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evil_genius_180 wrote: »I made new nacelle pylons to better suit my vision for this ship. The design is based on a ship I designed and built about 18 years ago, though I lacked the skill to do it justice at the time. Also, I was working in Truespace 2 at the time.
So, I watched the first episode of Star Trek: Picard Season 3 last night. I really enjoyed it, another strong start for the season. Though, for me at least, Season 2 started strong, kind of went "meh" in the middle, but pulled it together for a decent ending.
However, one thing bugs me about newer Star Trek, and it's the ships. It's not the designs or weird crap like square nacelles in Discovery, it's the way they're built. Nothing really flows together in complex curves with most of the newer ships, like you used to get with Star Trek. Even the JJ Abrams reboot trilogy did this, particularly with the Enterprise, but with all of the other ships as well. Star Trek has always been known for its flowing, almost organic shapes to its ships. Even the early CGI designs seen in First Contact had this, particularly the Akira class, which was a favorite of designer Alex Jaeger, as well as the producers. So, it got more love. But, even the others had flowing, complex curves. You don't get that with most the newer Starfleet designs. There are a couple exceptions to this, but mostly it looks like they just tacked on bits together to make them look complex, but realistically they're more simple to build. I think that may be the idea, as it's likely a money and time saving thing.
Great shape. Still looking forward to your Planet of the Titans type ship.
evil_genius_180 wrote: »I love the ship names too. Someone is clearly a fan of Arthurian legend. Also, Leondegrance happens to be the character that Sir Patrick Stewart played in the movie Excalibur, so nice callback to a movie with a Trek actor in it.
evil_genius_180 wrote: »I like the drop/attack ship. I can definitely see the Alien influences.
I've been getting into anime more myself these past few years. I find streaming has helped me in that regard, as I find stuff more accessible. When Enterprise was airing, I was in the Army and I often didn't have time for watching TV. In fact, I mostly caught Enterprise in syndication years later. However, since you've let me know Outlaw Star is a thing, I did a search and easily found it on both Funimation and Crunchyroll, so I'll have to give it a look. That's how I got into Dragon Ball last year, I started watching both the original anime and DBZ on Funimation, then I wound up buying both series.
As for your work, I love what you're doing. Mixing stuff from different Sci-Fi franchises is really cool when done right, and you're definitely doing it right. Since you posted the link to the Outlaw Star, I can totally see the influences both from that and various Trek designs. I agree that humans would have tried different configurations for warp drives before settling on the familiar Starfleet designs, so mixing traditional nacelles and ring engines to see what works best makes sense to me.
BolianAdmiral wrote: »I admire your desire to learn this program… I once spent two hours trying to make a cylinder and ended up making something that, fortunately, died a quick death. Nice ship to start with, too. I’ve always loved the Paladin.
evil_genius_180 wrote: »Keep it up. The only way to learn is to keep plugging away at it.
As for subdivision, you have two numbers in the interface:
The top number is how much the Sub-D will be visible in the 3D viewport, whereas the bottom number is how much it will be visible in the render. If you have either number at 1, you won't see any Sub-D. So, whatever you set the bottom number to is how much Sub-D you'll get in the render.
I have to say, this is pretty unique to Blender, as far a different levels for viewport and render, at least among the 3 different programs I've used in the past 20+ years.
Also for subdivision, you can either add support loops, adjust edge creases, or use bevels to keep your shapes from getting too rounded and blobby.
Interesting ship. I saw images of it before but didn't realize how small it was until I looked closer at the blueprint and noticed that it had landing gear. As for messing up, just make incremental saves. That way if you need to you can always back track to an earlier stage.