Yup most of the model kits I've seen have these:
I swore I had a picture from inside the original bussards showing the bulbs, but it's been years since I last saw it, lol.
This person appeared to use holographic reflective material in the back to get the light reflections:
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
Grates and those brackety rounded over thingies. I matched the hole count height and completely ignored the length. I will leave that to some irate neckbeard.
And yeah the holes are not mapped right, I have already corrected it and not willing to re-render it all. I am considering building crap behind. Mostly because on the 11footer I think I see holes back there. I have heard they wanted light behind the grills but planning and costs did not align with time.
Intercoolers. Or whatever the one used on the forward grouping of warp coils is. As from what I have read they are all the same bits just different heatsink arrangements. (though I have to wonder if some didn't fall off. ANYHOO I think mine to my annoyance are maybe a bit too THIN. Not finding very conclusive images all the blues vary all over some even show the things FLAT, AFAIK they are angled to the plane of the nacelle hull. Mine are square atm just for the sake of modeling ease.
I really am tiring of the research for 5 hours and model for 10min then research another 5 hours to model maybe 5 more min. Yeah my pipey bits need to be a hair larger in dai. It is strange but I still visually want those grates to be offset vs inline, definitely need to model something back there as it is clear right now it is just flat hull back there. Oh and no that dark bit on the end og that framing is not a error it is just the AO shader freaking out. However that one area is one I really hate about the nacelles right now as to get the height down the length of those frames from the nacelle you end up submerging that end bit too deeply. Really what needs to be done is to boollean that whole backside cutout, but if you do that to get that area planar, you loose that round edge. It becomes more of some screwed up elipse shape. RRRRR
I quickly mocked up the intercoolers, no patterning on the infill and I am a bit ehh about the tabs. Everyone shows them level but the model they are angled, but a lot of stuff seems sanded round that might not or SHOULD not have been. These fiddly areas are the worst as old photos go all grainy here or drop to black so it is hard to tell. Eh now I have em rendered the ones on the nacelles seem to stick out too far.
As for gunk behind the grills I might make 2 versions of this ship one with reality additions like that to just give a touch of updated CGI and one to stick to canon. I think a white blue glow like I had used on my Thanatos would look nice. Actually I wonder how well that ship would render next to this one.
wow! Nice memory Ace... MadKoiFish you completely transfer to Maya or still running Max? Looks great but your work always does. Loving the Klingon work brotha
Thanks guys, I should be back to her in a few days, taking a small break to do 2d work.
Maya, nope I was looking at Modo but it has been bought by well heh, so I am unsure about moving over. Add in some thing I heard about it not playing nice with LW and that doused much of the reason I was looking at it. I am still considering LW but I am not a dongle person. So blender is starting to roll into view but I just cannot get past the strong linux aftertaste. Never been a fan of the filesystem and am not a menu person, I prefer a tabbed tool system or icon flow. Things like ribbons and nested menus drive me nuts. It is all likely too many years staring at the same interface and getting uh erm OLD. Anyhow the idea was to widen possible job related things and to try to break from MAX as some of the things discreet has been doing I am not a fan of. EXP this new prog every year crap and all these backwards limited viewport things. I can really no longer use drawings to work from as bitmaps are STUCK in 512 max. There are script hacks but those all break things, from slow file loading to laggy slow as hell materials editor. It is like I am using max R2 again. It is all about eye candy and little about workflow. I am guessing the growth in the architectural field is driving this mentality. Anyhow I am ranting now when all i meant to say I was originally considering Modo, possibly LW.
seems I forgot to post this to, mostly a test to see how the bussards appear when composited. I am wanting to get it rigged up so that I do not have to isolate bits of the ship in post. But run a singular lighting pass and have it treat all lit objects as one. Flares of course still have to be managed object by object atm as I am phasing out ADOBE products so AE and premier have not even made it to this newish (already 9mo old) PC.
A bit too red, so I will need to tone down the reds and likely reintroduce the gradient orange to the domes again.
Yeah, Autodesk are not making the most popular of decisions with their software of late. They seem to be getting a little greedy, first with this unnecessary yearly update, and soon a switch to a subscription only business model for purchasing their software. What are they playing at?
I dislike the look of gizmos. mostly because you can tell it is a gizmo. There are pros and cons to using lum shaders and materials. I mostly prefer the ease of control and ability to turn them off and on as objects vs having to uncheck some 30 gizmos in light lister or the hell that is gizmo order in viewport display. Max can only support a limited number of lights in scene and once you reach that number you have no control over the ones being shown. It is better now with nitrous but in the old versions you max was like 7 lights.
Update time slow going as I have to keep hunting fonts as the ship contains 3 so far one of which was a surprise as those waterline markings are NOT the registry font. Nearing being done mostly small details and cutting of decal like things onto the nacelles etc.
