Wow that's a nice rear angle but I'm started how different the bussard collectors look when you can see the whole nacelle.. I'll attempt to point on the wedge shaped tapers behind the the collectors later but honestlyl this is vision.
Your complete vision of what this may look like at the end may bee completely different from mind but it's clearly a heck of beginning.
Oh good! With the front end I see three places that you could be talking about. Is it one of these areas?
Wow. Beautiful work there, Hunter. I like how you're using the original schematics as a template. Also, the way you took Saquist's idea and ran with it looks really good. Are you going to have a bit more of a bluish tint to it or will the lighting kind of stay as is?
I personally like it white (of course it won't be pure white, as that does not exist).
Well, I'm just about ready to wrap up the nacelles. I finished deleting unnecessary edge loops and cleaning up the geometry. I managed to get the face count of both nacelles and pylons from 1,124,124 down to 844,828.Now I'm just adding some finishing touches that will be too small to warrant renders. Once that's done, I will start on the texturing. I'll have to do some material tests first to find a good look for the ship, so you might see some of those here. Other than that, you won't see any more updates for a while. So here are some HD renders of the finished nacelle to sign out with:
I started texturing the nacelle, but I decided to redo the UVs, since I found a better way to do them.
In the mean time, I started work on the deflector. The spike is more or less just a place holder right now, since I don't exactly know what I want it to look like.
Ok, I'm stuck again. This time with texturing. I thought I'd ask if anyone has advice on texture mapping. I need to be able to create a hull plating layout that is very precise. I've figured out how to create the panels themselves and the proper materials. The only thing I can't figure out is mapping them properly, so the grunge-like textures don't get stretched, but the panels fall into specific pre-determined places. Any pointers?
Ok, I'm stuck again. This time with texturing. I thought I'd ask if anyone has advice on texture mapping. I need to be able to create a hull plating layout that is very precise. I've figured out how to create the panels themselves and the proper materials. The only thing I can't figure out is mapping them properly, so the grunge-like textures don't get stretched, but the panels fall into specific pre-determined places. Any pointers?
I'm unsure if I got you right. Can you show an image of the 3d model and your UV layout of that section?
Behind the dish? Probably not. I might try it though.
Yeah, I'm trying to figure out a way to do it so that it doesn't look too much like the spikes on the bussard domes:
Unless the dish spike is the same kind of technology as the nacelle ones. What do you guys think?
I think that looks great. As long as the details are different on the Dish Spike, I don't think it has to be the same kind of tech. On the dish, you would want some kind of transmitter / receiver thing at the end of spike if it is supposed to work at all like a real dish.
Good ideas for the spike. I'll try to design a spike with a kind of emitter/antenna at the end. I think that will give it the right look.
As far as the UV layout, I don't really have anything to show, since all my best efforts were not working. So far the "cylinder unwrap" option seems to be the most promising. I might actually use two separate UV maps. One for the panels, and one for the light grunge. Or I could try texture painting. I'll just have to do some more studying on all of this.
I always just use a cylindrical mapper on the main body of the TOS-style nacelles. I save unwrapping for some of the little greeble bits. Of course, using a cylindrical mapper requires you to do a bit of math to figure out the size and where stuff like panels, pendants, etc. should go, but it's not difficult math.
I can't get over how clean and crisp your model is. Really loving this new Enterprise.
Out of everything I have seen so far, there is just one area that kind of bothers me (and it's just a little bothersome). In the attached photo, I think it would look better if the wider gap was closer together and the narrower gap were farther apart between the curve and panel line. This is just my opinion.
Really looking forward to seeing this completed and textured. It's going to look outstanding. JJ should be watching these forums for inspiration in his movie models. I wonder how much it cost him to come up with the design and model for his reboot Enterprise.
I can't get over how clean and crisp your model is. Really loving this new Enterprise.
Out of everything I have seen so far, there is just one area that kind of bothers me (and it's just a little bothersome). In the attached photo, I think it would look better if the wider gap was closer together and the narrower gap were farther apart between the curve and panel line. This is just my opinion.
Really looking forward to seeing this completed and textured. It's going to look outstanding. JJ should be watching these forums for inspiration in his movie models. I wonder how much it cost him to come up with the design and model for his reboot Enterprise.
