It's a thing of beauty, really lovely mesh! This is personal preference, but I'm wondering if the shader should be dialed back from being quite as chrome-like - a less reflective material would reduce the size of the white highlights.
It's a thing of beauty, really lovely mesh! This is personal preference, but I'm wondering if the shader should be dialed back from being quite as chrome-like - a less reflective material would reduce the size of the white highlights.
I'd been considering that. Right now I'm using the same settings that I did on my Enterprise model. Mostly because that's how I thought it looked from early episodes of Strange New Worlds and the teaser trailers. I might make it a bit more gray and tone down the metallic look sometime down the line if I ever get around to doing some proper scene renders. Maybe tone it to look a bit more like the NX-01 than a polished chrome desktop model.
According to John Eaves, when he and Scott Schneider were working out the Enterprise's hull materials, they wanted it to look like bare metal. Then the people doing the CGI model took that forward and made the model look metallic and, thus, very shiny.
I don't know if they tweaked the materials at all for SNW, but the ship definitely looks very metallic on screen.
So, I finally got around to detailing the mission pod. Just like the movie version, it has a pair of torpedo launchers fore and aft. But unlike the original, I've added a deflector dish as well. After a few adjustments to the pod itself and the surrounding parts, I feel like I've completed the build part of this project.
Now I just need to unwrap everything and texture it.
It's a fairly simple node setup in Blender. I think half of it is the material settings, and the other half is the HDRI lighting.
So, here are my super simple material settings.
And the basic default EasyHDRI plugin settings.
I think a lot of the heavy lifting is done with the texture maps that I created in Photoshop. And that is helped along by me ACTUALLY taking some care in laying out my UV maps! LOL Instead of like, "box unwrap" and hope for the best.
Figuring out some new settings since I upgraded Blender. I also learned how to properly collapse a mesh (the Enterprise in this case) and reassign materials. Turns out, if I hadn't, there'd be 2 Reliants in this scene.
Figuring out some new settings since I upgraded Blender. I also learned how to properly collapse a mesh (the Enterprise in this case) and reassign materials. Turns out, if I hadn't, there'd be 2 Reliants in this scene.
Yeah, I don't know if Kirk would have won the Mutara Nebula fight if there had been 2 Reliants, so it's a good thing you nixed one.
Yeah, I don't know if Kirk would have won the Mutara Nebula fight if there had been 2 Reliants, so it's a good thing you nixed one.
Haha Yeah, that would have been a bit of a pickle! Though it just shows how easy it'd be for me to change the registry and names to show off different ships. A quick edit and the Enterprise can become Yorktown. Same with turning the Reliant into the Brattain.
Okay! Since I couldn't get the lighting effect that I wanted on the name and registry numbers using illumination objects, I decided to fake it with emissive maps.
Once I do one ship, the other becomes easy. Glad I left the UV maps the same between the two when I built the Reliant.
Good choice with the emissive maps. That's probably how they do it on the show. Star Trek self lighting always looks neat, but it can never be accomplished without fakery.
What could the U.S.S. Miranda look like in Star Trek: Strange New Worlds? Well, if we take a look at the Farragut from Season One, maybe it'd look like the U.S.S. Reliant concept by Joe Jennings, Mike Minor, and Lee Cole?
Now all I need to do is figure out the connections between the drydock arms, and the superstructure that goes into the middle. Then add materials and.. I'll probably figure out something else I missed.
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Thank you!
I'd been considering that. Right now I'm using the same settings that I did on my Enterprise model. Mostly because that's how I thought it looked from early episodes of Strange New Worlds and the teaser trailers. I might make it a bit more gray and tone down the metallic look sometime down the line if I ever get around to doing some proper scene renders. Maybe tone it to look a bit more like the NX-01 than a polished chrome desktop model.
We'll see, I suppose. I'm just not there yet.
I don't know if they tweaked the materials at all for SNW, but the ship definitely looks very metallic on screen.
Now I just need to unwrap everything and texture it.
https://www.deviantart.com/lizzygibbs3d/art/U-S-S-Reliant-WIP-Final-945201658
thank you!
Thank you!
It's a fairly simple node setup in Blender. I think half of it is the material settings, and the other half is the HDRI lighting.
So, here are my super simple material settings.
And the basic default EasyHDRI plugin settings.
I think a lot of the heavy lifting is done with the texture maps that I created in Photoshop. And that is helped along by me ACTUALLY taking some care in laying out my UV maps! LOL Instead of like, "box unwrap" and hope for the best.
Yeah, I don't know if Kirk would have won the Mutara Nebula fight if there had been 2 Reliants, so it's a good thing you nixed one.
Thank you!
Haha Yeah, that would have been a bit of a pickle! Though it just shows how easy it'd be for me to change the registry and names to show off different ships. A quick edit and the Enterprise can become Yorktown. Same with turning the Reliant into the Brattain.
Okay! Since I couldn't get the lighting effect that I wanted on the name and registry numbers using illumination objects, I decided to fake it with emissive maps.
Once I do one ship, the other becomes easy. Glad I left the UV maps the same between the two when I built the Reliant.
Well, would you look at that! PROGRESS!
Now all I need to do is figure out the connections between the drydock arms, and the superstructure that goes into the middle. Then add materials and.. I'll probably figure out something else I missed.