Hey Tobias don't forget that the D in the registry has two extensions at the top and bottom. I know it didn't have that on the christies model at least for the bottom saucer (and damn if that didn't annoy the hell outta me) but you can clearly see it in each episode of TNG.
IAâm pretty much done with texturing the warp nacelle. The glow of the engine will be a post effect - to get it to look like it appeared on screen.
Looking very nice.
All of my glow effects, outside explosions glows are done in the 3D application... I assume in post you would use the illumination pass as the source of the glows?
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
Have you tried any mental ray materials specifically Mia material ??? there's a way for illumination thru the advanced tab, additional color, ramp it up like the incandescence, change the V number in the color picker to above 1, usually 5 works well, then in able final gather and ramp up the accuracy and points this gives you a glow that isn't fake like incandescence , plus the mia materials have a good variety of presets.. I'm trying them out latly.. ( thou wasn't taught them is School!! figures!)
check out starship modeler, and in the site map, theres a download for decal's.. you can use them as a good reference for the markings you can't make out!
Looking excellent my friend! hopefully you'll get her on the calender again!
I havenAât used the mia materials a lot - usually the normal maya materials do the job just fine for me. The mia materials rarely have a tendency to make problems while rendering, so unless there is something I can not do with normal materials I tend to stay away from them.
As for the glow - the warp light elements will be rendered in a seperate illumination pass - so I have full control over them in compositing. I like that much better then to be dependent on the render outcome (and probably have to rerender the whole thing if I am not happy with the result).
I havenAât used the mia materials a lot - usually the normal maya materials do the job just fine for me. The mia materials rarely have a tendency to make problems while rendering, so unless there is something I can not do with normal materials I tend to stay away from them.
As for the glow - the warp light elements will be rendered in a seperate illumination pass - so I have full control over them in compositing. I like that much better then to be dependent on the render outcome (and probably have to rerender the whole thing if I am not happy with the result).
In Max, the effects section has an interactive feature, to allow changes to be updated in real time... not sure if Maya has that.
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
That's not the same. With a separate pass you have the advantage of adjusting the effect in post, fine-tuning things like color and intensity among other options.
Indeed. Max's "Effects" doesn't allow you the flexibility in using a compositing app to adjust the render pass as much as you need to to get the result you're after.
I may have missed something here so correct me if I'm wrong but rendering a glow in Max would entirely depend on how you render it. whether or not your rendering in default scanline with the rollout effects or in video post or with mental ray Gi. It does allow you to render everything in seperate layers. Diffuse, Specular, Lights, ambient occlusion for later post correction.
anyway thats getting a little off topic.
I'm guessing thins is based on the 6 foot bad boy and not the 4 ft or 2 ft models they used as there are plenty of subtle differences. So my question would be now you've come down to the texturing proccess are you going to be giving it the series paint sceme or the "Generations" paint sceme.
I may have missed something here so correct me if I'm wrong but rendering a glow in Max would entirely depend on how you render it. whether or not your rendering in default scanline with the rollout effects or in video post or with mental ray Gi. It does allow you to render everything in seperate layers. Diffuse, Specular, Lights, ambient occlusion for later post correction.
You're right - you could render the glow using some type of effects natively in your renderer of choice but as a separate layer. What Chris was saying is that Max has the Effects function that allows you to pre-render an image and then apply glow based on effects channels. It's pretty neat because it means that you don't need to re-render to completely change your "lens effects" as Max calls them. You can try any variation on settings and it renders almost immediately without the need to re-render the entire scene. I believe (and please correct me if I am wrong here, Chris...) that Chris was suggesting that this would possibly achieve what Tobias was going for (if Maya had an equivalent).
It certainly could but it can be more flexible simply to render the self-illuminating materials and then apply glow to them as in post - the advantage to doing this potentially becomes exponentially greater when you're rendering animations as many of these glow tools don't scale correctly with distance from the camera, can flicker and cause artifacts in animations etc.
If I had to guess, that's what I'd imagine Tobias will be doing but I'll stop speaking for him now and simply ask him what technique he plans to use.