I will not apologize for doodling this at work, since it only took like 2 minutes. :P
Also, I'm considering doing away with the grids on the nacelles, and maybe the engineering hull, and just having them on the saucer. It kind of depends on what we decide they are though. Any thoughts?
I will not apologize for doodling this at work, since it only took 2 minutes. :P
Nice!
Also, I'm considering doing away with the grids on the nacelles, and maybe the engineering hull, and just having them on the saucer. It kind of depends on what we decide they are though. Any thoughts?
The grids are ostensibly (though I can't recall if it's 100% canonical or just derived from sources like the TNGTM) how the ship projects its shields. Given this is your own take on it, of course, you don't need to stick with that, but that's generally what they're taken to be.
As for the grids, yeah the unofficial explanation is that they're the shield emitters. Though, in reality, they were added for visual interest and to detail the ship without giving it a bunch of clunky bits. I don't see why you need to have them, since it's your design.
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Oh good! With the front end I see three places that you could be talking about. Is it one of these areas?
I personally like it white (of course it won't be pure white, as that does not exist).
Good to hear!
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
Yeah that's what I was talking about. There was a lot of tapering in that area. But I'm still liking were it's going.
Beautiful model and design work here Hunter:thumb::thumb::thumb:
with a fresh take on nacelle design cues seen in both MKF's older model here that he has refreshed:
http://madkoifish.files.wordpress.com/2014/08/lethe-te-222.jpg
and Ricky Wallace's 1701 Prime Alternative from early 2010 here
http://www.mediafire.com/file/a4yhc9fcq7k5w2a/PlanetsTest_HD.wmv
Love your work and looking forward to your next update : )
So I finally did some texture testing. I might do some more experimenting, but here is what I've got so far:
New Texture testing is looking good
In the mean time, I started work on the deflector. The spike is more or less just a place holder right now, since I don't exactly know what I want it to look like.
-Ricky
Behind the dish? Probably not. I might try it though.
Yeah, I'm trying to figure out a way to do it so that it doesn't look too much like the spikes on the bussard domes:
Unless the dish spike is the same kind of technology as the nacelle ones. What do you guys think?
Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
I'm unsure if I got you right. Can you show an image of the 3d model and your UV layout of that section?
I think that looks great. As long as the details are different on the Dish Spike, I don't think it has to be the same kind of tech. On the dish, you would want some kind of transmitter / receiver thing at the end of spike if it is supposed to work at all like a real dish.
-Ricky
As far as the UV layout, I don't really have anything to show, since all my best efforts were not working. So far the "cylinder unwrap" option seems to be the most promising. I might actually use two separate UV maps. One for the panels, and one for the light grunge. Or I could try texture painting. I'll just have to do some more studying on all of this.
I can't get over how clean and crisp your model is. Really loving this new Enterprise.
Out of everything I have seen so far, there is just one area that kind of bothers me (and it's just a little bothersome). In the attached photo, I think it would look better if the wider gap was closer together and the narrower gap were farther apart between the curve and panel line. This is just my opinion.
Really looking forward to seeing this completed and textured. It's going to look outstanding. JJ should be watching these forums for inspiration in his movie models. I wonder how much it cost him to come up with the design and model for his reboot Enterprise.
Thanks! It was loads of fun! :argh:
That little space is where the airlock will go .
I should have figured out you would have a use for it. You have everything else so well planned out. Really loving this...
I will not apologize for doodling this at work, since it only took like 2 minutes. :P
Also, I'm considering doing away with the grids on the nacelles, and maybe the engineering hull, and just having them on the saucer. It kind of depends on what we decide they are though. Any thoughts?
The grids are ostensibly (though I can't recall if it's 100% canonical or just derived from sources like the TNGTM) how the ship projects its shields. Given this is your own take on it, of course, you don't need to stick with that, but that's generally what they're taken to be.
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
As for the grids, yeah the unofficial explanation is that they're the shield emitters. Though, in reality, they were added for visual interest and to detail the ship without giving it a bunch of clunky bits. I don't see why you need to have them, since it's your design.