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BC Forums => BC Modding => Topic started by: Raven Night on January 28, 2014, 12:51:58 PM

Title: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 28, 2014, 12:51:58 PM
Hey guys. Long time no see. Almost finished with my MaveQ rework, so I decided to post the progress. The model is currently 3 pieces (main hull, starboard and port wings) with no errors, still need to do the smoothing and touch up the textures a bit, but it's almost ready to be released for conversion. It's done in Max 5.1.

The wings now move, as you can see. They rotate negative and positive 15 degrees on the Y axis, the lower position for combat, upper position for warp travel and landing. It has a three point landing gear system, though the gear itself is not modeled (just pads on the hull and wings), new engine, cannon and torp launcher rework, as well as mesh refinements and texture changes as you can see.

Here are the current pics.

(http://i62.tinypic.com/2a7sklk.jpg)

(http://i60.tinypic.com/21e5e1f.jpg)

(http://i57.tinypic.com/krnsm.jpg)

(http://i58.tinypic.com/2v10nc2.jpg)

(http://i57.tinypic.com/jakk7m.jpg)

(http://i62.tinypic.com/k50411.jpg)
Title: Re: KDF MaveQ rebuild and texture work
Post by: admiral horton on January 28, 2014, 12:54:30 PM
very nice and good to see u back making meshes or updating them
Title: Re: KDF MaveQ rebuild and texture work
Post by: hobbs on January 28, 2014, 12:57:42 PM
very cool ship there!

welcome back too.

(another modeller that makes my stuff look bad  :facepalm: lol)
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 28, 2014, 01:16:36 PM
Thanks guys. Still a bit of work to do on this one. I have to do the smoothing, do another error pass and touch up the textures in a few spots. Using the old textures as a base, so some of the textures are a bit poor. Did that to save time.

Also not sure if having it in Max 5.1 might be a conversion problem. I could pull it into Max 9 if that would help.
Title: Re: KDF MaveQ rebuild and texture work
Post by: FarShot on January 28, 2014, 01:45:46 PM
Awesome.  Definitely looks the part. ;)
Title: Re: KDF MaveQ rebuild and texture work
Post by: Vortex on January 28, 2014, 01:50:44 PM
That's one cool looking bird.
Title: Re: KDF MaveQ rebuild and texture work
Post by: moed on January 28, 2014, 02:15:11 PM
Awesome work Raven!  Good to see you back!
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on January 28, 2014, 02:18:14 PM
Cool dude. Thx
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 28, 2014, 03:57:59 PM
Good to be back guys. I'm going to try to keep this thread updated with progress. This one should be finished in about a week.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Shadowknight1 on January 28, 2014, 08:03:02 PM
Welcome back and q'apla!  The ship looks great!  Wish I could play BC...haven't been able to find my copy of BC. :(
Title: Re: KDF MaveQ rebuild and texture work
Post by: ViperM1 on January 28, 2014, 08:54:34 PM

 She looks Awesome! Nice job :thumbsup:
Title: Re: KDF MaveQ rebuild and texture work
Post by: JimmyB76 on January 28, 2014, 10:09:30 PM
awesome as always Raven!!
glad to see ya back around!  :D
Title: Re: KDF MaveQ rebuild and texture work
Post by: Kophjaeger on January 28, 2014, 10:53:06 PM
Now I have to revise my Klingon stuff to keep up.... your models really do set the bar.
Title: Re: KDF MaveQ rebuild and texture work
Post by: KrrKs on January 29, 2014, 06:24:59 AM
awesome as always Raven!!
glad to see ya back around!  :D
This! :drool:
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 29, 2014, 08:16:08 AM
Thanks guys. I'm working on mesh smoothing today, if someone could let me know what the current conversion process is I would appreciate it.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Phoenix Bondi on January 29, 2014, 12:17:16 PM
damn that is amazing, well im using max 2012 and exporting as NIF to nifskope and doing the animations for buzzards there and then just putting it into max, what is it you need to know, if i can help at all i will
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 29, 2014, 01:36:05 PM
Well, I am going to need someone to do the conversion for BC, would you be interested? I'm finished with the textures and error corrections, I just have to do the smoothing now. The textures are in BMP form, the model sits at three pieces, 11904 polys. I'm trying to keep all of my models below 15k polys.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Kophjaeger on January 29, 2014, 01:44:04 PM
I can do your texture conversions, and I can smooth it if it is around or blow 52k triangles. Shoot me a PM if you are interested.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 29, 2014, 05:19:39 PM
Well, I just finished the smoothing, texture work and error corrections, and I scaled her to the proper size.