The maya glow has a few issues in calulating glow sizes and such - sometimes resulting in flickering or other artifacts (at least last time I tested it, could be they fixed that - but I doubt it ). There are ways around that, but that would mean testing and setting up each take in an animation differently. So the easiest and most flexible way is just to render a seperate pass and do the glow in compositing - which allows for much more complex glows and has faster feedback. IAâve worked this way for years now.
The textures will be mostly based on the "Generations" 6 footer. Only in areas where I do not have any reference I will refer to the series version.
People still use native glow systems? Wow how 90's
Post FX in dedicated software is far more flexible and tweakable than relying on it as a post effect in the renderer... There's nothing worse than doing a 5 hour render, then in the last 10 seconds realising that the post glow took a huge dump on your image which you can't remove, because you got the settings wrong.
You're right - you could render the glow using some type of effects natively in your renderer of choice but as a separate layer. What Chris was saying is that Max has the Effects function that allows you to pre-render an image and then apply glow based on effects channels. It's pretty neat because it means that you don't need to re-render to completely change your "lens effects" as Max calls them. You can try any variation on settings and it renders almost immediately without the need to re-render the entire scene. I believe (and please correct me if I am wrong here, Chris...) that Chris was suggesting that this would possibly achieve what Tobias was going for (if Maya had an equivalent).
It certainly could but it can be more flexible simply to render the self-illuminating materials and then apply glow to them as in post - the advantage to doing this potentially becomes exponentially greater when you're rendering animations as many of these glow tools don't scale correctly with distance from the camera, can flicker and cause artifacts in animations etc.
If I had to guess, that's what I'd imagine Tobias will be doing but I'll stop speaking for him now and simply ask him what technique he plans to use.
Well, Ky_Throughout, which is a free Max plugin, I use it on parts that I don't want the glow to be affected by, for example on the Enterprise D, the warp grills, thus allowing it to shine as if it's not there affecting the glow of the surface underneath, in any case all the glows you see in my videos, on the warp nacelles, etc. are all done in 3ds max, at render, the only time a glow is added in AE, are on explosions, which are added into the comp.
I use finalRender SE PERSONAL, which is a full version, it's just available to every student and private person who is attending school or registered in an educational program, for 1/9th the cost... which that comes with finalGlow which is great over the standard Max glows.
----
But yea, back to Tobias' model... it's looking great, can't wait to see this lady textured, etc. I keep remembering how well your Connie refit turned out.
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
Hey Tobias don't forget that the D in the registry has two extensions at the top and bottom. I know it didn't have that on the christies model at least for the bottom saucer (and damn if that didn't annoy the hell outta me) but you can clearly see it in each episode of TNG.
Thanks, but the model they build for that closeup is wrong in so many ways that I wouldnAât use it as reference. Besides, I already corrected it I hope to have visible updates in a 1-2 weeks - lots of work to do at the moment, so progress is slow...
I love this ship. Though, all of those curves are a nightmare to model.
I went back several pages to have a look at the model so far and it's looking amazing. But then you never cease to amaze me with how you consistently build meshes that look as good as or even better than the studio models. Excellent work so far, as usual. :cool:
Since they added TNG to Netflix instant streaming I've been watching a LOT of episodes back to back, so the Galaxy has been on my mind. Your work looks spot-on. Really lovely modeling, mate.
Earlier this week I finally finished her, finalizing the textures and the lights in order to produce a 22meter long rendering to be featured as the main artwork on a show booth at the upcoming GamesCom.
HereAâs a first rendering of the final model - more to come when I have the time...
She's a beautiful ship, I find it hard to believe they decided it was a good idea to chuck a third nacelle on for All Good Things. It would have been much more impressive to see a true refit of the D like the nought got. Speaking of which...has anyone ever done a Galaxy refit? Gotta google now -.-
I was JUST thinking about how cool it would be to make a good sized poster of the Defiant (probably facing down the entire Romulan fleet, just before she fired the warp cannon) and the logo, and perhaps either "With honor and courage..." or "the far and wondrous distance..."
Just to FYI on that close up, remember that was a custom model segment, not hte actual model they were manipping, so the difference between the christie models and that could be related to errors in creating the "custom" piece for that sfx shot.
Now that it seems very likely that TNG will be remastered you have got to try and get involved! Maybe if we all write letters to CBS we can get them to pick you for the special effects.
Posts
You can also see it clearly here
Homer - thanks, got those already
IAâm pretty much done with texturing the warp nacelle. The glow of the engine will be a post effect - to get it to look like it appeared on screen.
Looking very nice.
All of my glow effects, outside explosions glows are done in the 3D application... I assume in post you would use the illumination pass as the source of the glows?
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Subtle, yet noticeable enough to survive the post-processing stage.
BTW: Congratulations on landing that DSA gig. I hope they'll expand it into a full-size production.
https://www.youtube.com/channel/UCqRhLEHgwgTKxsalM5YznYQ
Formerly furswift
check out starship modeler, and in the site map, theres a download for decal's.. you can use them as a good reference for the markings you can't make out!
Looking excellent my friend! hopefully you'll get her on the calender again!
As for the glow - the warp light elements will be rendered in a seperate illumination pass - so I have full control over them in compositing. I like that much better then to be dependent on the render outcome (and probably have to rerender the whole thing if I am not happy with the result).
In Max, the effects section has an interactive feature, to allow changes to be updated in real time... not sure if Maya has that.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
anyway thats getting a little off topic.
I'm guessing thins is based on the 6 foot bad boy and not the 4 ft or 2 ft models they used as there are plenty of subtle differences. So my question would be now you've come down to the texturing proccess are you going to be giving it the series paint sceme or the "Generations" paint sceme.
You're right - you could render the glow using some type of effects natively in your renderer of choice but as a separate layer. What Chris was saying is that Max has the Effects function that allows you to pre-render an image and then apply glow based on effects channels. It's pretty neat because it means that you don't need to re-render to completely change your "lens effects" as Max calls them. You can try any variation on settings and it renders almost immediately without the need to re-render the entire scene. I believe (and please correct me if I am wrong here, Chris...) that Chris was suggesting that this would possibly achieve what Tobias was going for (if Maya had an equivalent).
It certainly could but it can be more flexible simply to render the self-illuminating materials and then apply glow to them as in post - the advantage to doing this potentially becomes exponentially greater when you're rendering animations as many of these glow tools don't scale correctly with distance from the camera, can flicker and cause artifacts in animations etc.
If I had to guess, that's what I'd imagine Tobias will be doing but I'll stop speaking for him now and simply ask him what technique he plans to use.
The textures will be mostly based on the "Generations" 6 footer. Only in areas where I do not have any reference I will refer to the series version.
Post FX in dedicated software is far more flexible and tweakable than relying on it as a post effect in the renderer... There's nothing worse than doing a 5 hour render, then in the last 10 seconds realising that the post glow took a huge dump on your image which you can't remove, because you got the settings wrong.
Well, Ky_Throughout, which is a free Max plugin, I use it on parts that I don't want the glow to be affected by, for example on the Enterprise D, the warp grills, thus allowing it to shine as if it's not there affecting the glow of the surface underneath, in any case all the glows you see in my videos, on the warp nacelles, etc. are all done in 3ds max, at render, the only time a glow is added in AE, are on explosions, which are added into the comp.
I use finalRender SE PERSONAL, which is a full version, it's just available to every student and private person who is attending school or registered in an educational program, for 1/9th the cost... which that comes with finalGlow which is great over the standard Max glows.
----
But yea, back to Tobias' model... it's looking great, can't wait to see this lady textured, etc. I keep remembering how well your Connie refit turned out.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Was looking around tonight and found this.
Borg_cutting_beam.jpg
Best of both worlds didn't have the two extensions on this enlarged model they built of the enterprise.
Apparently either way is correct for the D.
I went back several pages to have a look at the model so far and it's looking amazing. But then you never cease to amaze me with how you consistently build meshes that look as good as or even better than the studio models. Excellent work so far, as usual. :cool:
HereAâs a first rendering of the final model - more to come when I have the time...
I was JUST thinking about how cool it would be to make a good sized poster of the Defiant (probably facing down the entire Romulan fleet, just before she fired the warp cannon) and the logo, and perhaps either "With honor and courage..." or "the far and wondrous distance..."
Current Projects:
Ambassador Class