Tubes pipes and a new I dunno, cowling? Whatever it is forward armor etc. Cant really be a bussard bit as I made the matter collectors those pod things to explain them away. I guess they coulda been handwaviumed into massive gravity generators for the impulse systems but meh.
and yeah I have yet to yank off all the odd markings on the front end. Still unsure if I will keep the modeled in junk on the top and bottom of the cowling (the stuff in front and near the dome features) There is a lot of green in the coil housing so I might change the glow on the "injector/pipes feeding the coils into some other color or add something to break up those green rings. I also might go in and manually cut in some of the rear panels in as you can sort of tell when the interlocked plates become modeled details. Bit unhappy with that as I liked the stuck on look as if it was just glued onto the hull vs a properly fitter hull plate or panel. Real truth is probably wont see any of it at any full ship render just in these 4k in your face shots.
Small tiny update, mostly replacing older clunky plates. (things inboard from the disruptors flanking the torps) There was some other stuff but I didnt save the preview renders.
Despite you saying it's not much of a change, I actually like the look of the new part a lot more. I think it flows with the surrounding shapes better.
Roughing out the interior, ignore the stand in figs stole them and the chair out of one of the SOTL project files. Bumped them up some for the larger Klingon frame, I think the figs are near 6'5". Lighting inside is all blown out as I made the light objects a bit to large for the rooms not to mention the interior is all white right now. Original plan was to make it a paired seating with some workstations behind but those side windows causes me to widen the front pit way too much and even with as wide as it is the windows are still kinda useless. LIT gonna have to lean on the consoles to see out.
ok f it taking too long to render but it is clear enough to see what I am doing in here.
erm maybe that alcove is a bit tall. . . . heh bloody tu7be arms on them people. . . dunno wtf happened there Probably rushing them to get them bent without re-rigging the mesh as they are from like max 9. Someday I will replace these things and model proper crew for my ships. That or rip more genshin/game chars. lol
another edit, I do plan to replace or mod the chairs, they need rotatable bases and finer lines as these were modeled to be seen through a tinted window so I made em extra clunky.
Did you say what this rear room is intended to be. Not the bridge right? Alternate / battle bridge? Tactical room? Control room for rear weapons? I'm not saying it needs a purpose, I'm just curious if you had one in mind or whether it is just left to our collective imagination.
I love that rear compartment... I just love all the deets you throw in these ships. Not sure what the room could be but my mind thinks "the wayback." If it didn't need to be a command room, it could be their feast hall, their version of Ten Forward or the Briefing Room. Just a big party space. It's gotta be far from the bridge so they can't stumble drunk onto the bridge and do something stupid. Also closer to their quarters so they can hit they hay more easily.
Actually, that bigger window at the back feels more grand. Maybe the one at the end of the neck is "dome duty." "That's all we do, we sit here and look at the dome." "it's important to take care of the dome, if it's damaged, the whole ship goes up." "Yeah, but if it gets damaged, it'll explode right in our faces!"
Kind of looks like a landing pad between the window and the dome, but no hatch. So maybe that's the original intention but they took that out when they finally built the ship but the control room remains.
hah yeah I was gonna do another lounge or layabout room but got all obsessed with making a control compartment that was tight around the vrew but ended up with what I had and a way too high ceiling. ( I mean I went from 2 crew to 4 in the pod. But I will see how much it fills in once I get the consoles modeled in and how much of it is really viewable from outside.
As for purpose li8kely the observe the dome crew, one step above scrubbing the loo and the bloodworm bins, oh and feeding the targ. But realistically I guess it could be a bussard control room and upper engineering area as the fusion core would be in this upper area of the ship. It is what I was thinking the dome could be, similar to the ktinga having a dome on the belly.
I do have a larger room at the head of the ship. The command staff is all housed in the head while crew and lower ranks are down the neck in bunks. Not so bad as the novels that depict them sleeping in nooks in the hallways.
for the hell of it the view out those windows. Super grain filled as there was too little for the smoother thus it was mud but Im not willing to wait an hour for it lol. Boy it is a fat file too.
Well changes to what I had but didn't upload as well lol. That area with the slit window is really useless now heh. Figured I would stick junk there to relate to external details vs any sort of wrap console that you need to get up out of the chair to use.
oh and some silly strut braces to bang your head on for no real reason.
Just a quickie start on the replacement chair. All in Klingon desired pink. . . .
Still not sure about the blocky base. Original idea was to have a mess of stepped cylinders instead but shrug. I do plan for a head rest but havent cut that into it yet. Again these wont be super detailed, or that is the uh PLAN.
