
    Vortex5972 wrote: »
    The design has some issues but you've done a fantastic job on her. Those renders are top notch.

    making her the design has grown alot on me aswell, glad you like it ;)
  • omnipotentomnipotent658 SwedenPosts: 466Member
    Animation shakedown #2 to check the mesh updates and to trial run the nebula setup (i think it will do the job) :)
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    BolianAdmiralLizzy777McCwolfmanFreakJES
  • BolianAdmiralBolianAdmiral1114 Torrance, CaliforniaPosts: 2,560Member
    I like it.
    omnipotent
  • markmasseymarkmassey512 StaffordshirePosts: 586Member
    Awesome... love that couple taking a romantic stroll on the top deck aswell :)
  • omnipotentomnipotent658 SwedenPosts: 466Member
    markmassey wrote: »
    Awesome... love that couple taking a romantic stroll on the top deck aswell :)



    :dizzy:
    BolianAdmiral
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