Thanks! I didn't have great references for the filming model so I decided to make it a variant. I'm working on the interior as well, but haven't made any renders or screen grabs yet. I'm thinking it's wide enough to have a pilot and navigator on the left and right, and a 'skipper' in the center. It could probably seat 60 people comfortably. I'm also debating whether to separate the rear passenger compartment and the forward cabin. The doors on each side would make the most sense as the dividing line with an airlock complex and hallway running the width.
Liking the Exec. shuttle variant.
For reference, here are images of my model kit I put out through Federation Models. I cannot access the images of the filming model I have right now, but my kit is an exact replication of the details/kit parts used.
Liking the Exec. shuttle variant.
For reference, here are images of my model kit I put out through Federation Models.
Lovely….I might have Raan nacelles with supports curving out and down from where that F-18 cutwater/ Leading Edge Root Extension (LERX) is at its widest.
That C4 is stunning, maybe just needs a couple of tweaks in the door handle inset (softer edges?) and the panel line is just a little off/inconsistent but you probably already noticed it.
The other day I opened the Defiant I had started a while ago . . . learned a bunch since then, and also tried out a new paneling method on the warhead. It involves applying all the modifiers in the stack, deleting half the mesh, and adding a mirror modifier again. Then in this order: Edge Split, Solidify, and Bevel. Cut panels with Knife tool, mark those edges sharp, and boom, non-destructive panels that can be easily re-done or changed.
Not currently very visible since I haven't worked on the materials yet.
Sorry to bring this back from the past, but I have been trying this method and can't see a thing (the hull looks clean and smooth like baby skin). Could you elaborate on this method for paneling, please? It's a really tedious part that always introduces shading problems when don with bevel and extrude.
The other day I opened the Defiant I had started a while ago . . . learned a bunch since then, and also tried out a new paneling method on the warhead. It involves applying all the modifiers in the stack, deleting half the mesh, and adding a mirror modifier again. Then in this order: Edge Split, Solidify, and Bevel. Cut panels with Knife tool, mark those edges sharp, and boom, non-destructive panels that can be easily re-done or changed.
Not currently very visible since I haven't worked on the materials yet.
Sorry to bring this back from the past, but I have been trying this method and can't see a thing (the hull looks clean and smooth like baby skin). Could you elaborate on this method for paneling, please? It's a really tedious part that always introduces shading problems when don with bevel and extrude.
Thanks a bunch!
Simplest answer would be to check if you have clamp overlap checked under the geometry tab of the bevel modifier.
I would recommend going into your preferences and changing some interface colors, specifically for face orientation. Then in the viewport overlay drop down check the face orientation box. It'll show back faces in red and everything else in blue. I changed my color to 0 alpha so it's invisible, then I can easily see flipped normals in red. It also makes it easier to see overlapping bevel errors.
If you find you're getting a lot of bad overlaps you can go in and slide some verts around.
Simplest answer would be to check if you have clamp overlap checked under the geometry tab of the bevel modifier.
I would recommend going into your preferences and changing some interface colors, specifically for face orientation. Then in the viewport overlay drop down check the face orientation box. It'll show back faces in red and everything else in blue. I changed my color to 0 alpha so it's invisible, then I can easily see flipped normals in red. It also makes it easier to see overlapping bevel errors.
If you find you're getting a lot of bad overlaps you can go in and slide some verts around.
OK, I managed to make it work, it's really fantastic! The problem is that I have to make this as soon as I can and apply all changes, because due to my 1:100 scale modelling, the solidify really mangles everything, and if I have the viewports already cut it's basically a big mess, and if I cut with all the operators in use, the geometry goes through the window (heh).
I might start modelling at 1:10 so I have more leeway with these operations. Thanks for your help and for taking the time to answer. Keep up the fantastic work, you are an example to follow and an inspiration!
No problem! Glad to help!
Biggest thing I've learned in the years I've been doing 3D modeling is that there's no single correct way to model something, but usually there's one best way to do what you need, and it's often different for everyone.
Been fooling around with one of my favorite ship types, the Vaygr fighters.
I'm going to make a modular set that can have interchangeable modules to make the Interceptor, Lance, and Bomber variants.
Posts
It's there on Howard Day's model, which I gather he consulted with Bill Krause on some of the details that were added.
Yeah, I figured you probably hadn't added it, its just a weird detail.
Thanks! I didn't have great references for the filming model so I decided to make it a variant. I'm working on the interior as well, but haven't made any renders or screen grabs yet. I'm thinking it's wide enough to have a pilot and navigator on the left and right, and a 'skipper' in the center. It could probably seat 60 people comfortably. I'm also debating whether to separate the rear passenger compartment and the forward cabin. The doors on each side would make the most sense as the dividing line with an airlock complex and hallway running the width.
Can't wait to acquire both.
For reference, here are images of my model kit I put out through Federation Models. I cannot access the images of the filming model I have right now, but my kit is an exact replication of the details/kit parts used.
The tires and brakes are from Jane_cgi https://janecgi.gumroad.com/
Lovely….I might have Raan nacelles with supports curving out and down from where that F-18 cutwater/ Leading Edge Root Extension (LERX) is at its widest.
I don't suppose you'd be willing to share some of the node setups? (He said very hopefully )
I shared it somewhere back in the thread, but here's the link to my basic aztec shader
Sorry to bring this back from the past, but I have been trying this method and can't see a thing (the hull looks clean and smooth like baby skin). Could you elaborate on this method for paneling, please? It's a really tedious part that always introduces shading problems when don with bevel and extrude.
Thanks a bunch!
I would recommend going into your preferences and changing some interface colors, specifically for face orientation. Then in the viewport overlay drop down check the face orientation box. It'll show back faces in red and everything else in blue. I changed my color to 0 alpha so it's invisible, then I can easily see flipped normals in red. It also makes it easier to see overlapping bevel errors.
If you find you're getting a lot of bad overlaps you can go in and slide some verts around.
OK, I managed to make it work, it's really fantastic! The problem is that I have to make this as soon as I can and apply all changes, because due to my 1:100 scale modelling, the solidify really mangles everything, and if I have the viewports already cut it's basically a big mess, and if I cut with all the operators in use, the geometry goes through the window (heh).
I might start modelling at 1:10 so I have more leeway with these operations. Thanks for your help and for taking the time to answer. Keep up the fantastic work, you are an example to follow and an inspiration!
Biggest thing I've learned in the years I've been doing 3D modeling is that there's no single correct way to model something, but usually there's one best way to do what you need, and it's often different for everyone.
I think all that's left is the windows.
I'm going to make a modular set that can have interchangeable modules to make the Interceptor, Lance, and Bomber variants.