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wibble

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wibble
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Weimar, Germany
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Blender
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12
  • Ad astra per aspera

    I did work on the nacelles a bit.
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    evil_genius_180ashleytingerrojrenStarCruiserLizzy777scifiericcaveat_imperator
  • Ad astra per aspera

    Thanks a lot @evil_genius_180

    An other example of a window
    oyxivkztrie3.png
    StarCruiserevil_genius_180rojrenLizzy777caveat_imperatorStarriggerMustang13Camaro68
  • Ad astra per aspera

    The lights are supposed to be to help manually guide a shuttle in.
    Thank you, I got that now. I'm a bit embarrassed, though that I didn't thought of that myself. One reason might be that I always imagined that shuttles and other vehicles would be taken in by a tractor beam, in every case. What I thought now is that in the 3 dimensional void of space you can't only get off course to the left and right but also up and down. And it would make sense to also have signals indicating on the z axis if you are on course or not.

    Another Thing I couldn't wait with.
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    evil_genius_180StarCruiserLizzy777ashleytingerJayrucaveat_imperatorscifieric
  • Ad astra per aspera

    Also piecing together a mess hall.
    r3i07iyhark8.png
    evil_genius_180StarCruiserashleytingerLizzy777caveat_imperatorscifiericpubliusr
  • The Milan Maru (Ebon Hawk Redesign)

    Had to play a bit with the unfinished model.

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    ashleytingerevil_genius_180StarCruiserLizzy777srspicerAel'sSeverus
  • Ad astra per aspera

    I like the detail around the planetary sensor dome very much.
    Thank you. I took inspiration by 2009's Star Trek for this one. The Greebles inside the lit rings I took from a stargate that I attempted to build a few years ago and never finished.
    publiusr wrote: »
    By having the nacelle supports forward—it gives you a larger shuttle bay.
    Yes that is one of the benefits. I am actually planning a pretty large shuttle bay. Like this one from the motion picture: here and here
    The other reason why I chose angled pylons - besides the aesthetic one - is that I wanted it to line up with the engine room. Which in my version is above the yellow circle thing, that I intend to be the antimatter storage hatch.

    New Set of Windows. Some of the few windows the original studios model saucer actually had. This time without inset, those I want to spare for crew quarters.
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    I also find out interesting new things about materials every day. For example the dark grey metal around the windows has the exact same colour like the blueish grey stripe below it. That it appears so much darker seems to be only due to its metallic value.

    The room behind those windows is some sort of crew-lounge I guess. Where they play 3D Chess and listen to Spock playing the lyre.
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    Pictures on the wall are the first two renders from the previous post, while the one in the middle isn't from me. This one I found online and used it as environment map for the other two.
    StarCruiserscifiericevil_genius_180ashleytingerLizzy777caveat_imperatorPaul Moechner
  • Ad astra per aspera

    Okay thanks @StarCruiser. I probably won't change them just yet, 'cause it's only meant to be seen in exterior shots and for that it's not worth the effort. Although your critique was valid. I intent to use this bridge later as template for a high poly model. If I come to that I will definitively follow your advice.

    Another bridge shot with new and better carpet and - more important - new hull material. Not yet what I was looking for, but looks pretty cool nonetheless.
    ihm3va2zvfin.png

    Although, on second thought, it can also look somewhat awkward.
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    StarCruiserevil_genius_180rojrenRory1707scifiericLizzy777
  • Ad astra per aspera

    A few examples of interior work. I don't want to get crazy about it ... yet. For now they just serve as scale references.

    Promenade
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    Hangar
    7wxiel8a65n5.png

    And an example of how it all fits in there. Red is the hangar, blue are meant to be corridors and green is supposed to be a quarter.
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    evil_genius_180StarCruiserHelotLizzy777caveat_imperatortrekki
  • The Milan Maru (Ebon Hawk Redesign)

    Thanks for the replies. I guess I will keep 'em then. :) What made me uncertain was that after this detail draws attention to this region it feels even emptier than before. But I guess the lesson to be learned here is not to overthink every little detail. So I will move on then and if it keeps bothering me it can easily be made undone.

    Today I made a few more panels. I had already done this part but I did lower the space between the panels into the model. Thought that would look better but than I decided that I wanted the panels raised like the rest and I had to do them again.
    9ookk0o9mmx0.png
    And I cut out these openings on both sides which I will fill with greeble stuff eventually.
    hvozei5cx2n7.png
    Also, I was in the mood for mood.
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    ashleytingerStarCruisersrspicerAel'sLizzy777SCE2Aux
  • Ad astra per aspera

    Oh and by the way, does anyone know if there is a camera setting that resembles the viewport settings? 'cause it happens a lot that, by accident, I find interesting perspectives in the viewport. Like this one:
    avf90suv0ho8.png
    And than find myself unable to reproduce them with a camera for a proper render. In this particular case I did use the Full-Frame camera with a Focal Length of 17.
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    While relatively close, the viewport render still looks better except of its poor render quality. And yes, that actually bugs me. Probably more than it should.
    Lizzy777ashleytingerevil_genius_180StarCruisercaveat_imperatorscifieric