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3DAnother TOS Constitution and Shuttle

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Posts

  • evil_genius_180evil_genius_1802221 Posts: 10,101Member
    Yeah, that does almost look like a shot straight out of TOS.
    scifiericCoward
  • scifiericscifieric1046 Posts: 1,413Member
    I agree. Very well done!
    Coward
  • gmd3dgmd3d247 DublinPosts: 128Member
    Amazing work.
    scifieric
    “You become responsible, forever, for what you have tamed.”
  • JasonAdankJasonAdank32 Posts: 27Member
    that a great mood shot, id love to see it closer to the camera for that more imposing look.
    Feel free to visit my now archaic Renderosity Gallery.
  • CowardCoward493 Posts: 25Member
    While I haven't touched the Constitution model since my last post, I did start modelling a shuttle craft for it (Started it around the release of Blender 2.9, but ended up distracted and have only got back to it this past month).
    So far I have finished the warp nacelles, and I'm currently slowly integrating the main hull pieces together (modeled it in 3 pieces).

    One thing I'm currently undecided on is to have the warp nacelles parallel to each other, or have them toed in so they are parallel to the hull?

    t7cfdpfj9egt.png
    Lizzy777Warp Propulsion LaboratoryFreakStarCruiserscifiericBolianAdmiralRory1707srspicer
  • CowardCoward493 Posts: 25Member
    Very slowly progressing on the shuttle. So far I have finished integrating the the bottom hull and the side walls of the top hull into one mesh, and I've finished modelling the warp pylons/wings (I ended up going with the warp nacelles parallel to each other).
    ick1x05hovb7.png

    I've finished most of the work on the rear landing gear, but I may redo some of it to add some details I missed (mainly the teardrop shaped indent).
    syib6tuslbeb.png

    I also changed how I was doing the curve on the warp nacelles corrugated rear caps. I was using a boolean object to cut out the curve, but I realised that I could get a similar result using vertex groups and a shrinkwrap modifier. The great thing about this method is it doesn't create unneeded vertices, which should mean that there will be minimal or no cleanup when I apply the modifier stack.

    Next part I'll be working on is integrating the middle hull part into the rest of the main hull. I should have done this earlier as it's going to be a real pain to do cleanly , since I've already freezed the subd of the main hull part.
    ProviFXLizzy777scifierictrekkiBrandenbergWarp Propulsion LaboratorylewisnivenStarCruiserBolianAdmiralRory1707and 1 other.
  • StarshipStarship371 São Paulo - BrasilPosts: 1,911Member
    Looks nice!
    Great attention to details. B)
    scifieric
  • BrandenbergBrandenberg1640 CaliforniaPosts: 1,920Member
    Agree with Starship
    scifieric
  • TallguyTallguy193 Posts: 403Member
    Coward wrote: »
    Very slowly progressing on the shuttle. So far I have finished integrating the the bottom hull and the side walls of the top hull into one mesh, and I've finished modelling the warp pylons/wings (I ended up going with the warp nacelles parallel to each other).

    I've finished most of the work on the rear landing gear, but I may redo some of it to add some details I missed (mainly the teardrop shaped indent).

    I also changed how I was doing the curve on the warp nacelles corrugated rear caps. I was using a boolean object to cut out the curve, but I realised that I could get a similar result using vertex groups and a shrinkwrap modifier. The great thing about this method is it doesn't create unneeded vertices, which should mean that there will be minimal or no cleanup when I apply the modifier stack.

    Next part I'll be working on is integrating the middle hull part into the rest of the main hull. I should have done this earlier as it's going to be a real pain to do cleanly , since I've already freezed the subd of the main hull part.

    That's really good!
    scifieric
    Bill "Tallguy" Thomas All I ask is a tall ship...
    Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
  • CowardCoward493 Posts: 25Member
    edited February 23 #41
    Haven't touched this in a while, but I do have some newer wip images, so might as well post them.
    Modeled the rear details and added the engines. Not sure if I'll keep the glowing look, or go with something that better matches the full size prop - it appears to have rectangular tubes in the show, but the restored prop has the glowing panels.
    fnrwtdwkuofo.png

    Close up of the details behind the vent grill. It's mainly all geometry, but the holes and lights are procedural materials - the grill that covers it is also a procedural material.
    um2wej29seqz.png

    Did some initial modeling of the side door but I might end up keeping it closed on the finished model - plus I might have to remodel it, as it possibly intersects the side geometry when it opens and closes.
    2jfumv14rmxm.png

    From memory the main things left to do on the model is some minor modelling, a whole lot of beveling, and creating all the textures.
    Post edited by Coward on
    Lizzy777wibbleSoul Screamscifiericcaveat_imperatorAel'spubliusrBolianAdmiralStarCruiserRory1707
  • CowardCoward493 Posts: 25Member
    edited November 1 #42
    Slowly plodding along with this. I've pretty much finished all of the exterior modelling, just need to apply the mirror modifier and reconnect the asymmetrical bits... well until I find something else to model or remodel :p .
    rf2rujrnzdlh.png
    dxqwzcntekbj.png

    Ended up modelling a simple interior, but probably won't do much more with it for a while (got a few other models I want to work on). It's rather cramped height wise and with the models current scale if you were to stand up straight your head would be sticking out of the hull.
    rrne9xgbq0qt.png

    I've also started on drawing the decals, I do need to find a better font for the smaller text but considering you can't really see it on the show it probably doesn't matter too much.
    slo3mwmloj6j.png
    Post edited by Coward on
    trekkiwibbleevil_genius_180scifiericStarCruiserLizzy777caveat_imperatorRory1707BolianAdmiralsrspicer
  • evil_genius_180evil_genius_1802221 Posts: 10,101Member
    That's looking outstanding so far. :+1:
    scifiericCoward
  • CowardCoward493 Posts: 25Member
    Finished adding all the details (hopefully haven't missed any), and applied the mirror modifier on the main hull and warp engine. Realised that I hadn't removed the step on the other nacelle, so did that. Really the only thing left on the exterior is to fiddle a bit with the materials (the full size model appears to have a rather glossy/reflective paint on it) and rig the landing gear.
    zn936q1qeti4.png
    q0dkpccb9t5z.png
    0eaccdh36lsx.png
    trekkiwibbleLizzy777evil_genius_180Rory1707StarCruiserscifiericcaveat_imperatorsrspicerBolianAdmiral
  • trekkitrekki700 Posts: 1,244Member
    Very nice object, I like the old "thing" ! :)
    scifiericCoward
  • scifiericscifieric1046 Posts: 1,413Member
    That is really pretty!
    Coward
  • CowardCoward493 Posts: 25Member
    So today got an urge to render the shuttle in the shuttle bay (the shuttle bay is still very much wip, I haven't touched it in ages), which in the end led me to doing a bit more material work.
    figqvlyfyw4n.png

    While searching for info on the shuttle's chairs, I found a blog post with some information on the shuttle's colours, so now it should be closer in colour to the actual model - one thing I hadn't noticed was that the underside was a darker grey than the top (thought it was just the lighting).
    https://collectormodel.com/round2-models/5013-star-trek-modeling-a-brief-history-of-the-shuttlecraft-galileo-pt-4/

    I've also been experiencing a rendering bug with the alphas of my decals, for whatever reason it ignores some of the underlying meshe's material settings, messing up the specular highlights. Here's a quick example from the viewport renderer showing what going on.
    np6i941mfhg3.png



    evil_genius_180BolianAdmiralStarCruiserscifiericcaveat_imperatorsrspicer
  • evil_genius_180evil_genius_1802221 Posts: 10,101Member
    That's a good looking bay. That sucks about the decals. What if you were to move the shader layers on top of them in the hierarchy, would that maybe fix the issue?
    scifieric
  • BolianAdmiralBolianAdmiral973 Torrance, CaliforniaPosts: 2,384Member
    Looks outstanding to me! Great work!
    wibblescifieric
  • scifiericscifieric1046 Posts: 1,413Member
    Oh, that is beautiful work! I love it!
  • Paul MoechnerPaul Moechner299 Posts: 70Member
    this is awesome! love the work with the shuttle bay! I haven't dared mess with the shuttle bay interior yet lol.
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