Author Topic: ChiefBrex's WIPs List - Current Projects: Rigel Class & TOS Pack (03.05.17)  (Read 25008 times)

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Okay, here's the start of the Secondary hull for the Rigel Class. There are a few rough spots, and am trying to figure out how to clean them up. And it does look a little low poly because, as this is my first time doing this design, I didn't want to complicate it with too many polies


Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Rigel Class WIP
« Reply #1 on: April 16, 2011, 02:07:26 AM »
Honestly, use more polys.  You aren't gonna run out, since most Trek ships are fairly easy on the poly count.  The rounded edges are SO important when making a ship, as they are very visible against the black backgrounds of space.  So using more polygons in those instances is advisable.  Where you cut the count is how you deal with transitional edges from the main parts, such as the nacelles to the pylons, pylons to engineering, engineering to neck (if applicable) and neck to saucer.  Those are the ones where you clean the mesh.  Spend more on the parts that will be visible against the blackness and you'll wind up with a much more enticing mesh.

Offline Phoenix Bondi

  • REMEMBER YOUR ORIGIN
  • Posts: 1294
  • Cookies: 575
  • Never Forget Your Origins
    • CHRIS JONES GAMING
Re: Rigel Class WIP
« Reply #2 on: April 16, 2011, 03:27:17 AM »
Good start brex

Offline Darkthunder

  • Vice Administrator
  • Posts: 2321
  • Cookies: 1527
Re: Rigel Class WIP
« Reply #3 on: April 16, 2011, 04:54:59 AM »
Honestly, use more polys.  You aren't gonna run out, since most Trek ships are fairly easy on the poly count.  The rounded edges are SO important when making a ship, as they are very visible against the black backgrounds of space.  So using more polygons in those instances is advisable.

There's a reason for the low polycount, and it says so in the OP:

And it does look a little low poly because, as this is my first time doing this design, I didn't want to complicate it with too many polies

Nice start so far Brex. Nice to see you back at modelling again, been a while since I last seen you :P
Official BCC Discord ยท https://discord.gg/nJAx4HNQ2G
Ad Astra Per Aspera

Offline Phoenix Bondi

  • REMEMBER YOUR ORIGIN
  • Posts: 1294
  • Cookies: 575
  • Never Forget Your Origins
    • CHRIS JONES GAMING
Re: Rigel Class WIP
« Reply #4 on: April 16, 2011, 05:57:16 PM »
im just glad i managed to get him back into it :D

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: Rigel Class WIP
« Reply #5 on: April 16, 2011, 06:12:07 PM »
Okay, here's the saucer section. Again, it looks low poly, even though I did make an attempt this time at increasing the polies. So, I will have to chamfer the edges and the phaser strips. Otherwise, the rest of the mesh looks good I think.


Offline Vedic

  • Posts: 128
  • Cookies: 2
Re: Rigel Class WIP
« Reply #6 on: April 16, 2011, 06:46:11 PM »
I'm aware your going for Low-Poly, but you can add more Polies than that.

Offline eclipse74569

  • Roger Smith of the U.S.S. Lollypop, a good ship
  • Webmaster
  • Posts: 2240
  • Cookies: 65535
Re: Rigel Class WIP
« Reply #7 on: April 16, 2011, 07:12:03 PM »
I'm aware your going for Low-Poly, but you can add more Polies than that.

Hence why he said he's chamferring the edges...it is still a WIP So it'll get better I'm sure :)
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: Rigel Class WIP
« Reply #8 on: April 16, 2011, 10:00:32 PM »
Well that, or I scrap an entire weekend's worth of work and start over from scratch.

UPDATE: Added pics of what I've completed so far (at the end of the thread)

Offline King Class Scout

  • Posts: 1775
  • Cookies: 893
  • the other half of SFRD
Re: Rigel Class WIP
« Reply #9 on: April 17, 2011, 08:34:04 AM »
nacelles remind me of a PDW take on TOS ones.  I'm liking were this is going.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Phoenix Bondi

  • REMEMBER YOUR ORIGIN
  • Posts: 1294
  • Cookies: 575
  • Never Forget Your Origins
    • CHRIS JONES GAMING
Re: Rigel Class WIP
« Reply #10 on: April 17, 2011, 10:04:18 AM »
meh ... i like it :P

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: Rigel Class WIP Updated 17.04.2011
« Reply #11 on: April 17, 2011, 04:48:53 PM »
New Pics. Finished up a new saucer. Took me 4 hours rofl

Offline Jb06

  • Posts: 1295
  • Cookies: 968
  • JL Studios Co-Founder
    • JL Studios
Re: Rigel Class WIP
« Reply #12 on: April 17, 2011, 05:07:36 PM »
looks very smooth, but maybe a tad thin ;)

Cookie

~Jb

Offline Phoenix Bondi

  • REMEMBER YOUR ORIGIN
  • Posts: 1294
  • Cookies: 575
  • Never Forget Your Origins
    • CHRIS JONES GAMING
Re: Rigel Class WIP
« Reply #13 on: April 17, 2011, 06:53:19 PM »
Told u didn't .. I'm happy its coming along for you. Can't wait to see the finished model. Then ill watch your mapping n textures good luck pat!

Offline King Class Scout

  • Posts: 1775
  • Cookies: 893
  • the other half of SFRD
Re: Rigel Class WIP
« Reply #14 on: April 17, 2011, 06:55:12 PM »
!
i can see my install slowing to a crawl even now...
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: Rigel Class WIP
« Reply #15 on: April 17, 2011, 07:30:58 PM »
rofl @ KCS: It's the textures that tend to slow installs down. Polies can do it too, but not nearly as bad as textures.

Anyway, another pic update. I used Mesh Smooth to fix the secondary hull. Turned out almost perfect as a result. See below.

Offline eclipse74569

  • Roger Smith of the U.S.S. Lollypop, a good ship
  • Webmaster
  • Posts: 2240
  • Cookies: 65535
Re: Rigel Class WIP
« Reply #16 on: April 17, 2011, 07:51:03 PM »
I never would have used Meshsmooth....but yours turned out nice!
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: Rigel Class WIP
« Reply #17 on: April 17, 2011, 07:53:42 PM »
yeah, I usually stay away from it myself. But rebuilding the secondary hull from scratch seemed kinda be extreme. So I thought I would give it a try. And it turned out well. But I don't plan to make a habit of using MeshSmooth. This was like a last resort fix. I got lucky is all.

Offline Captain_D

  • Captain of the Seafood Universe
  • Posts: 403
  • Cookies: 5
Re: Rigel Class WIP
« Reply #18 on: April 17, 2011, 08:34:51 PM »
Very nice. I think the neck looks a little thin though, needs to be a bit wider.

Looking great so far. :thumbsup:

Offline Vedic

  • Posts: 128
  • Cookies: 2
Re: Rigel Class WIP
« Reply #19 on: April 17, 2011, 10:54:43 PM »
Make the Defector, Purple.


and the Ship  looks much better now, great job.