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Sovereign001 WIP - Jupiter TOS Station -
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Topic: Sovereign001 WIP - Jupiter TOS Station - (Read 12684 times)
sovereign001
Posts: 639
Cookies: 77
Sovereign001 WIP - Jupiter TOS Station -
«
on:
November 10, 2011, 04:32:12 PM »
So I started doing it on my own. Using Wiley coyote livestream (of the constitution) I'm trying to build my own constitution class.
Please remember, i'm a beginner ;) I will post pictures of the process.
Btw, does anyone know how i can get those shadows of my ship, its very annoying!
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baz1701
Posts: 3392
Cookies: 1434
Re: WIP - Constitution class - Sovereign001
«
Reply #1 on:
November 10, 2011, 05:26:37 PM »
good start.
If your using max you can add a skylight and then go to the render settings and advanced lighting. turn on light tracer and then render it out
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: WIP - Constitution class - Sovereign001
«
Reply #2 on:
November 10, 2011, 05:44:48 PM »
Hey Baz, thx for the input. I appreciate it and yes i'm using max 2012 (student version) ;)
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sovereign001
Posts: 639
Cookies: 77
Re: WIP - Constitution class - Sovereign001
«
Reply #3 on:
November 10, 2011, 07:05:42 PM »
Bridge, turbolift, sensor dome are done. (did old fashioned sensor dome).
Next -> impulse engines.
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Saquist
Posts: 414
Cookies: 24
Re: WIP - Constitution class - Sovereign001
«
Reply #4 on:
November 10, 2011, 08:51:53 PM »
Welcome Back...I'll be watching Sov 001
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sovereign001
Posts: 639
Cookies: 77
Re: WIP - Constitution class - Sovereign001
«
Reply #5 on:
November 11, 2011, 06:26:08 AM »
Thx saquist!
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sovereign001
Posts: 639
Cookies: 77
Re: WIP - Constitution class + Jupiter TOS Style station - Sovereign001
«
Reply #6 on:
November 14, 2011, 05:12:59 PM »
I build a city for my teacher but the man wanted something in space like the originals (yep he is a fan).
So i showed him the jupiter station of voyager and he wanted something like that.
I tried to build something like the jupiter station but in TOS style.
Still, got some work to do and texturing etc...
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baz1701
Posts: 3392
Cookies: 1434
Re: Sovereign001 Wip's
«
Reply #7 on:
November 15, 2011, 06:28:53 AM »
That actually works well and looks smart. Have you thought about adding some K7 style docking arms?
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 Wip's
«
Reply #8 on:
November 15, 2011, 08:45:08 AM »
Thank you baz! You mean a pylon with a small shipyard?
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baz1701
Posts: 3392
Cookies: 1434
Re: Sovereign001 Wip's
«
Reply #9 on:
November 15, 2011, 08:59:57 AM »
yeah something like that.
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 Wip's
«
Reply #10 on:
November 15, 2011, 09:04:34 AM »
Perhaps i will, maybe a small shipyard where a science vessel is able to dock?
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tiqhud
BCFiles File Poster
Posts: 1763
Cookies: 1067
San Francisco Shipyards (HPer) file manuiplater
Re: Sovereign001 Wip's
«
Reply #11 on:
November 15, 2011, 09:06:46 AM »
really looks interesting , goin in right way
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TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 Wip's
«
Reply #12 on:
November 16, 2011, 04:31:24 PM »
Thanks, so i worked some more on it and did the textures using the compact material editor. It's not perfect (did it with photoshop and imported them to max). Needed to but a uvm mapping on the saucers and set them to planar etc..
Don't really know how you guys make your textures.. (from scratch or so.. i followed half and half curtis youtube mapping stuff but damn..)
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sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 Wip's
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Reply #13 on:
November 16, 2011, 04:55:36 PM »
If someone is able to learn me how to make easy and nice textures, please do so ;)
Because, i know this is dark and not canon tos style but hey the jupiter station didn't looked all federish like neither ;)
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baz1701
Posts: 3392
Cookies: 1434
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #14 on:
November 17, 2011, 11:27:55 AM »
Not bad so far, I'll send you my TOS connie textures to disect to get the feel for TOS paint jobs.
I have done tons of research to get the colours as close as possible.
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #15 on:
November 17, 2011, 03:34:16 PM »
Received your files baz. Is there anything i should know before i change them and put them on my saucer(s)? I'm using the compact material editor, nothing else..
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baz1701
Posts: 3392
Cookies: 1434
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #16 on:
November 17, 2011, 03:41:00 PM »
I only know how to do it in Max.
Make the base material colour to black. Add the *_glow to diffused and and sef-illumination. Go in to the self-illumination menu and change RGB Channel output to Alpha as grey (this will activate the glows). Then add you *_spec map to specular highlights and apply to mesh.
Then your good to go.
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #17 on:
November 17, 2011, 03:52:55 PM »
Oke thx, does this count for every texture you add?
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baz1701
Posts: 3392
Cookies: 1434
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #18 on:
November 17, 2011, 04:25:03 PM »
yes if it has a glow or spec map
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Whatever knocks us back, can only make us stronger.
sovereign001
Posts: 639
Cookies: 77
Re: Sovereign001 WIP - Jupiter TOS Station -
«
Reply #19 on:
November 18, 2011, 10:12:41 AM »
Oke,
did an stl check. No errors.
Did a polycount-> 58000. That's way too much! Any help here?
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