Author Topic: Stuff I've been working on.. New Sovereign, among other things  (Read 19797 times)

Offline bankruptstudios

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THe bottom one would bea super cool design for a ship, but i think the main supports for the main bridge after seperation would be week and easy to blow it to hell.
 


Offline eclipse74569

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Nah, I don't count the Nemesis Sov, it was basically a beta for the CG Sov.. kinda like a version 0.5 :funny  Same base model, just reworked a whole bunch.

LMAO Beta eh?  :) Good thing that turned out alright :P
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Offline Tuskin38

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THe bottom one would bea super cool design for a ship, but i think the main supports for the main bridge after seperation would be week and easy to blow it to hell.

tell that to the vulcans

Offline WileyCoyote

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I was looking at your first construction renders for your new Sovereign. How did you build each component (saucer, engineering hull, nacelles)? I can see that you used the symmetry/mirror modifier. I'm trying to figure out how to build mine better.
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Offline Chronocidal Guy

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Pfft... structural limitations mean nothing as long as you have logic! :P

As for how I built the Sov... well, the original was a mish-mosh built up in Rhino and edited with Max3, so I don't even remember the process... it was long and ugly, I know that much.

For building in Max (especially for something like the Sovereign) I'd recommend using splines to build a rough framework.  I've never liked building things out of primitives and refining them, and if you have reference drawings to trace over, splines can be your best friend.

I generally don't use actual curved lines unless I have to, so I stick to splines with the interpolation set to zero.  That way, each segment you draw will become the edge of a polygon (eventually).

For that high detail model, I started out by tracing over the top view, laying flat splines over the major hull contours.  Max can make them not flat, but that's pretty easy to fix, just go into point edit mode, select all the points, and scale the z-axis to zero, making sure that you use the selection center to scale around.  (Gah! freaking site is wigging out again.. this'll be a two part post).

At the moment I'm taking a quick breather from the Sov, and getting an idea out of my head while it lasts.  :hithead:  I'm resisting the urge to call it the Sovtrepid, but it's loosely based on an early sketch I remember seeing of the Sovereign.  The initial drawings had the nacelles swept forward, so I figured I'd take that idea and run with it as far as I can.

Offline WileyCoyote

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Thanks for the info! That Sovereign-Intrepid variant looks nice. I'm not quite sure about the pylons, as long as you do not make it look like the Sovereign-turkey version. :)
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Offline DJ Curtis

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Nice.  I really like it, though I'm with Wiley on the pylons.  I think the rear tips would look better with a smaller angle.  That being said, the impulse engines and connection between the saucer and engineering hulls is kickin.

Offline Chronocidal Guy

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Heheh.. oh, this thing's only just begun, so it'll be all sorts of changed before it's done.  I see what you mean about the pylons, I might rework those, but the stretched connection ties into the nacelle design I have in mind, so I'll see how it looks with those before making any major changes.

Anyway, to continue... once you get the top view of a part kind of laid out the way you want it, you need to add depth, so I switch between the side and perspective views (sometimes front/back) and drag the points of the splines into their vertical position.  

The key is to make the splines line up with the ship's contours in two views (or more if you can do it).  Once you do that, you can get a rough outline of the ship's major contours.

Once you have the major lines traced, you basically have to connect the dots so that they're connected by enclosed triangles or rectangles (while you can draw 4+ sided polygons in max, surface modifiers need quads or triangles).  Once that's done, you can apply a surface modifier, and it'll convert the splines into a mesh.  Be careful here though, and make sure you use a very small weld radius, and set the "step" option to zero, unless you want all of your edges automatically divided, which will basically subdivide all the rectangles and triangles you've outlined.

That mesh I posted the pic of above was roughly built all in splines, and then I added the surface modifier to start adding detailed sections.  

As for the parts breakdown.. actually, aside from the nacelles and bridge, and other assorted tiny details, I have the entire saucer/hull/pylons of the Sovereign as a single mesh.  I'm really picky about smoothing and sharp edges, so often I'll go through the model and weld or break individual vertices to get the right look to the surface.  The Sov is one helluva complex shape, and has lots of relatively sharp edges that blend into curves, and I kept most of it one mesh so I could smooth the joints between parts better.

Offline Bren

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I love the way you explain yourself. I can't put my finger on it, but it takes me way back, to the Klingon Academy days. Wierd.

