So, I'm back again - but NOT with a Trek project this time. I'm taking a little break from Gene's universe, but still want to keep my hand in with 3D, so have started something that's coming straight out of my imagination...
Lots and lots to do, before I can say that I have got this idea fully out of my brain and onto the screen as a model. She or rather
he (I'll explain later) is a 56 meter long starship capable of atmospheric flight and space flight, and FTL.
He will have teeth, this is going to be a sort of gun ship. The "wings" will move and have different positions. Yes, this ship will be able to land. As always, something fun to explore the universe with. I'll be working on an interior as well as exterior. But this is sort of the start more will follow. For now, working on some the detail on the front of the hull -
C&C welcome. More soon
Posts
C&C welcome, more soon :-)
- Mike Oldfield
Or,
The Protectorate Scout, Sentinel Series – registration S121.
Role: Deep range scout, primary investigation and enforcement vehicle. Enhanced stealth and anti-detection systems for observation roles. Primary Omni-directional Pulse Cannons for enforcement role, with reactive defence shielding and reenforced hull plating. Secondary Disruption Cannon for target capture.
Power: Solar Fusion Core, rated for 50 Terran years, with backup chargeable batteries. Core replaceable at appropriate Protectorate Shipyard.
Drive Systems: Sublight Thrusters (rated for atmospheric use), Primary AG drive (sublight), and a secondary Hyper Propulsion System (FTL).
Crew: 1-2, not including onboard AI.
Real world background;
I’ve been playing around with this design for almost… 25 years. It’s gone through a few iterations over the years, from a sphere with wings to a more organic looking similar shape to its current lines. Like all of my 3D work, the original model was lost a few years back, aside from a few videos showing how the wings fold up (I’ll upload them at some point). The story background for the ship – and its crew – is also something I have played around with and worked on. Ironically, I’ve never sold a sci-fi story – horror yes, but not sci-fi (well, not yet – there is still time, lol). But anyways, whilst I’m taking a break from a few things I thought I would have a go and build this. No, it’s not Trek – but something else, so I hope you enjoy the build and a little glimpse into a universe I’m creating.
More soon :-)
- Mike Oldfield
and the backend -
C&C welcome, more soon!
- Mike Oldfield
And a quick look at the two states of the wings (the current ones are temp, they will be more dynamic, but wanted to show them folded as far as the joint will allow) -
More later, C&C welcome!
- Mike Oldfield
Thank you :-)
It's currently 56 meters long, so it will have space to live in as well as a control area and a few other things. I'm thinking that the crew facilities will be across one deck, but I want to get more of the external detail done before I dive inside.
More soon, all comments & questions welcome :-)
- Mike Oldfield
C&C welcome, more soon :-)
- Mike Oldfield
C&C welcome, more soon :-)
- Mike Oldfield
Thank you, the wings are one of my fav things. I may play around with them a little, see if I can refine the shapes to be better. They look rather delicate, which I don't have an issue with (at the moment), but it's something I shall think on.
More soon :-)
- Mike Oldfield
C&C welcome, more soon!
- Mike Oldfield
Started work on the weapons bay - the "gun" is a placeholder (something I borrowed from my flying saucer project) it will be changing! -
More soon!
- Mike Oldfield
https://projectswordtoys.blogspot.com/2022/09/spacex-rocketship-hawk-origin.html?m=1
https://www.flitetest.com/articles/the-lifting-body-fighter-project
There were swing-wing lifting bodies
https://www.secretprojects.co.uk/threads/us-lifting-bodies-studies-start-asset-prime-fdl-x-24-etc.722/page-2
https://www.pinterest.com/ziaairmac/lifting-body-aircraft/
Though not a trek ship…it’s TNG phaser look would make it a replacement for this:
https://memory-beta.fandom.com/wiki/Scorpio_class
The original was far more organic looking, but I could never get the wings to sit right. Going for an angular look solved that problem. Plus, and not to keep rehashing this, I lost all my original 3D work, so I've had to start again with this as well. This is probably the furthest I've got with the design though, lol.
Phaser look? I hadn't noticed, but yes you could say it has that look, but (big but), this is no Trek ship :-)
Update to the Primary Pulse Cannon -
Needs more detail and to be finished, but it's coming along nicely.
C&C welcome, more soon!
- Mike Oldfield
I guess it has a phaser-ish shape. But it wasn't intentional -
Anyways, C&C welcome, more soon :-)
- Mike Oldfield
The more angular take is best with flat wings—it all works together
I'm rather pleased with how they turned out :-)
That was my thoughts as well. Although the prior iteration was a smooth hull with split wings (as I've done here). I've not been able to find the animation of the old version, so I'm going to put that in the "lost everything from YouTube as well," sigh.
More soon!
- Mike Oldfield
Things still to do - add logo, final texturing, add landing gear, add egress hatch, add minor details (then phase 1 complete, and on to phase 2 the interior...)
C&C welcome, more soon.
- Mike Oldfield
C&C as always, welcome. More later (prob tomorrow, need to recharge my batteries).
- Mike Oldfield
https://youtube.com/watch?v=4rczyggwtx4
The old test video I made, before I lost all the files. Here's a new one that's fresh off the press -
https://youtube.com/watch?v=k9GrMyCmXsM
C&C welcome, more soon!
- Mike Oldfield
Lots more work to do, but thought it would be nice to texture what I already have :-)
C&C welcome, more soon!
- Mike Oldfield
If there was something I'd focus in on, it would be to improve the shader for the hexagonal panels, maybe ramp up the reflection map, and bump/normal mapping? Or, since you're a 3dsMax user, you could open up the retopology tools - one of the topology patterns is called 'hive', which will quickly create nice hexagon patterns on your hull surface. An Open Chamfer operation will separate the hexagons into individual elements, then the Shell Modifier will give the hexagons some depth. Then add a Material By Element modifier, which will randomly assign polygon IDs to your hexagon elements. From there creating a multi-sub-object material will give each hexagon a slightly different colour/brightness/reflectivity/etc.
The retopology tools work best when the underlying geometry has a nice even distribution of polygons, otherwise the hexagons tend to get stretched in places. If you think it's worth going this route with the model, I'd be tempted to create a separate plane object with the desired polygon density, then once you have your hexagon pattern made, you can boolean/slice the hexagons into the various shapes you need to fit your ship.
I hope at least some of that makes sense!
Thank you! It all makes sense.
I have thought about doing it - the only reason I haven't is because I haven't finished putting on all the details and surface objects that need to be in place. Also, I'm not 100% attached to the hexagonal panels - so they may change. I like them... but I can do better.
More soon ;-)
- Mike Oldfield
C&C welcome, more soon
- Mike Oldfield
Thank you!
- Mike Oldfield
Now to work on the landing gear and egress hatches - C&C welcome, more later :-)
- Mike Oldfield
C&C welcome - more soon!
- Mike Oldfield
C&C welcome, more soon :-)
- Mike Oldfield