I don't favor the huge studio set decks that have to accommodate cameras and lighting rigs, so the decks are spaced a little over 2 meters apart in most places. There should be places with higher ceilings or lower floors, and cargo bays that take up two or three decks. It's a deck chart, but not necessarily a floor plan.
so the decks are spaced a little over 2 meters apart in most places.
Wow, that's really cramped. As someone who's 195 cm tall in my stocking feet, and who's used to seeing a thick layer of cables, ducts, and pipes on the overhead, I find myself asking if you expect the crew to crawl everywhere!
Wow, that's really cramped. As someone who's 195 cm tall in my stocking feet, and who's used to seeing a thick layer of cables, ducts, and pipes on the overhead, I find myself asking if you expect the crew to crawl everywhere!
It is what it is; you're too tall for Starfleet.
I only planned for petite French women to crew them, so. . .
I'm thinking of having just one deck, kinda open like Skylab, but maybe with ledges.
Actually, 2.6 meters works better and aligns with the geometric changes.
The cross-section of the primary hull is circular?!?!?! Was this your concept all along or is this something your just changing now? When I did schematics for your ship way back when I don't think I ever imagined the XS was circular. It probably would've look too fat to me.
Uh...this version is. I don't remember the original intent, or if we had a discussion about it. This isn't meant to supersede what you have done, or any model based on your schematics. I'm comfortable modeling in Blender now, and thought it wouldbe good and fun practice to work on some old concepts.
Didn't like the way the docking port hull recess looked, so I moved it aft like on the NX, which allowed me to extrude inward just one face. Luckily I had another model to use and didn't have to rebuild any surfaces. I did have the upper and bottom ledges modified to fit around the tube, but I didn't like it and all the knife cuts ruined in the smoothness of the flat surfaces of the ledges. I started over and removed the bottom ledge and some of the top. Looks a lot cleaner.
A little of both. I have the material set to emit, and I place a point (or spot, depending) inside, and play around with the variables until it looks about right. I try to mimic real glass without going overboard and modeling a true Fresnel lens. I find the icospheres work better than the normal segmented spheres. To make it easy, I modeled the light fixtures in a separate file, so I just have to import, size, and place when I need an external light.
That moment you realize your thing isn't scaled big enough. The hatch was too small, requiring either zero-g or ducking. I thought I scaled it up earlier. Glad I noticed before I delete the opposite saucer mesh faces and mirror everything.
In the last two versions of Blender, I could key a number of lights to an empty with a custom property of light brightness, so I could control many lights at one time--did this on the yacht model. But vs 2.72 they had to up and change **** and now I can't figure how how to do it. The keying still works on the yacht, but damned it I can figure out how it's doing it.
Sounds like it's still there somewhere. That's a problem with updates, if you don't keep track with what's going on you get lost quickly. Probably why I don't even think of looking for updates very often.
Yeah, realizing the port isn't big enough before you finalize it is definitely the way to go. Too bad the crew designing and building the NX-01 didn't notice theirs are too small. It has a 1.5 meter tall door. :shiner:
A little of both. I have the material set to emit, and I place a point (or spot, depending) inside, and play around with the variables until it looks about right. I try to mimic real glass without going overboard and modeling a true Fresnel lens. I find the icospheres work better than the normal segmented spheres. To make it easy, I modeled the light fixtures in a separate file, so I just have to import, size, and place when I need an external light.
It's a really nice looking effect. I tried doing realistic Fresnel glass once in Lightwave. I followed a tutorial and everything. It looked great, but it took ages to render and I have a great computer for rendering. So, you're definitely better off not doing that.
Once I discovered 2.72b wouldn't import my MakeHuman files :mad:, I reinstalled 2.70a.
Started a file to plan out the bridge module.
1) Cappy's Office and Nap room.
2) Cappy's Private Crapper.
3) Security Office, which was discontinued in starships on and after 2245 due it's misuse as a snoozing room, junk storage room, liquor cabinet, and make-out room, sometimes all at once.
4) Breathing Air and Air Conditioning Room.
5) Conference Room...more often used as a Break Room.
6) Crapper for everyone else.
7) Spacesuit and equipment lockers for...
8) ...Emergency Airlock.
9) Ladderway to Sensor Servicing Deck.
10) Auxiliary Turbolift control room.
11) Corridor
12) Command Center, what some call the Bridge.
Wow, that's weird. I thought Makehuman and Blender were practically sister projects. I know they used to have a link directly to Makehuman on the Blender website.
I like the bridge design. I really love your notes about what things are and what they're misused for.
