If you mean the alignment of the fat side of the delta I am following the layout on most of the ships short of TMP era (EG refit and Miranda)
not exact images used but ones found vis google. Ok just the Defiant, checked most of the TMG ships and they follow the left to right arrangement. As such you look at a com badge for example fat to the left. Rotate it to a reading path of left to right the fat is on the bottom. This pattern held from the intro of the Excelsior (shuttles etc) through to about when the SOV was introduced and ships following in VOY took on this arrangement (generally as they flip flopped)
Given the text is not inverted I would take a guess it is either from sloppiness or just not catching it, or possible intention. These inversions EG whole ship ones started prior to the CGI conversion at large though. EG the change between TMP to TNG then from TNG to the SOV era. The NOVA if I remember right is one of the first designs post the introduction of the SOV.
Some extrusions and dividing up of the other panels. Unseen are some grid work etc that needs to be chamfered out after the panels. That tab behind the gray panels I have yet to decide to extrude out or to inset it into the hull.
Upper panels extruded and other details some decals are the wrong mat too so they are a bit hard to see. Spent most of the day rehacking FF as I was forced to update as there is too much adoption of BS code resulting in blank pages or farked stuff. SIGH.
Some more panels in and little things as well as the pennant is now a cut into those panels. I might be redoing some of the panel lines surrounding things.
ERM damed FF update crashed taking my post. . . . .
It is apparently past the time to shill the SOTL 2022 calendar. . . . missed the preorder period. (not a affiliate link) I should be posting a teaser/mini sample later on as it is pretty much spoiled when Amazon posted it up for sale.
The update is not much on the ship, just messing with textures to give the hull a bit more to play with. Using one of my common maps so it could be changed later.
Also a bit of a failed sensor pit. It has too much chin atm and needs lowering. I had a thought of a alteration in the hull but eugh means deleting all of this and reverting to subdiv to get the geo in. Idea is that central area below the super structure is a raised spine that runs down the length of the hull to the leading edge. vs it being a curved slope with that shape cut in panels. Probably mull it over some before I go further.
First rando renders with various changes in materials.
Rough example of what I was talking about in the last post. Means a mess of subdiv to get this into the hull and the example is not anywhere close to the areas the cutouts should be. EG too far from the upper hull etc.
There we go all welded in, still needs some work here and there and reworking of old details to match up better. THen back to what I had started a few days ago. . . . . heh
Sensor pit in and beginnings of the details inside. Ignore odd shading as it is due to detached objects. Been too bloody hot to sit at the pc and model. Not to mention the exhaust off the rads when this pc is rendering.
Debating on the green stripe having a lounge there in the inset detail over just what appears as grills. Would be a very very small lounge, or skylights sorta thing. . . .
I guess they could be windows or skylights, but IMO, they’re a bit too small to be lounge windows or whatnot, unless of course you want to maybe make them bigger, like the Mess Hall or Ready Room windows on Voyager.
Some more complimentary holes and shapes. Plan is to have some more pits in the blue panels. I dunno what I will do for the central part. Maybe a large central pit broken up with asymmetrical bits. Probably do this in the other pits too just random bits of stuff. Kind of like the ones in the bridge top. As mentioned I might be junking those outer bays and redoing them.
A few placement renders to show the part in relation to the rest of the ship.
Some more working in and attempting to rescue the existing model for this greeble part. I think it works ok. Still unsure about some of the central pits as I want to add some sort of design into them vs just a bunch of things in a hole. Example of want I want to avoid is the front pit on the Voyager.
The largest thing I am avoiding is eliminating that division bulkhead. The tapering of the resulting outer pit is enough to look like a error and not a intentional angle. Adjusting that would pretty much axe everything outside of the lighter gray bulkhead. Also means going into archives to patch in the geo here as it is not a flat faced curve.
HAH the kick in the pants, is that bracket/bulkhead WAS square to the pits opening on the outside edge. Ugh compound curved surfaces just screw with the eye. Needless to say I have patched out everything outside that lighter gray bulkhead. Redoing things now and will not be placing that one bulkhead where it was as it just did not read right.
oops forgot to post this so here is a render from a few hours ago (dinner lol)
anyhow as the image shows I decided to just do away with that entire bulkhead brace entirely.
Posts
EDIT
Got a bit tired of flat walls so even though I planned to just do lit boxes I tossed my old tan red interior in.
not exact images used but ones found vis google. Ok just the Defiant, checked most of the TMG ships and they follow the left to right arrangement. As such you look at a com badge for example fat to the left. Rotate it to a reading path of left to right the fat is on the bottom. This pattern held from the intro of the Excelsior (shuttles etc) through to about when the SOV was introduced and ships following in VOY took on this arrangement (generally as they flip flopped)
https://www.ex-astris-scientia.org/scans/mechanics/voyager6.jpg
https://www.ex-astris-scientia.org/scans/mechanics/voyager5.jpg
then again I see on the Nova class top nacelle it follows the SOV layout.
but then it is inverted on the bottoms. . . . . . . . . .
NOW this is all moot unless you refer to having it much smaller and sitting on the rise of the central detail above the deflector.
Keep in mind the tonal areas are just for planning, over all materials are not final.
extra renders.
I really like the look of this area, especially the shape of the windows
It is apparently past the time to shill the SOTL 2022 calendar. . . . missed the preorder period. (not a affiliate link) I should be posting a teaser/mini sample later on as it is pretty much spoiled when Amazon posted it up for sale.
The update is not much on the ship, just messing with textures to give the hull a bit more to play with. Using one of my common maps so it could be changed later.
Also a bit of a failed sensor pit. It has too much chin atm and needs lowering. I had a thought of a alteration in the hull but eugh means deleting all of this and reverting to subdiv to get the geo in. Idea is that central area below the super structure is a raised spine that runs down the length of the hull to the leading edge. vs it being a curved slope with that shape cut in panels. Probably mull it over some before I go further.
First rando renders with various changes in materials.
Sensor pit rough out.
Debating on the green stripe having a lounge there in the inset detail over just what appears as grills. Would be a very very small lounge, or skylights sorta thing. . . .
I have xinyan scaled to about 5'9 not counting her hair.
A few placement renders to show the part in relation to the rest of the ship.
The largest thing I am avoiding is eliminating that division bulkhead. The tapering of the resulting outer pit is enough to look like a error and not a intentional angle. Adjusting that would pretty much axe everything outside of the lighter gray bulkhead. Also means going into archives to patch in the geo here as it is not a flat faced curve.
oops forgot to post this so here is a render from a few hours ago (dinner lol)
anyhow as the image shows I decided to just do away with that entire bulkhead brace entirely.
ohh gonna have to open another blog soon coming up on my 3gig cap. lol