I think the list is
the side lights or ION pod thing
nav lights behind the shuttlebay sensor dome and tailpipe decal
Shuttle bay doors
Registry markings on saucer
nacelle decals and reg
swoop thing and red square on nacelle
Tuning of room lights and making the left side unique.
oh those nav lights on the side of the saucer!
and then texture mapping it all and applying proper materials to bits.
And that will complete phase 1 of this project.
Note nacelle caps are blotted to save on render times.
Textures look fantastic, very crisp and look almost exactly like the studio model. To be honest, once this is done and you create a full render, it may look almost indistinguishable from the studio model.
I looked into UV mapping a while back and I'm like "How?!" lol
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
Posts
This person appeared to use holographic reflective material in the back to get the light reflections:
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
And yeah the holes are not mapped right, I have already corrected it and not willing to re-render it all. I am considering building crap behind. Mostly because on the 11footer I think I see holes back there. I have heard they wanted light behind the grills but planning and costs did not align with time.
I really am tiring of the research for 5 hours and model for 10min then research another 5 hours to model maybe 5 more min. Yeah my pipey bits need to be a hair larger in dai. It is strange but I still visually want those grates to be offset vs inline, definitely need to model something back there as it is clear right now it is just flat hull back there. Oh and no that dark bit on the end og that framing is not a error it is just the AO shader freaking out. However that one area is one I really hate about the nacelles right now as to get the height down the length of those frames from the nacelle you end up submerging that end bit too deeply. Really what needs to be done is to boollean that whole backside cutout, but if you do that to get that area planar, you loose that round edge. It becomes more of some screwed up elipse shape. RRRRR
As for gunk behind the grills I might make 2 versions of this ship one with reality additions like that to just give a touch of updated CGI and one to stick to canon. I think a white blue glow like I had used on my Thanatos would look nice. Actually I wonder how well that ship would render next to this one.
Lovely. What tabs are we talking about now?
Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
Mess of renders and some goofing around
And one as a goof about. No real attempt to match a scene exp as lighting is all off.
MadKoiFish you completely transfer to Maya or still running Max? Looks great but your work always does. Loving the Klingon work brotha
Maya, nope I was looking at Modo but it has been bought by well heh, so I am unsure about moving over. Add in some thing I heard about it not playing nice with LW and that doused much of the reason I was looking at it. I am still considering LW but I am not a dongle person. So blender is starting to roll into view but I just cannot get past the strong linux aftertaste. Never been a fan of the filesystem and am not a menu person, I prefer a tabbed tool system or icon flow. Things like ribbons and nested menus drive me nuts. It is all likely too many years staring at the same interface and getting uh erm OLD. Anyhow the idea was to widen possible job related things and to try to break from MAX as some of the things discreet has been doing I am not a fan of. EXP this new prog every year crap and all these backwards limited viewport things. I can really no longer use drawings to work from as bitmaps are STUCK in 512 max. There are script hacks but those all break things, from slow file loading to laggy slow as hell materials editor. It is like I am using max R2 again. It is all about eye candy and little about workflow. I am guessing the growth in the architectural field is driving this mentality. Anyhow I am ranting now when all i meant to say I was originally considering Modo, possibly LW.
seems I forgot to post this to, mostly a test to see how the bussards appear when composited. I am wanting to get it rigged up so that I do not have to isolate bits of the ship in post. But run a singular lighting pass and have it treat all lit objects as one. Flares of course still have to be managed object by object atm as I am phasing out ADOBE products so AE and premier have not even made it to this newish (already 9mo old) PC.
A bit too red, so I will need to tone down the reds and likely reintroduce the gradient orange to the domes again.
Especially if you don't own any 3rd party plugins.
As a new user I would assume that is the case
Yeah, Autodesk are not making the most popular of decisions with their software of late. They seem to be getting a little greedy, first with this unnecessary yearly update, and soon a switch to a subscription only business model for purchasing their software. What are they playing at?
:rolleyes:
I especially love your ability to mimic the feel of film in your last render. Fantastic!
various close ups
What exactly are the flat-ish cylinders there above the red/green nav lights?
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I'd say they're for some emissive lighting back onto the hull for the nav lights.
YUP, an old trick. Those are to add some light to those areas instead of using a gizmo object.
Gigabyte RTX 3080 Gaming OC 12GB
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I think the list is
And that will complete phase 1 of this project.
Note nacelle caps are blotted to save on render times.
Full ship passes
misc WIP closeups
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
UVW hell.
Textures look fantastic, very crisp and look almost exactly like the studio model. To be honest, once this is done and you create a full render, it may look almost indistinguishable from the studio model.
I looked into UV mapping a while back and I'm like "How?!" lol
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro