I think this is it for now. Any other detail parts like inner panels and pressure hulls will get modeled as needed when I start tearing this thing up. I need to spend some time I think composing the image before I go too much further with modeling stuff as I might spend time on a section of it and not have it be view able in the image would be wasting time. Final image shows space that could have some tight jeffries tubes and a lot of the plasma transport system. Figure I wont model any tubes unless I need them here. Same for trunk lines and other smaller bits. I would assume these are no go areas while under operation, only the heavily shielded injector decks would be manned. And funny they all sit near the intake manifold for all the plasma. Also rendered this with the MR rounder off. Less of the blue halo thing going on in it.
Of course all much closer than I ever would get for a final image.
Spent 2 frikin days chasing speckles. . . . . Did adjust maps and things buit it is still not perfect. Gloss channels and aniso are all a bit whack atm so all the grime is like super boosted. Just had noticed I did not have things set up for aniso on the large maps so I had a lot of panel patterns that were not breaking properly. So stuff like pennants would vanish from glancing gloss bloom etc. ATM even this render is flawed as it blows out and has speckles from the impulse and the windows in the hull. Part of the strut speckle is corrected using fast interpolate but I do not like to use it as reflective bloom and gloss bloom (spec) are not accurate and just look fake. Ramping the sampling up helps some but it still is a bit MEH.
I dunno what is up with the speckles as in the past all I had to do was up the sample rate on the material or in FG and it would go away. Go fig. From what I have researched online it has something to do with the self ilum in arch design materials (MR mats) and going through glass and reflecting. Often it is a secondary reflection that causes it as it bounces it halfs or diminishes the samples enough to break up and look crap. Sadly none of the faces I found fix it. Least not the ones I would accept IE not using fast interpo. Bloody 4 hours for this render at 3200w SHEESH
Ugh took longer than planned and still using a placeholder planet. Render of the higher rez one is still going. . . . . .
Likely no one can tell though so meh, I decided to just output it and be done with it!
Oh man that bloody planet at 6500wide took a whole bloody 25.5 hours. I really need to source some super large clouds that are not clipped out. You can see that in my height stacks as flat areas in some of the formations. You can just see it in the flat maps but the vertex stuff really increases the issue.
anyhow a down scaled raw output of the planet sans atmo, doing that separately so I can adjust as needed.
Thanks everyone plan to have more images out in time as a break from the modeling.
Failed attempt to see how the carpaint shader would look on the entire hull. . . . . . clearly it doesnt work as it took forever then crashed sometime at night. -_-
guessing it was to much stuff stacked up and it just took a crap as ram looked ok, just a screen grab as it was all I could do.
Reverted to the old material but altered some of the settings and the maps used.
Fooling with the impulse engines, less red more orangeish. Also considering dumping the cover. Wasted a lot of time modeling various shapes and rage quit those so I am back to the bars. Then got distracted messing with that red crystal material as a accent, though I dunno about adding another surface to the ship exp this as it isnt really anywhere else on it.
Bit of a no no using solid settings on a single faced object but I think this is where I will go with these. Instead of bars of emitters it is just one large stepped rings of plasma.
Well looking at what I was going to do next I opened my Klink ships and thought maybe Ill do a render with them and discovered I never got to do ing anything with the "chin" of my tosish era ship. D6? Anyhow started cutting in and reproducing the torp hole I had on the other cruiser and well results so far seem anemic (this ship is larger) I didnt want to do the HUGE hole with a tiny arse launcher inside that the D7 would have had and had in TMP. But I think this might be pushing it. I have altered the cuts to make a fairly large step down but dunno.
This is the look I am replicating. Lots of manual shaping.
And before anyone asks NO the belly gun does not have clear fire when at rest as it is a strafing gun and not meant to fire forward. I deemed it as justifyable as for it to clear I would have to truncate the hull too much or have the turret sticking out much to far from the hull.
Well I want to limit the payload of this ship as it is already sporting quite a number of disruptors and 4 large cannons in the shoulders and that turret.
Well most of the star burst plating is done. Maybe some smaller details and chamfers to go. Keep in mind that there will be hull plating underneath all of this as well.
A few full renders as I was a bit worried that I placed the whole torp deal a bit too low in the blister. I think it looks alright but it probably would have looked better moved up a bit. . . . There is paneling cut but not extruded yet.
Panels, panels, and sensor dome. Also note all the $&#&@^ing turned faces. Dunno max seems to decide randomly to turn some hidden edges all the wrong way even though I have not touched those parts in over a year. Points at rear part of the neck, area just forward of the lower grill and at the base of the tubes. -_-;'
More of the same old panels and some fooling about to give a bit of an idea of size. I am tempted to stick some slit windows in that back wall area or at least in that lower curve where the girl is. Kinda slow today as I got distracted with some things around the house. Not to mention avoiding thinking about those bits of lower neck that joins to the hull.
oops that's a bit dark. Another sans all that shading crap. Maybe I should look at lighting it so these dark areas key out. Then again maybe not. . . . . . . .
Second layer of panels, a bit too scattershot so I will likely redo it all. Can see how I worked from the front backwards and then I started looking at it as a whole more than attempting to replicate similar shapes elsewhere on the ship. Clearly my panels here are much finer than elsewhere a bit of a gaf due to the time period between the old stuff and now. (2yrs or more?)
ran off another distance render with low lighting IE only 1 main light rest is FG GI off a hdr. Really shows how weak the paneling is so I might have to uh redo everything on the blister. . . . . . .
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Of course all much closer than I ever would get for a final image.
I dunno what is up with the speckles as in the past all I had to do was up the sample rate on the material or in FG and it would go away. Go fig. From what I have researched online it has something to do with the self ilum in arch design materials (MR mats) and going through glass and reflecting. Often it is a secondary reflection that causes it as it bounces it halfs or diminishes the samples enough to break up and look crap. Sadly none of the faces I found fix it. Least not the ones I would accept IE not using fast interpo. Bloody 4 hours for this render at 3200w SHEESH
Likely no one can tell though so meh, I decided to just output it and be done with it!
anyhow a down scaled raw output of the planet sans atmo, doing that separately so I can adjust as needed.
I take my hat off to you Dan! :thumb:
Failed attempt to see how the carpaint shader would look on the entire hull. . . . . . clearly it doesnt work as it took forever then crashed sometime at night. -_-
guessing it was to much stuff stacked up and it just took a crap as ram looked ok, just a screen grab as it was all I could do.
Fooling with the impulse engines, less red more orangeish. Also considering dumping the cover. Wasted a lot of time modeling various shapes and rage quit those so I am back to the bars. Then got distracted messing with that red crystal material as a accent, though I dunno about adding another surface to the ship exp this as it isnt really anywhere else on it.
This is the look I am replicating. Lots of manual shaping.
And before anyone asks NO the belly gun does not have clear fire when at rest as it is a strafing gun and not meant to fire forward. I deemed it as justifyable as for it to clear I would have to truncate the hull too much or have the turret sticking out much to far from the hull.
Well most of the star burst plating is done. Maybe some smaller details and chamfers to go. Keep in mind that there will be hull plating underneath all of this as well.
yup, exactly. . . . .
oops that's a bit dark. Another sans all that shading crap. Maybe I should look at lighting it so these dark areas key out. Then again maybe not. . . . . . . .
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ran off another distance render with low lighting IE only 1 main light rest is FG GI off a hdr. Really shows how weak the paneling is so I might have to uh redo everything on the blister. . . . . . .
Been awhile I know. What pc spec's are you running these days? Still Maya platform?