Anyway, I just wanted to point out, as I'm sure you've noticed, that John Eaves' sketches usually take a bit of a slim-fast diet between final sketch and final CG model. He draws stuff ever-so-slightly chubby. Relevant only if you decide to take up Nihilus' suggestion.

Also, a word of warning for the general population: Don't read Eaves's less trechnical posts, the man's personality irritates the snot out of me. That, and he can't type for doo-doo.

Love his ships, can't abide his personality. I suppose it's a personal thing.

That first one Nihilus posted, the "Smaller, Versatile Attack Vessel" looks vaguely like a DJ design aesthetic...

The Sovtrepid is looking very interesting. For someone tentatively stepping into original modelling, it's a very assured beginning.
The nacelles will render judgement on the pylons in their current config.
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Offline Nihilus

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Interesting.  Judging by the Nacelle Pylons you're going for this look?  I do like where you're going with that.

Offline Bren

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Can anyone show me a drawing of this fabled turkeyprise? I keep hearing about it, years apart, and am curious.
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Offline Chronocidal Guy

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That was the sketch I remembered all right, but I'm not planning on copy it any more than I have.  That one's pylons never sat well with me, and I prefer the stationary pylons to moving ones.

Topside is mostly done on the main hull, moving to the underside.  I think I might throw in a reverse saucer separation on this one, but not sure how it will look... By reverse, I mean drop off the bottom, rather than lift off the top, but that will mean a little rearrangement of which components go where. :D

Offline FarShot

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Seeing CG, Wiley, and DJ post in a row was like seeing the Pope walk by... :bow:

Yay, a CG original!  Fly with it, fly!

Also, I must say I like John Eaves' sketches better than the models produced out of them.  Seeing sketches of his Sov designs... those sketches have much more curves that flow and bend than the actual models do.  The Nemesis CGI model definitely took it more in the direction of his sketches.  Just adding the curves aft of the main shuttlebay improved it about 10% in my opinion.  It's a shame that concept artists can't sit behind the model builders and direct things.  I'm sure the FC Sovereign would have been much cooler then.  Of course, if a physical model of the Nemesis Sovereign was used more, I'd probably love that the most.

Offline Nihilus

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Seeing CG, Wiley, and DJ post in a row was like seeing the Pope walk by... :bow:

Yay, a CG original!  Fly with it, fly!

Also, I must say I like John Eaves' sketches better than the models produced out of them.  Seeing sketches of his Sov designs... those sketches have much more curves that flow and bend than the actual models do.  The Nemesis CGI model definitely took it more in the direction of his sketches.  Just adding the curves aft of the main shuttlebay improved it about 10% in my opinion.  It's a shame that concept artists can't sit behind the model builders and direct things.  I'm sure the FC Sovereign would have been much cooler then.  Of course, if a physical model of the Nemesis Sovereign was used more, I'd probably love that the most.

Maybe that's why there are so many awesome ships being developed by the Community.  I look forward to seeing the Texture work the Sovereign and this beauty side by side.

Offline mckinneyc

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I like it, what we need are a group of Sovie inspired designs, look how many of the Galaxy we have both cannon and fan made.

I like the nacelle pylons you have at the minute but what will be important is the nacelles, you need to get the look and balance right for the pylons to work.

Offline WileyCoyote

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Quote
Can anyone show me a drawing of this fabled turkeyprise? I keep hearing about it, years apart, and am curious.
Nihilus's post is the turkey-prise. The head is cut off, the nacelles with the pylons are the wings, use your imagination. Eave's earlier version a nice design, but it looks like a turkey.
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Offline Shadowknight1

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I guess I'm the only one who actually likes that design, even after being referred to as a "turkey".

By the way CG, your new Sovvie is great looking.

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Offline FarShot

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You're not the only one.  Only thing I would change are the thickness of the nacelle pylons, and it seems CG has already done that.  There's not a single one of John Eaves' sketches that I don't like. :D

Offline Chronocidal Guy

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I dunno, I seem to recall a rather portly concept design for the holoship in Insurrection that defied any name but U.S.S. Guppy.  :P

Offline FarShot

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Couldn't find that but I did find this bubble ship.  However the two super awesome sketches attached negate the bubble ship's bubbly-ness. :P





I'm pretty sure it's a separate ship because it has two seats in it.