Oh and by the way, does anyone know if there is a camera setting that resembles the viewport settings? 'cause it happens a lot that, by accident, I find interesting perspectives in the viewport. Like this one:
And than find myself unable to reproduce them with a camera for a proper render. In this particular case I did use the Full-Frame camera with a Focal Length of 17.
While relatively close, the viewport render still looks better except of its poor render quality. And yes, that actually bugs me. Probably more than it should.
Look at adjusting the LENS of the camera. Depending on how it is set up it appears the lower image is at 22 to 34mm vs say 55mm for the viewport. If it is set up to mimic a 35mm camera (the film not lens) 55mm is close to human eye, while lower numbers will "fish eye" the view higher the number generally the flatten the "depth" or perspective warping. Using lens size is a way to give more or less feeling of scale in a render. Or to shoehorn specific details into a scene. Something to keep in mind is to match all of this in composite.
As for the software check to see if there is a create camera from view option.
I definitely recommend everyone take a photography "course", least to understand how a real old physical camera works. I mean by this is to read up on them online. I'm sure there is a equivalent to a 101 course on youtube etc.
I did add a bit more detail to the bridge dome and the bridge got new chairs. Its my first attempt. They don't look exactly right. But you can see the intention, can't you?
And the conference table got an update, too.
After that I was looking for more opportunity's to use the wood texture. And ... oh my ... stupid me was trying to create the carpet within Blender using noise textures when you can just download stuff like this. It's not like I haven't done that before. Who knows, sometimes I just need to feel the pain I guess.
Thank you @evil_genius_180. I want to go back to the exterior model soon. But I just can't sleep at night if I don't know what the ship is looking like from the inside. I moved the interior to it's own project file, though. So I can go as detailed as I want without having to fear that my computer can't handle the exterior model any more.
Indeed, it's impressive that a lot of attention is being given to the insides as well as out. You could pull off one of shots that newer Star Trek series are so fond of, where the camera transitions from an internal to external pull-away.
You could pull off one of shots that newer Star Trek series are so fond of, where the camera transitions from an internal to external pull-away.
I actually like these kind of shots. Don't know if I will ever get there but I am dreaming of recreating the opening sequence of "The Cage" for some while now. Where the camera is flying through the glass dome inside the bridge.
I'm working on a version with more detail inside the inner frame but this is pretty much what they all are supposed to look like on the exterior model.
It feels kinda wrong, though for a spaceship to have rocks reflecting in the window. How do you guys avoid that the HDRI is reflecting in the glass? Moving and rotating only helps minimal.
Edit:
Okay, Nevermind. Found a rather simple solution. Although I assume this will only work for close-up's.
Window treatment is tedious. Momentary distractions:
Oh wow, those shuttlebay OLS lights! I see the detail and I'm like, "Why haven't I thought of that?" I feel like I need to steal this idea and edit some of my models.
Oh wow, those shuttlebay OLS lights! I see the detail and I'm like, "Why haven't I thought of that?" I feel like I need to steal this idea and edit some of my models.
Be my guest. Looking forward to see what you will do with this idea.
Funny thing ... I did never know nor could I imagine, what these lights are supposed to be good for. It's the first time that I have read the correct term for it. Now having read what OLS means they make so much more sense. But now I also know that a real OLS requires a few more light signals and I am thinking about how to include those.
Funny thing ... I did never know nor could I imagine, what these lights are supposed to be good for. It's the first time that I have read the correct term for it. Now having read what OLS means they make so much more sense. But now I also know that a real OLS requires a few more light signals and I am thinking about how to include those.
The lights are supposed to be to help manually guide a shuttle in. In the event of a landing, all of them won't be lit at once. If you're on course, only the middle lights are lit. If you veer to one side or the other, the appropriate light lights up to show you in what direction you're off course, so that you can correct in the opposite direction.
The lights are supposed to be to help manually guide a shuttle in.
Thank you, I got that now. I'm a bit embarrassed, though that I didn't thought of that myself. One reason might be that I always imagined that shuttles and other vehicles would be taken in by a tractor beam, in every case. What I thought now is that in the 3 dimensional void of space you can't only get off course to the left and right but also up and down. And it would make sense to also have signals indicating on the z axis if you are on course or not.
Guess it got time to think about greebles. I intent to stuff those three rings around the bottom half of the saucer with all sorts of sensors and service ports. First attempt.
Very nice. I really like how you did those details where the pylon meets the nacelle. I'm looking forward to seeing how you continue to develop the inner details.
Thanks. I had high ambitions for the inner details, when I started this years ago. But over time I realised that I'm really not good with the greeble stuff. So we will have to see what comes out of this.
And the impulse engines also leave a lot of space for inner details.
I will most likely close the gaping hole on the back again but they still will be mostly exposed to space. Thought it would save the cooling system. Of course you can't rely on space alone for cooling your engines. If radiation from a star hits your ship it can get fricking hot out there. So you still need a cooling system but it wouldn't have to run all the time.
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And than find myself unable to reproduce them with a camera for a proper render. In this particular case I did use the Full-Frame camera with a Focal Length of 17.
While relatively close, the viewport render still looks better except of its poor render quality. And yes, that actually bugs me. Probably more than it should.
As for the software check to see if there is a create camera from view option.
I definitely recommend everyone take a photography "course", least to understand how a real old physical camera works. I mean by this is to read up on them online. I'm sure there is a equivalent to a 101 course on youtube etc.
And the conference table got an update, too.
After that I was looking for more opportunity's to use the wood texture. And ... oh my ... stupid me was trying to create the carpet within Blender using noise textures when you can just download stuff like this. It's not like I haven't done that before. Who knows, sometimes I just need to feel the pain I guess.
Thank you. Your Reliant wasn't bad on that regard as well.
I actually like these kind of shots. Don't know if I will ever get there but I am dreaming of recreating the opening sequence of "The Cage" for some while now. Where the camera is flying through the glass dome inside the bridge.
It feels kinda wrong, though for a spaceship to have rocks reflecting in the window. How do you guys avoid that the HDRI is reflecting in the glass? Moving and rotating only helps minimal.
Edit:
Okay, Nevermind. Found a rather simple solution. Although I assume this will only work for close-up's.
Window treatment is tedious. Momentary distractions:
Oh wow, those shuttlebay OLS lights! I see the detail and I'm like, "Why haven't I thought of that?" I feel like I need to steal this idea and edit some of my models.
Be my guest. Looking forward to see what you will do with this idea.
Funny thing ... I did never know nor could I imagine, what these lights are supposed to be good for. It's the first time that I have read the correct term for it. Now having read what OLS means they make so much more sense. But now I also know that a real OLS requires a few more light signals and I am thinking about how to include those.
The lights are supposed to be to help manually guide a shuttle in. In the event of a landing, all of them won't be lit at once. If you're on course, only the middle lights are lit. If you veer to one side or the other, the appropriate light lights up to show you in what direction you're off course, so that you can correct in the opposite direction.
Another Thing I couldn't wait with.
“Did you get the tag of the ship that hit you?”
No…couldn’t read the numbers;)
- Mike Oldfield
I will most likely close the gaping hole on the back again but they still will be mostly exposed to space. Thought it would save the cooling system. Of course you can't rely on space alone for cooling your engines. If radiation from a star hits your ship it can get fricking hot out there. So you still need a cooling system but it wouldn't have to run all the time.