I wanted to chat about that...I decided to up the size of the Maveq to 86 meters. There were a few reasons for this, but mainly it just seemed to make sense based on what the ship is supposed to do.

Now, there is some contention about the size of the Brel, or even if there are different sizes of Birds of Prey, but of course I have 4 different ships that would be considered "BoP", moving wings and land on the surface.

MavQ (Blade)
qajunpaQ (Courage)
mupwI'noH (WarHammer)
NethQ (Doom)

The Blade (this ship) is of course intended to be the equal to the "brel" class, the Courage equal to the "Kvort", and the Warhammer and Doom are unique larger Birds of Prey. The Nethak is actually a combat transport, but the other ships are operational deep space escorts. So this ship is intended to be the smallest of the line for Birds of Prey.

The question would be whether or not 86 meters is too large for this ship. I believe I originally had it at 50 meters, but I though that was too small for it's purpose.

Let me know what you think.
Title: Re: KDF MaveQ rebuild and texture work
Post by: MajorPayne on January 29, 2014, 08:39:10 PM
Impressive stuff Raven. As the Bird of Prey is one of my two all time favourite ship classes (the other being the TMP Miranda), I gotta say this is eye pleasing and could almost be post TNG or a future version of the BOP.
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on January 29, 2014, 09:20:05 PM
 :yeahthat:
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 29, 2014, 10:36:03 PM
Thanks guys. I think shes ready for conversion, I decided to change the glows out to greyscale (black and white) to boost the glow intensity...it was a bit light using colors in the glow maps. I did that on a few commercial jobs and they turned out pretty good, so I decided to do that here. Hopefully that takes care of the dampened glow problem some of my meshes have had in the past.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 29, 2014, 10:56:26 PM
Here are a few raytraced candy shots....like the "hello there" fore shot, you can see some of the detail of the bridge map...if you look closely you can see someone sitting in the captains chair. Also note the subtle docking port on the nose :)

I noticed the flaw on the port and starboard fore area where the cloak tube ends. It has been corrected.

(http://i60.tinypic.com/23sxlrn.jpg)

(http://i59.tinypic.com/140i3af.jpg)

(http://i60.tinypic.com/15rzh21.jpg)
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on January 29, 2014, 11:08:12 PM
I'm in Love
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on January 31, 2014, 12:55:10 AM
Hehe, yea, I think it turned out pretty well. Shes all ready for conversion, I just need to know how to set it up for conversion to BC...IE how to set up the hardpoints needed, whether or not I have to import it into a newer version of Max, etc.

Right now it is saved in Max 5.1
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 01, 2014, 05:18:57 AM
Still looking for someone to either do the conversion to BC or to chat with me about the latest method to convert. If anyone knows of anyone that might be interested, if you could point me in their direction I would appreciate it.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Phoenix Bondi on February 01, 2014, 08:34:24 AM
Replied to your Pm
Title: Re: KDF MaveQ rebuild and texture work
Post by: Lord Tribble on February 04, 2014, 04:36:21 PM
What era is this one for?
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 05, 2014, 05:10:39 AM
This would be for the post Nemesis era. Here is the info for you guys.