Decided to have a go at making the dusty material on the main mat of the ship. Sadly the AO shader or "dirt" shader is of the older version lacking a lot of controls you will see on the chaos website. Same goes for a lot of the other shaders like contour and edge ( use it to render wires or round corners)
Results are eh soso I guess. Some places it gathers nicely others it looks horrible so probably ditch it and try again later and just make a new material from scratch and do so with a file that isnt all this waiting while I make changes. I change any setting I have to sit and wait while the software does it's thing. So something that should take a few seconds takes me 20min. It has to be some horrible bug in materials introduced past max2010? Dunno I think it started doing this shit when they introduced that flowchart crap to the system.
oh forgot to do the curvature shader to show how that looks. Got 2 of them with different settings in a noise shader as the mix shader for black and the lighter color in a composite set to screen in diffuse. Only issue with this is it only catches convex surfaces really and doesn't really collect like I want into the cracks. BUT if I can sharpen the edges of the mix of the 2 say celluar vs mix I cou7ld create a more jagged corner and could use this to reveal a metallic surface under the green paint. (or whatever the green is) What I find funny is how it applies itself to the copula roof next to the large disruptor cannons in the wing.
Anyhow I might use this to create a edge wear or darkening and maybe shove it into the glossy slot to boost gloss on the edges. Just gotta muck about to see if I can "crisp" up the transition zone.
Final render here is a rounder on the contour diffuse and contour on the gloss with a altered base gloss map. (got it toned down) ATM it is only on the green base hull. I would guess on things like the chrome or copper bits it would make a visual mess exp that rounder tool. Only stink is this angle prior the hull was super reflective. You can see how high the original kick was on those darker comb bits on the wing. OK oooof had to kill it mid way taking way too long lol.
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and yeah I have yet to yank off all the odd markings on the front end. Still unsure if I will keep the modeled in junk on the top and bottom of the cowling (the stuff in front and near the dome features) There is a lot of green in the coil housing so I might change the glow on the "injector/pipes feeding the coils into some other color or add something to break up those green rings. I also might go in and manually cut in some of the rear panels in as you can sort of tell when the interlocked plates become modeled details. Bit unhappy with that as I liked the stuck on look as if it was just glued onto the hull vs a properly fitter hull plate or panel. Real truth is probably wont see any of it at any full ship render just in these 4k in your face shots.
aft view for no real reason
Sorta rough-in of the new part, not much change in layout I guess. Just a bit less thin and a bit more lumpy I guess.
ok f it taking too long to render but it is clear enough to see what I am doing in here.
erm maybe that alcove is a bit tall. . . . heh bloody tu7be arms on them people. . . dunno wtf happened there Probably rushing them to get them bent without re-rigging the mesh as they are from like max 9. Someday I will replace these things and model proper crew for my ships. That or rip more genshin/game chars. lol
another edit, I do plan to replace or mod the chairs, they need rotatable bases and finer lines as these were modeled to be seen through a tinted window so I made em extra clunky.
Actually, that bigger window at the back feels more grand. Maybe the one at the end of the neck is "dome duty." "That's all we do, we sit here and look at the dome." "it's important to take care of the dome, if it's damaged, the whole ship goes up." "Yeah, but if it gets damaged, it'll explode right in our faces!"
Kind of looks like a landing pad between the window and the dome, but no hatch. So maybe that's the original intention but they took that out when they finally built the ship but the control room remains.
As for purpose li8kely the observe the dome crew, one step above scrubbing the loo and the bloodworm bins, oh and feeding the targ. But realistically I guess it could be a bussard control room and upper engineering area as the fusion core would be in this upper area of the ship. It is what I was thinking the dome could be, similar to the ktinga having a dome on the belly.
I do have a larger room at the head of the ship. The command staff is all housed in the head while crew and lower ranks are down the neck in bunks. Not so bad as the novels that depict them sleeping in nooks in the hallways.
for the hell of it the view out those windows. Super grain filled as there was too little for the smoother thus it was mud but Im not willing to wait an hour for it lol. Boy it is a fat file too.
Well changes to what I had but didn't upload as well lol. That area with the slit window is really useless now heh. Figured I would stick junk there to relate to external details vs any sort of wrap console that you need to get up out of the chair to use.
oh and some silly strut braces to bang your head on for no real reason.
The desk displays are probably too laid back though so I might alter those in some way or other maybe tilt em with a hood sticking out of the surface.
Still not sure about the blocky base. Original idea was to have a mess of stepped cylinders instead but shrug. I do plan for a head rest but havent cut that into it yet. Again these wont be super detailed, or that is the uh PLAN.
Results are eh soso I guess. Some places it gathers nicely others it looks horrible so probably ditch it and try again later and just make a new material from scratch and do so with a file that isnt all this waiting while I make changes. I change any setting I have to sit and wait while the software does it's thing. So something that should take a few seconds takes me 20min. It has to be some horrible bug in materials introduced past max2010? Dunno I think it started doing this shit when they introduced that flowchart crap to the system.
ANYHOW the renders. . .
Anyhow I might use this to create a edge wear or darkening and maybe shove it into the glossy slot to boost gloss on the edges. Just gotta muck about to see if I can "crisp" up the transition zone.
Final render here is a rounder on the contour diffuse and contour on the gloss with a altered base gloss map. (got it toned down) ATM it is only on the green base hull. I would guess on things like the chrome or copper bits it would make a visual mess exp that rounder tool. Only stink is this angle prior the hull was super reflective. You can see how high the original kick was on those darker comb bits on the wing. OK oooof had to kill it mid way taking way too long lol.