It was clocked. Otherwise how does it become a penal colony in Voyager. (That was where Tom Paris was doing his time.)
I'd just chalk that up to a mistake by the Visual FX team.
Also, Paris was serving at the Penal Colony ca 2371. First Contact takes place in 2373. Maybe New Zealand sunk?
I would accept that, except they went back in time to the late 21 century and just after World War III ended.
New Zealand clocked itself so it would not take part in WWIII, they only stopped using it when the Federation Banned the use of clocking devices.
This is amazing work. Feel free to ignore the following; while you have this lit very accurately for "screen accuracy" I was wondering if you've done any passes where its self illuminated only - also, your interiors are rendered with a kind of harsh flourescent light - would you have to rebake your interiors to change that to like a 3500k light (for some rooms...)
I am thinking of building my own ship stealing some of your techniques (but not the designs), but plan to not match the TNG lighting (where stars are super dim, and deep space is kinda uniformly grey...) but the harsh light/shadows of actual space. For instance, are the "black windows" still rooms that are not illuminated that and would catch sunlight and be visible, or are they just "black"
Also the texturing is screen accurate, but its accurate to "plastic model painted sorta glossy sort of matte grey" - do you plan on going for a more reflective metallic look?
Thanks! Great inspiring work! I consider this on par with or exceeding the work Tobias Richter does model wise.
Thanks for the kind words, I appreciate it. The rooms are lit 'properly' if you like, but then I've tinted the glass green ever so slightly to align it with the on screen look in Generations, it's purely a stylistic thing (the glass would probably have a ton of coatings on it right?). The quarters (of which there are more on the saucer) are far warmer lit then the other rooms (corridors and a science lab which is very blue). Yesterday I took the saturation down on the rooms a smidge though.
Unlit windows are just opaque black glass, it's far easier that way.
I've tried quite hard to match the on screen look admittedly, as it appeared in generations, which as you say is is a 'matt plastic painted model'. The renders above have no film grain or anything applied also admittedly look a bit smooth, plus the denoiser gets a bit carried away. A film grain overlay and some post processing goes a long way to combatting that look but these are just WIP renders. The Picard intro when the other way and went VERY metallic, which in my opinion was over the top, it looks almost chrome.
The below is a render with the roughness map also driving metalness, to give a more metallic look, with some light post processing, just to see how it'd look as you mentioned it.
@lewisniven huh, cranking the metalness is kinda weird in the absence of something to reflect -- I'll have to think about how I'll want my ship to appear. I am kinda torn between the more metal look, and a pearlescent refit connie look.
Lol, afraid not..I didn't model the top of the cobra of that inner section of the saucer. I think the stardrive section looks really awkward on it's own anyway tbh.
Lol, afraid not..I didn't model the top of the cobra of that inner section of the saucer. I think the stardrive section looks really awkward on it's own anyway tbh.
Fair enough. haha
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
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I'd just chalk that up to a mistake by the Visual FX team.
Also, Paris was serving at the Penal Colony ca 2371. First Contact takes place in 2373. Maybe New Zealand sunk?
I would accept that, except they went back in time to the late 21 century and just after World War III ended.
New Zealand clocked itself so it would not take part in WWIII, they only stopped using it when the Federation Banned the use of clocking devices.
But in reality, you right. it an FX mistake.
This is amazing work. Feel free to ignore the following; while you have this lit very accurately for "screen accuracy" I was wondering if you've done any passes where its self illuminated only - also, your interiors are rendered with a kind of harsh flourescent light - would you have to rebake your interiors to change that to like a 3500k light (for some rooms...)
I am thinking of building my own ship stealing some of your techniques (but not the designs), but plan to not match the TNG lighting (where stars are super dim, and deep space is kinda uniformly grey...) but the harsh light/shadows of actual space. For instance, are the "black windows" still rooms that are not illuminated that and would catch sunlight and be visible, or are they just "black"
Also the texturing is screen accurate, but its accurate to "plastic model painted sorta glossy sort of matte grey" - do you plan on going for a more reflective metallic look?
Thanks! Great inspiring work! I consider this on par with or exceeding the work Tobias Richter does model wise.
Thanks for the kind words, I appreciate it. The rooms are lit 'properly' if you like, but then I've tinted the glass green ever so slightly to align it with the on screen look in Generations, it's purely a stylistic thing (the glass would probably have a ton of coatings on it right?). The quarters (of which there are more on the saucer) are far warmer lit then the other rooms (corridors and a science lab which is very blue). Yesterday I took the saturation down on the rooms a smidge though.
Unlit windows are just opaque black glass, it's far easier that way.
I've tried quite hard to match the on screen look admittedly, as it appeared in generations, which as you say is is a 'matt plastic painted model'. The renders above have no film grain or anything applied also admittedly look a bit smooth, plus the denoiser gets a bit carried away. A film grain overlay and some post processing goes a long way to combatting that look but these are just WIP renders. The Picard intro when the other way and went VERY metallic, which in my opinion was over the top, it looks almost chrome.
The below is a render with the roughness map also driving metalness, to give a more metallic look, with some light post processing, just to see how it'd look as you mentioned it.
This is the most beautiful picture of the D I’ve ever seen!
The lesser spotted view of the top...
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Lol, afraid not..I didn't model the top of the cobra of that inner section of the saucer. I think the stardrive section looks really awkward on it's own anyway tbh.
Fair enough. haha
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro