After some back and forth on Discord I re-rendered out the ship with a more matt hull, as well as some revised lighting, just to lose that metallic sheen off the ship;
Perfection... this reminds me of a render you did a while back where I was saying that I really liked it because you'd matched the model lighting perfectly.. I must say I know others will prefer a more metallic sheen on the hull.. but this one wins for me hands down.
After some back and forth on Discord I re-rendered out the ship with a more matt hull, as well as some revised lighting, just to lose that metallic sheen off the ship;
Finally got around to cutting the last of the transporter emitters on the underside of the saucer. All that's left to do now is go round and add the 'grilling' to them.
I also gave her the 1701-D Registration. The main reason for not doing this earlier is that the 'D' on the dorsal side of the saucer has to be modified to have those little serifs as they're not standard on the font (The ventral D is standard, go figure) so it was easier to just label as Challenger before, ah well.
Also, some renders I've done over the last few days;
I did this one to start practicing some more interesting shots with other ships but I don't think the composition really works so gave up, here it is anyway;
Finally got around to cutting the last of the transporter emitters on the underside of the saucer. All that's left to do now is go round and add the 'grilling' to them.
I also gave her the 1701-D Registration. The main reason for not doing this earlier is that the 'D' on the dorsal side of the saucer has to be modified to have those little serifs as they're not standard on the font (The ventral D is standard, go figure) so it was easier to just label as Challenger before, ah well.
Also, some renders I've done over the last few days;
I did this one to start practicing some more interesting shots with other ships but I don't think the composition really works so gave up, here it is anyway;
I think the issue is that the Jem Hadar ships are used at all sorts of weird scales. Based on the density of windows, and being slightly out of focus due to the motion blur, the ship being fired upon looks like its *behind* the enterprise. It could probably be fixed by having the enterprise slightly out of focus, a little less motion blur, and some depth queueing on the phaser (make it slightly..only slightly.. wider at impact point)
The rest is lighting, but that comes down to sticking with TNG/Generations lighting or going realistic. Realistically, the phaser and the explosion should be much bright than anything except the reflection of the star against the hull (and maybe even that). But switching to HDR color space is another whole ball of wax
@johnl2112 I agree that its not clear that the fighter is at the front of the screen, and also the scale issue. They're scaled as per the memory alpha given size but the windows are far far too small and I think this will be helping to throw it off. The motion blur was there to try and convey that the fighters are moving much faster than the large 'battleship like' galaxy class.
I'm rendering out in linear colour space and working in 16-bit in photoshop which allows lots of control but eventually it gets baked down to an image anyway. I'm not trying to recreate proper TNG lighting as that generally has way too much fill for my taste, and I think going for full photo realism is a fools errand with this kind of thing in some way, so more of a 'stylised realism' is what I'd call what I'm shooting for I'll try some other compositions.
Dusted this one off as I'm working on an animation. Using photoshop I generated some panel line maps from my aztec textures, using the Find Edges filter
Materials completely rebuilt in Substance Designer, as opposed to Photoshop as before. I brought the greyscale masks in to Substance and then built the albedo and roughness maps from that, and nailed in a much more realistic look in my opinion. Also some hull markings and other small details added.
Dusted this one off as I'm working on an animation. Using photoshop I generated some panel line maps from my aztec textures, using the Find Edges filter
That's brilliant, I'm going to use that! And it looks great
Posts
Seriously, looks so beautiful!
I also gave her the 1701-D Registration. The main reason for not doing this earlier is that the 'D' on the dorsal side of the saucer has to be modified to have those little serifs as they're not standard on the font (The ventral D is standard, go figure) so it was easier to just label as Challenger before, ah well.
Also, some renders I've done over the last few days;
I did this one to start practicing some more interesting shots with other ships but I don't think the composition really works so gave up, here it is anyway;
I think the issue is that the Jem Hadar ships are used at all sorts of weird scales. Based on the density of windows, and being slightly out of focus due to the motion blur, the ship being fired upon looks like its *behind* the enterprise. It could probably be fixed by having the enterprise slightly out of focus, a little less motion blur, and some depth queueing on the phaser (make it slightly..only slightly.. wider at impact point)
The rest is lighting, but that comes down to sticking with TNG/Generations lighting or going realistic. Realistically, the phaser and the explosion should be much bright than anything except the reflection of the star against the hull (and maybe even that). But switching to HDR color space is another whole ball of wax
I'm rendering out in linear colour space and working in 16-bit in photoshop which allows lots of control but eventually it gets baked down to an image anyway. I'm not trying to recreate proper TNG lighting as that generally has way too much fill for my taste, and I think going for full photo realism is a fools errand with this kind of thing in some way, so more of a 'stylised realism' is what I'd call what I'm shooting for I'll try some other compositions.
It's there just to make life difficult!
Been working on something different for a change...
After running that through a Bump node:
Materials completely rebuilt in Substance Designer, as opposed to Photoshop as before. I brought the greyscale masks in to Substance and then built the albedo and roughness maps from that, and nailed in a much more realistic look in my opinion. Also some hull markings and other small details added.
I don't suppose you take commissions at all?
Hi, depends what you're after really, vest thing is to email be at [email protected]