It may be that my Blender and MakeHuman versions are incompatible. I had upgraded to MH 1.01 and had problems with missing rigging in Blender 2.70a, so I went back to MH 1.0 alpha 7. So maybe B 2.72b works with MH 1.01, or whatever new build is current. I'll have to check.
I had problems importing X-plane objects too, which is the whole point of my learning Blender in the first place.
The problem with doing old bridges is not trying to fix the problems of newer bridge set designs. I found I had a lot of space in that area, but I want a smaller bridge to reflect a more submarine style, and I wondered if the upper deck above the bridge should be nothing but manned sensor stations like modern subs have a room of sonar stations, but the problem is the NX01 bridge is already pretty streamlined. Maybe it's bridge should have been more cramped, with more stations, and more people, but a set design for a TV show and an actual command and control center are two different things. I would image the Daedalus bridge wouldn't be too much different from the NX's, and thus the Hyperion's should be similar to the Constitution's.
I got MakeHuman and Blender (both versions of each) to work with one another. I have a scaling issue importing MH 1.0a7 to Blender 2.72b but that is easy to fix.
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I didn't say there isn't. I'm just saying it obviously didn't happen in the 1990s. (though, they later retconned it to the mid 21st century)
It's looking good. How tall are your decks?
It took me until the third image to notice that. xD Brain's pretty much ready for bed.
I don't favor the huge studio set decks that have to accommodate cameras and lighting rigs, so the decks are spaced a little over 2 meters apart in most places. There should be places with higher ceilings or lower floors, and cargo bays that take up two or three decks. It's a deck chart, but not necessarily a floor plan.
Wow, that's really cramped. As someone who's 195 cm tall in my stocking feet, and who's used to seeing a thick layer of cables, ducts, and pipes on the overhead, I find myself asking if you expect the crew to crawl everywhere!
It is what it is; you're too tall for Starfleet.
I only planned for petite French women to crew them, so. . .
I'm thinking of having just one deck, kinda open like Skylab, but maybe with ledges.
Actually, 2.6 meters works better and aligns with the geometric changes.
The little yellow square represents a 6 foot person.
The layout looks good. It's good that you're figuring all of this out before you add the windows.
The cross-section of the primary hull is circular?!?!?! Was this your concept all along or is this something your just changing now? When I did schematics for your ship way back when I don't think I ever imagined the XS was circular. It probably would've look too fat to me.
Didn't like the way the docking port hull recess looked, so I moved it aft like on the NX, which allowed me to extrude inward just one face. Luckily I had another model to use and didn't have to rebuild any surfaces. I did have the upper and bottom ledges modified to fit around the tube, but I didn't like it and all the knife cuts ruined in the smoothness of the flat surfaces of the ledges. I started over and removed the bottom ledge and some of the top. Looks a lot cleaner.
A little more detail and playing around in compositing.
That moment you realize your thing isn't scaled big enough. The hatch was too small, requiring either zero-g or ducking. I thought I scaled it up earlier. Glad I noticed before I delete the opposite saucer mesh faces and mirror everything.
Making separate lights to pull in sounds like a good idea.
It's a really nice looking effect. I tried doing realistic Fresnel glass once in Lightwave. I followed a tutorial and everything. It looked great, but it took ages to render and I have a great computer for rendering. So, you're definitely better off not doing that.
Started a file to plan out the bridge module.
1) Cappy's Office and Nap room.
2) Cappy's Private Crapper.
3) Security Office, which was discontinued in starships on and after 2245 due it's misuse as a snoozing room, junk storage room, liquor cabinet, and make-out room, sometimes all at once.
4) Breathing Air and Air Conditioning Room.
5) Conference Room...more often used as a Break Room.
6) Crapper for everyone else.
7) Spacesuit and equipment lockers for...
8) ...Emergency Airlock.
9) Ladderway to Sensor Servicing Deck.
10) Auxiliary Turbolift control room.
11) Corridor
12) Command Center, what some call the Bridge.
I like the bridge design. I really love your notes about what things are and what they're misused for.
I had problems importing X-plane objects too, which is the whole point of my learning Blender in the first place.
The problem with doing old bridges is not trying to fix the problems of newer bridge set designs. I found I had a lot of space in that area, but I want a smaller bridge to reflect a more submarine style, and I wondered if the upper deck above the bridge should be nothing but manned sensor stations like modern subs have a room of sonar stations, but the problem is the NX01 bridge is already pretty streamlined. Maybe it's bridge should have been more cramped, with more stations, and more people, but a set design for a TV show and an actual command and control center are two different things. I would image the Daedalus bridge wouldn't be too much different from the NX's, and thus the Hyperion's should be similar to the Constitution's.