Before getting into her next steps, the paint job, I've got to review everything I think I've got nailed about this, so was doing some other shots for fun while trying not to stress over her (him?). Substance Designer and Painter await. So so many masks on top of the 40 or so graphics I've already created, and reproduced the font used for both Starfleet and Vulcan registries.
And I think we call it done here.... learned a few more bits about the ship, or rather some new observations on my part, so a few tweaks.
Definitely running up against my patience to light and render... these are... 7 second? heh- renders out of Marmoset. It's a skill that I greatly need to develop, but have to admit to being caught up in analysis paralysis, as the choices are insane. Marmoset is so much faster than UE, but I wonder if I'll be better served taking everything into UE for portfolio renders. Octane/UE was very good to me for a short while.
Some very rough starting shapes etc. Got some time in today in and around continuing fatigue, but thankfully that's improving -whew-. A few more shapes to nail, bits to cut in, then into UV and materials and UE.
I've just learned of a software bug that's kept me from getting a few beauty shots out, so this is on hold til I get any info on that. She's 'done' save those images, and a possible variation down the road. Just a few shots out of Painter ;-) Back to the Merchantman.
The more I was tightening things up on other ships the more this was living rent free in my head and the roughness in a few spots *still* bugging me. So I went after that, and had to share an IYKYK. _Had_ to have at least one streak of space algae on my ver and it's not visible in other shots here. ;-)
Anyway, she is pretty officially put to bed til I sort how best ways to render for portfolio, got to study some Trumbull and learn a bit of deeper lighting and fx in UE for that. Dropping in an underside shot as those kit pieces don't get enough love. Or something.