Author Topic: Sovie/Saber Crossover  (Read 38928 times)

Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #200 on: May 09, 2013, 04:28:06 PM »
Soooo....

Tryed to de-sharpen the saucer rim a bit and angeled it this way /


Offline hobbs

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #201 on: May 09, 2013, 05:46:40 PM »
looking good  :bow:

but....

... more pics please :D
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Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #202 on: May 09, 2013, 07:00:43 PM »



Offline Jb06

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #203 on: May 09, 2013, 08:02:07 PM »
Going by the latest screens, I'd decrease the thickness of the hull lines, desaturate the escape pods, and possibly add some azteching, though that depends on the era....

Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #204 on: May 10, 2013, 05:34:51 AM »
the azteching was allready on the list. That about the thickness of the lines is a good idea... Also toned down the lifeboats


Offline King Class Scout

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #205 on: May 10, 2013, 07:38:24 AM »
so I am the only one who noticed the inverted reg numbers on the right hand nacelles.  better redo that.
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Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #206 on: May 10, 2013, 07:41:09 AM »
allready know that, will be fixed as soon as i can

Offline moed

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #207 on: May 10, 2013, 02:53:59 PM »
Looking very good 007.

One thing though is that the "sharpness" of the Bussards seem too harsh for lack of a better word.

I think a more rounded-off look would suit this design better.

Just my opinion  :D

Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #208 on: May 13, 2013, 03:00:04 PM »
Began with the saucer bottom:



Need to push back the registry and correct the nacelle regs also...

Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #209 on: May 14, 2013, 03:19:42 PM »

Offline Nighthawk

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #210 on: May 15, 2013, 04:25:47 AM »
I believe the magic word here is *mapping*

there are some errors there that are consistent with a bad mapping.



solution: don't simply "paint over the mesh"... separate the mesh into sections and then draw over each separate section.

I can tell by how the texture appears offset in some places, that you flattened the entire top part.
don't do that... flatten the *plating* if you must, but work with the *bridge* separately, for example

what software are you using?

(funny thing? as I wrote that, I was watching TBBT.... lol)

Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #211 on: May 15, 2013, 04:42:15 AM »
I allready know those flaws you indicated. Im using 3ds max for everything. Those phasers aren't textured yet.

Offline Nighthawk

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #212 on: May 15, 2013, 04:56:47 AM »
yes, but I mean not only the phasers... the sensor (thruster?) pods are actually painted over the *hull*.

what I mean is, cut those modules away, and paint the entire plating alone, and paint the sensors over in another place, or another file altogether.

use Unwrap UVW instead of UVW Mapping, and do cut the mesh into different objects (assuming you won't be doing any further modelling over it.... otherwise you'll be doing twice the work), or assign different material IDs.


Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #213 on: May 15, 2013, 05:54:02 AM »
corrected those thrusters, sensor pallet and obs windows. Still alot of work but seeems to be a bit better. You gave me an idea with the mapping. The phasers and the neck aft of the bridge will be done later.


Offline 007bashir

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Re: 007bashir WIP - Cooper Class Texture Update
« Reply #214 on: September 20, 2013, 11:30:51 AM »
Can a moderator please delete all previous posts before this one?

Have a knew concept. JJ Oberth...



Offline Vortex

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Re: JJOberth WIP
« Reply #215 on: September 20, 2013, 01:51:21 PM »
Never been a fan of the Oberth class. Interesting start, though. Looking forward to seeing how it goes.

Offline 007bashir

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Re: JJOberth WIP
« Reply #216 on: September 20, 2013, 03:07:31 PM »

Offline Vortex

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Re: JJOberth WIP
« Reply #217 on: September 20, 2013, 03:23:44 PM »
Now that I like!! (Maybe push the nacelles up a little?)

Offline WileyCoyote

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Re: JJOberth WIP
« Reply #218 on: September 20, 2013, 05:13:48 PM »
JJ-era ships are tricky and very difficult to build. The curves and contours are very close to TNG-level. Though me and others make it look easy, we have years of practice.

Though some of your shapes are simplistic, you could easily do an Oberth-Kelvin variant.
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Offline hobbs

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Re: JJOberth WIP
« Reply #219 on: September 20, 2013, 05:34:48 PM »
Never been a fan of the Oberth class. Interesting start, though. Looking forward to seeing how it goes.

Leave the room NOW!  :bitch:
 :D

looking good dude... work on it slowly, you know refine the shapes and such and its a winner great job, better than my first wip lol
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"