Another update. I was unhappy with the environment since I had to turn off the fog to make the spot lights work. So I replaced the spot lights
with textures on planes, added fog and worked on the cliff and ground some more. Not happy with the triangle windows yet, maybe adding some glow would help. Gotta fix the nose - uv mapping gets messed up there when subd is applied. Thinking of adding a subtle turbulence stream of some sort behind the engines too.
The triangular windows really look like planes just pasted on - were they like that in the original? Maybe you could round the corners on them (since sharp corners are famously a structural weakness). They'd be triangular still, but not sharp corners (with a fairly wide corner radius). I'd also suggest doing window boxes behind them like a lot of the Trek shipbuilders do (I've also seen good parallax shader examples if your software can do that).
They probably WERE triangles pasted on the original model. And, so are mine right now
I'm trying to keep the model modify-able until I'm sure the form is as correct as I can get it before cutting in smaller details like the front torpedo tubes. Keeping this true to the show, but also trying to add detail/make it feel more photo realistic is becoming a hard line to walk.
Using a parallax shader might add the needed detail to make the windows seem less basic though.
I Googled "Seaquest DSV sets" and what do you think was the very first thing I saw?
I modeled those grates up in the ceiling (they're the same ones used all over Star Trek) and released them here - you may as well save yourself some trouble and grab those.
Just finished rewatching the first season.. you know what? I enjoyed it more than I thought I was going to.. that crew photo makes me feel sad for some reason... but then so does cheers every morning at the minute haha I think it's a sign that I'm getting old....
This thread has turned into quite the rollercoaster
This thread has turned into quite the rollercoaster
I think this show had more of an effect on people than anyone realizes. With better behind the scenes management and vision, this might have gone further and done better. I can only hope Netflix lets me reboot it. I have ideas......
This thread has turned into quite the rollercoaster
I think this show had more of an effect on people than anyone realizes. With better behind the scenes management and vision, this might have gone further and done better. I can only hope Netflix lets me reboot it. I have ideas......
Take the resource crisis of the 3rd season, the peacekeeping and exploration concept of the first season, and take nothing whatsoever from the 2nd season and you've got a good reboot there
After lurking around SciFi Meshes for the past year (old job, then new job kept me super busy) I got inspired by the work Starsailer78 is doing on his seaQuest bridge, so I did some more work on mine.
Added the corridor at the back. Did a first pass at the clam shell doors (those are a nightmare) and updated the regular workstation chairs a bit. Test render done with CyclesX in Blender 3.0. CyclesX is definitely faster, but I still think I'm gonna switch this over to Max/Vray. I can just do better with that combo instead of Blender.
Still plenty more to model until bridge is done. Hopefully doesn't take another year to get finish the bridge. My ultimate goal was to model the whole dang ship and make a walk through game like the ill-fated "Stage 9" of the TNG Enterprise.
Search lights suck. They're noisy and chunky - probably due to using Vray Denoiser. But the worst is that they cut off midway down. I'm using Vray GPU to render. This cutoff doesn't happen in regular Vray. Can't find a setting to fix this in Vray's settings, the environment fog settings or the light's settings. Might have to resort to using a spotlight picture on a card or something.
Windows are one object using a tiled, fake interior shader and it totally isn't working. Might have to cut the windows into the hull and I really don't want to.
The show never really said these were windows anyway, but what else could they be?
Hull texture UVs are garbage. Especially around the Docking Sphere. Looked better in Blender. Gonna have to sort them out.
Sick of the exterior for now. Probably going back to the interior/bridge for a while. The feel of the water/fog seems about right though! The lighting seems close to the show. That's something :P
Posts
That's pretty cool. Thank you.
with textures on planes, added fog and worked on the cliff and ground some more. Not happy with the triangle windows yet, maybe adding some glow would help. Gotta fix the nose - uv mapping gets messed up there when subd is applied. Thinking of adding a subtle turbulence stream of some sort behind the engines too.
I'm trying to keep the model modify-able until I'm sure the form is as correct as I can get it before cutting in smaller details like the front torpedo tubes. Keeping this true to the show, but also trying to add detail/make it feel more photo realistic is becoming a hard line to walk.
Using a parallax shader might add the needed detail to make the windows seem less basic though.
I modeled those grates up in the ceiling (they're the same ones used all over Star Trek) and released them here - you may as well save yourself some trouble and grab those.
Awesome!! Gives me chills!
This thread has turned into quite the rollercoaster
I think this show had more of an effect on people than anyone realizes. With better behind the scenes management and vision, this might have gone further and done better. I can only hope Netflix lets me reboot it. I have ideas......
Take the resource crisis of the 3rd season, the peacekeeping and exploration concept of the first season, and take nothing whatsoever from the 2nd season and you've got a good reboot there
Current Projects:
Ambassador Class
After lurking around SciFi Meshes for the past year (old job, then new job kept me super busy) I got inspired by the work Starsailer78 is doing on his seaQuest bridge, so I did some more work on mine.
Added the corridor at the back. Did a first pass at the clam shell doors (those are a nightmare) and updated the regular workstation chairs a bit. Test render done with CyclesX in Blender 3.0. CyclesX is definitely faster, but I still think I'm gonna switch this over to Max/Vray. I can just do better with that combo instead of Blender.
Still plenty more to model until bridge is done. Hopefully doesn't take another year to get finish the bridge. My ultimate goal was to model the whole dang ship and make a walk through game like the ill-fated "Stage 9" of the TNG Enterprise.
This view is inside the front of the ship, looking aft. 6 foot tall crewman for scale.
It looks like something from Farscape. Like the interior of some sort of Leviathan like Moya.
Maybe blue Leviathans could have been the male of the species?
Search lights suck. They're noisy and chunky - probably due to using Vray Denoiser. But the worst is that they cut off midway down. I'm using Vray GPU to render. This cutoff doesn't happen in regular Vray. Can't find a setting to fix this in Vray's settings, the environment fog settings or the light's settings. Might have to resort to using a spotlight picture on a card or something.
Windows are one object using a tiled, fake interior shader and it totally isn't working. Might have to cut the windows into the hull and I really don't want to.
The show never really said these were windows anyway, but what else could they be?
Hull texture UVs are garbage. Especially around the Docking Sphere. Looked better in Blender. Gonna have to sort them out.
Sick of the exterior for now. Probably going back to the interior/bridge for a while. The feel of the water/fog seems about right though! The lighting seems close to the show. That's something :P
Some stills:
Mostly screen grabs and some Photoshop.