KDF D-18 ?Dagger? (M'veQ) class scout
Designed by Raven Night
RavenNight@Hotmail.com
http://www.moddb.com/members/ravennight

The M'veQ was commissioned in 2364 as a replacement for the Romulan-derived Brel class BOP deep space scout. The idea was to create a more flexible and powerful platform that maintained cargo capacity but increased speed, firepower and survivability. A new more cloak efficient shape was devised, and the entire warp coil system revamped to fit the new design. Units were delivered to deep space patrol units in 2372, and participated in the Dominion war. Thought serving alongside the aging fleet of Brel scouts, the MaveQ will eventually replace it's brethren as the main battle scout of the fleet.

The name of the ship, "M'veQ", remains a controversial point of discussion within the Empire. Named after the ceremonial dagger used in the Mauk To'Vor ritual suicide rite, many considered the name inappropriate. However since the vessel is named after the knife itself, not the ceremony, the designation has gained wider acceptance. The Cardassian union classifies this ship as the "mavek", the Federation has filed the ship under the moniker "MaveQ".

This ship has three standard wing positions, cruise at Y0 degrees, combat mode at y-15 degrees and warp/landing mode at y15 degrees. The landing position of the wings requires more room than the brel considering the angle is much more shallow than it's predecessor. The lower wing position, however, does allow a reduced ceiling clearance requirement.

This vessel has a much more stable 3 point landing gear system, utilizing 6 extending pads, one from the crew pod and one each for the port and starboard wing. An egress ramp has been added to the crew pod in addition to the standard aft cargo bay egress point.

Originally this vessel was designed with an aft torpedo launcher, but subsequent design modifications to increase storage capacity necessitated the removal of the rear launcher. As a result, maneuverability was substantially increased and a more powerful cloak emitter installed to compensate.

The most notable difference between the MaveQ and the Brel is the inboard warp coil configuration and exposed SIF/IDF conduit system. The MaveQ is a larger vessel than the Brel, but has approximately the same cargo capacity.

The KDF expects to replace all aging Brel class platforms with the M'veQ by 2390.

Length: 85m     Height: 21m (cruise)     Width: 114m (cruise)
Decks: 10
Mass: .234 million metric tons (mmt?s)
Complement: 3 Officers, 6 Enlisted
Power: 1 Type 8 Dilithium Warp Core, 4 Type 2 Fusion Cores
Propulsion: 1 STN1200 Dilithium Graf Units, 2 SBN30 Impulse Units
Velocity: Warp 8 Cruising, Warp 9.5 Maximum Speed
Weapons and cloak: 2 medium long range disruptor cannons, 6 very short range defensive pulse disruptors, 1 Type 5 Torpedo launcher, Type J4x Cloak array (2 emitters, 1 coil), Type J1 Active sensor damping system
Shields: Type H4, 25 emitters
Armor: Grade 6b
Title: Re: KDF MaveQ rebuild and texture work
Post by: FarShot on February 05, 2014, 08:21:36 AM
I was going to say before you posted that, that they would answer the question:  "What if Klingons featured in FC/Ins/Nemesis?  What would John Eaves have designed for them?"
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 05, 2014, 06:17:38 PM
Thanks. The concept of the Blade and Courage is to replace the ridiculous (in my opinion) size disparities with the Klingon BOP model as it has appeared in the movies and TV shows. As indicated on EAS, the size changes have been extreme, from the tiny size in The Search for Spock and The Voyage Home to the huge size in shows like "The Defector" on TNG. The situation was further complicated by referring the same model as a "Kvort" or "Brel" class, insinuating two different types of ship, which folks naturally assumed meant size.

Obviously the tiny ship in STIII and IV and the massive ship in "The Defector" are not sensible. They are simply the same model used with improper scaling.

So this was my solution...actually design two different smallish BOP to replace the standard magic scaling BOP...one that is tiny, relatively speaking, and looks completely different than the other more traditional design. Hence the Maveq and the Courage.

I still have two larger BOP in the works, one is the Warhammer, meant as a replacement for the massive BOP in "The Defector", and the other is intended to be the biggest BOP in the fleet, a rework of the Nethak with moving wings.
Title: Re: KDF MaveQ rebuild and texture work
Post by: FarShot on February 05, 2014, 07:08:31 PM
I had this idea oddly enough just before you begin posting again of the MaveQ and its brothers, another what if.  What if we go with the K'vort being a larger B'rel but TNG's producers had it within the budget to make a new model for it?  The idea behind the design would be that at a distance (say, the long shots of it and the Ent D fighting in Yesterday's Enterprise) it looks nearly identical, roughly 75% the same, but in close camera passes it definitely looks like a big brother.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 05, 2014, 07:49:39 PM
Yea, I actually considered designing a large BOP that would have similar lines to the standard BOP, so at a distance they would look the same, but up close you could definitely tell it was another ship.

The only problem I had with that was this shot...you can see it not only shows the front of the ships (Yesterday's Enterprise has the same problem) but also the aft quarter. That makes it more difficult, but not impossible. The ship that is close to the camera could be a Brel, while the two ships in the distance, behind the Romulan vessels are the larger Kvorts.

http://www.ex-astris-scientia.org/observations/thedefector/38-thedefector-r.jpg

http://www.ex-astris-scientia.org/observations/yesterdaysenterprise/49-yesterdaysenterprise-r.jpg
Title: Re: KDF MaveQ rebuild and texture work
Post by: Kophjaeger on February 06, 2014, 06:25:38 AM
I really hate the expression "scaled up" too. So if a Constitution class ship had say, 250 framing joists, and they scaled it up, would it just use bigger framing joists, 500, or who the hell knows?

I have had the same thought about the K'vort, and you may be able to get away with a different hull panel layout and multiple window rows on the pods. Maybe changing the kibble on the neck. The profile of the design may have been a throw back, but it could be shown to be put together differently.
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 06, 2014, 06:57:14 AM
Well, here is my thinking with respect to this ship and the courage. The idea is that this vessel will be the "small" BOP, though bigger than the smallest BOP from the show/movies and 87 meters. The courage will only be a bit larger at around 120 meters, the standard agreed BOP size.

The Warhammer, pictured below, will probably run around 250 meters (this will replace the upsized Kvort class), being considered as the Klingon "Defiant".

(http://i58.tinypic.com/2rp712b.jpg)

And, of course the Nethak, once I rebuild it, will be the largest BOP at almost 600 meters...the largest ship in the KDF that can land on planets.

(http://i61.tinypic.com/30n9kyh.jpg)
Title: Re: KDF MaveQ rebuild and texture work
Post by: cordanilus on February 06, 2014, 09:40:56 AM
I very much like the second one.  It looks streamlined almost, as if it were a bird that dives to attack it's prey.  Of course, the Warhammer looks nasty too.  :)
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on February 06, 2014, 01:12:29 PM
Cool. I like them both. The top one is very interesting. What type of warp engines. Can I see a profile picture.

Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 06, 2014, 11:23:07 PM
Sure, here you go.

(http://i60.tinypic.com/2n7merl.jpg)

(http://i58.tinypic.com/2h5mm1i.jpg)

(http://i57.tinypic.com/2ef0ygx.jpg)
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on February 07, 2014, 02:12:39 AM
Now that's one cool looking ship :yay:
Title: Re: KDF MaveQ rebuild and texture work
Post by: Lord Tribble on February 08, 2014, 05:09:32 AM
The warhammer is almost exactly how I'd imagine a post nem BoP :yay: Though I'd be tempted to make the wings a bit thinner, they seem a bit too chunky.
Title: Re: KDF MaveQ rebuild and texture work
Post by: nxadam1701 on February 08, 2014, 01:19:26 PM
Some good textures showing off really strong/bulky hull plating would be really nice with this beast.

Adam
Title: Re: KDF MaveQ rebuild and texture work
Post by: Maverick on February 09, 2014, 01:13:41 AM
Raven Night, These models are fantasic can't wait to get these in game keep up the brilliant work m8.  :D
Title: Re: KDF MaveQ rebuild and texture work
Post by: Raven Night on February 13, 2014, 01:01:21 AM
Thanks. phoenix is currently working on a port for BC. The model should be available soon.