Window planning. The large one would be a split up one with smaller frames inside. ATM I have every room with a window out but I might eliminate this to only be larger rooms. Then again you might want windows on the crapper so those species 8472 voyeurs can get a peek.
LOL, looking great as always. As for the windows, remember that a larger room need not have windows for the whole length of its outer wall, so you can definitely break that pattern up. And if you do use the girl inside, she'll definitely want some privacy in the privy.
Start of the rooms. Yeah pulled off some of them, I might still adjust the sizes least the width some more. Might redo them and round the frames post the modeling of all the jambs, I kinda do not like the tightening radius effect and at a distance really looks like a right angle opening.
Oh I also goofed the rooms so just flip the images in your head. The smaller room should be on the ships right instead as I shifted the turbos over to that side instead and forgot to make that change to the dummy objects I used for layout.
First renders are mostly tests for visual bugs, something that I really do not need to do these days but I still do. lol. Hold over from 2005 I guess.
Interior walls are just matte white for now. Mostly to allow the internal lum objects to light them in a consistent manner. Vray ilum surfaces work differently to MR and I still fight them. I did turn that dual crappers into a single larger room so there are 3 smaller offices a crapper and 2 flanking storage or crappers in the dead space to either side of the conference room. The 2 aft most rooms are accessed from the conference room.
Rest of the pit greebs and some small changes here and there. I dropped the inner area in I might invert this though. I wanted it to stand out more than a material change.
Took ages for me to remember what the proper font I needed was sheesh. OSWALD. . lol
I will be collapsing these later to editables so they will convert over as objects vs vector info, thus needing the fonts.
THOUGH I guess instead of doors they could be hard points for dry dock. I think one of the canon ships had pads like this for when the drydock merges into a shuttle bay or some detail of the ship allowing mass access to the ship vs portholes/gangways, transporters, or shuttles. In this case I guess it would be more like a area to dock into those turbolift nipples. I always thought you could dock a ship and link the turbolift networks.
Ooohh, very nice! Yeah, I think those two oval thingies on the side of the deck where the main shuttlebay was, on either side of the bridge of the Galaxy we’re access points that could extend to dock with a station for service or whatnot.
Ok committed to the shape now >_> cleaning and testing some lighting efx, still not sure if the dome will get anything more than being solid. I have noticed some dark areas on the leading edge of the structure that I am gonna guess are torps or a sensor pit.
Very nice. As far as I know, I think the dark areas are meant to be sensor pits… the only torpedo launchers are the two on the front side edge, and those two in the back.
Testing out hull panel heights and patterns, might alter these some as they look a bit clunky, and some of the tolerances are a bit tight. I want the bottoms or rather the tops when properly looked at to be a bit further from the adjoining hull.
On one hand, the Matt Jeffries insight that everything accessible so be behind plating so engineers never have to go outside the ship is a very good idea.
On the other hand, greebles and panels and vents and gratings really give a sense of scale.
Aft panels and some windows for the poor saps in sencor control and the computer core. Well assuming the core would be central to the bridge in some manner and tied to sensors. ( at least one of them. . . ) Reality the windows would be more for field of view for manual visual inspection.
Yeah, those poor guys need some type of view to enjoy, lol. Love all the little details… the windows and the figure by the sensor details really do a great job of conveying the scale of the ship.
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LOL, looking great as always. As for the windows, remember that a larger room need not have windows for the whole length of its outer wall, so you can definitely break that pattern up. And if you do use the girl inside, she'll definitely want some privacy in the privy.
Oh I also goofed the rooms so just flip the images in your head. The smaller room should be on the ships right instead as I shifted the turbos over to that side instead and forgot to make that change to the dummy objects I used for layout.
Interior walls are just matte white for now. Mostly to allow the internal lum objects to light them in a consistent manner. Vray ilum surfaces work differently to MR and I still fight them. I did turn that dual crappers into a single larger room so there are 3 smaller offices a crapper and 2 flanking storage or crappers in the dead space to either side of the conference room. The 2 aft most rooms are accessed from the conference room.
Took ages for me to remember what the proper font I needed was sheesh. OSWALD. . lol
I will be collapsing these later to editables so they will convert over as objects vs vector info, thus needing the fonts.
THOUGH I guess instead of doors they could be hard points for dry dock. I think one of the canon ships had pads like this for when the drydock merges into a shuttle bay or some detail of the ship allowing mass access to the ship vs portholes/gangways, transporters, or shuttles. In this case I guess it would be more like a area to dock into those turbolift nipples. I always thought you could dock a ship and link the turbolift networks.
Some are temp ideas for now as I need to plan out the rest of the stuff before I commit them.
On the other hand, greebles and panels and vents and gratings really give a sense of scale.