Author Topic: McKinley Shipyard [WIP]  (Read 6048 times)

Offline Capitan_Picard

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McKinley Shipyard [WIP]
« on: November 30, 2008, 03:15:07 PM »
Hey everyone. I have been fooling around with 3DS Max and feel my skills may just be enough to attempt my first project for the community. I thought why not make a new model of the McKinley shipyard that I hardpointed quite a long time ago. Anyway I need some help, I have a few pictures of what I have done so far but I just started about 10 minutes ago so it?s not much. I am not fully sure the 'right' way to model but I have a process and things usually look how they should after. So I made a couple of different shapes, mostly primitives, then converted to poly, extruded some faces what not, and then finally used Boolean to either subtract or union to make one full mesh. When I then convert the whole thing to editable poly, these 2 lines appear across the back part, as seen in picture 3. There is one on the top face and one on the bottom face. So my question is where did they come from, are they ok, and if not how do I get rid of them/prevent it from happening in the future. Thanks!

Offline FourChan

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Re: McKinley Shipyard [WIP]
« Reply #1 on: December 01, 2008, 02:31:25 AM »
Looking good.

Offline Mark

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Re: McKinley Shipyard [WIP]
« Reply #2 on: December 01, 2008, 06:02:04 AM »
just finishing the excalibur McKinley Station (see attatched). The one thing I would warn you about is that the reference materials out there are very innaccurate, try to rely more on the screen caps then anything else.

Offline Capitan_Picard

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McKinley Shipyard [WIP] - Update
« Reply #3 on: December 09, 2008, 01:25:11 PM »
Alright so here is a little update, it?s not much because I am in finials and I thought it would be a good idea to start this before them for some reason?. I changed the dome with the advice of Mark, now it looks like more of what is in the show as well as what Mark has. The Galaxy class is none other than DJ?s, which I hope he doesn?t mind me using for scaling as I tried to make it from just pictures. Because when I tried it with the ship it was horribly off, I guess for a ship specific shipyard that is not surprising. Criticism and comments always more than welcome.

Offline FourChan

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Re: McKinley Shipyard [WIP]
« Reply #4 on: December 11, 2008, 12:57:38 PM »
That's looking great.

Offline Technerd89

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Re: McKinley Shipyard [WIP]
« Reply #5 on: December 11, 2008, 04:38:40 PM »
looks good, and properly scaled. although i was never a fan of the head-crab design of the station anyway

Offline tiqhud

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Re: McKinley Shipyard [WIP]
« Reply #6 on: December 11, 2008, 06:05:24 PM »
How would you get your ship, in, anyway?
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Offline rengers

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Re: McKinley Shipyard [WIP]
« Reply #7 on: December 11, 2008, 06:37:51 PM »
very nice work
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Offline limey BSc.

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Re: McKinley Shipyard [WIP]
« Reply #8 on: December 11, 2008, 06:49:07 PM »
How would you get your ship, in, anyway?

I would assume the arms rotate around and the ship manuvours in from below.
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Offline Capitan_Picard

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Re: McKinley Shipyard [WIP]
« Reply #9 on: January 09, 2009, 05:37:25 PM »
Alright so another small update. I remodeled the bends of the main section as I found a better way to do it and then I added the small four nacelles supporting arms. As for getting in or out I just pictured the arms opening outwards and the ship moving directly down or up. It?s not much of an update as it?s a slow process for me but C&C are always welcome.

Offline FourChan

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Re: McKinley Shipyard [WIP]
« Reply #10 on: January 09, 2009, 05:44:21 PM »
Looks great, how are you going to be able to dock in it? Or is it gonna be a Static object like a space station. After you're done modeling this one, you should model a Station with a half completed galaxy class sitting in it with it's engines online. :D

Offline Billz

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Re: McKinley Shipyard [WIP]
« Reply #11 on: January 09, 2009, 05:52:09 PM »
Couldn't FTech be adapted for the docking procedure?

Like, when you click dock, an FTech cutscene plays were the 'crablegs', for lack of a better term, would come down and clamp around the ship?

Maybe ask USS Sovereign or USS Frontier at BC:TNG if it is possible.
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Offline Mark

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Re: McKinley Shipyard [WIP]
« Reply #12 on: January 09, 2009, 06:15:16 PM »
How would you get your ship, in, anyway?

like this, but the other way:



Alright so another small update. I remodeled the bends of the main section as I found a better way to do it and then I added the small four nacelles supporting arms. As for getting in or out I just pictured the arms opening outwards and the ship moving directly down or up. It?s not much of an update as it?s a slow process for me but C&C are always welcome.

Looks good, but just two improvements I would go for:

1: Add the strut on that back section, you can see it on the show so it should be there and it helps balance things out.

2: Curve the horiztonal edges near joints, it will make it look more like a real joint.

Offline Capitan_Picard

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Update Time!
« Reply #13 on: January 23, 2009, 02:15:10 PM »
Alright so I have been doing some work and I think I am almost done the model of the station. Next I obviously need to texture it but I have no idea really how to do this. I have Photoshop and I have looked at the tutorials here and on the internet about the UVW Mapping but I still do not really understand how to do it. Anyway I shall continue to try and figure it out, if anyone has any suggestions about the model or tips for texturing it would be very much appreciated.

In regards to the movement of the arms, I am still in debate. FTech may be too complex as I would need a ton of separate models to move to simulate the animation. Then there is MVAM which would be much simpler, but I just have to figure out how it could work, i.e. when you click dock with the ?open? model can the scripts move the ship in place then switch the models or what happens when you click dock with a ?closed? station. If any of you guys have ideas feel free to share them and I?ll see what I can do.

Offline rengers

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Re: McKinley Shipyard [WIP]
« Reply #14 on: January 23, 2009, 02:43:07 PM »
very nice!

I can't tell you much about mapping with 3ds max cause i use a diffrent program for model and mapping,
but I really suggest that you spent a good amount of time with learning how to map and mapping the station itself.
A good map is essential. It makes things a lot easier when you come to texturing.

Btw, whats the poly count of this station?

At any case keep up the good work, and have a well deserved cookie for your work so far!
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Offline Capitan_Picard

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McKinley Shipyard [WIP] UPDATE!!
« Reply #15 on: April 03, 2009, 09:49:52 PM »
Alright so some good news! I believe I have finally figured out how to map the textures so here is an extremely overdue update. Just a few pictures of the basic textures on and what the model looks like in game. The brown is a fairly easy texture to do but as for the gray parts how can I go about adding detail such as hull platting lines and windows. I have looked on line and the effects are not what I?m looking for and when I try myself it just looks horribly cartoonish. These are the colors I?m going with so let me know if you feel they should be darker/lighter or be changed. Enjoy!

Offline MarkyD

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Re: McKinley Shipyard [WIP]
« Reply #16 on: April 04, 2009, 05:07:28 AM »
Looks good mate.  8)

Offline Dalek

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Re: McKinley Shipyard [WIP]
« Reply #17 on: April 04, 2009, 10:59:32 AM »
Yay, it fits! But which Galaxy model is that? Otherwise there may be teensy weensy issues with other Gal style ships. If you get what I mean.
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Offline Vortex

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Re: McKinley Shipyard [WIP]
« Reply #18 on: April 04, 2009, 11:12:55 AM »
Looks like DJ's Galaxy.

This looks really cool.

Offline ACES_HIGH

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Re: McKinley Shipyard [WIP]
« Reply #19 on: April 04, 2009, 11:34:36 AM »
that looks to me like the Season one variant, which is based on the same filming model as the SNS, which is the wider of the two, so it shouldn't have a problem with most Galaxys out there.