Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: ChronowerX_GT on July 21, 2008, 02:32:44 PM
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Hi, i've been beta testing the YOH Voyager from the DQP and I really thought that ship deserved a bridge to go with her. So here are some YOH WIP's. I'm going to do about 5 or 6 different versions. All I have to do is add to the previous one. So far i've done day 5, 32 & 65. They still need textures and lighting etc. So it doesn't really look much atm. I used the 3rd Era Intrepid bridge as a base.
The day 5 version only has a little bit of debris modelled in. This version will mainly be a retexture since the bridge was hardly damaged by this stage.
Day 32, as you can see there's more damage to this version. There's broken rails and more debris.
Day 65, you can see that the damage needs to be modelled in by this stage with the fallen debris. Still, lighting and texturing is going to make a huge difference.
I hope to include the version with no viewscreen aswell with just a forcefield in place. So far i've done to the end of part one.
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looking good so far, can't wait to see it painted.
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Splendid.
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Agreed, this looks excellent.
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Thanks, the small chunks of debris really up the poly count so I think i'll delete them from day 65 onwards. The big blocks that fell from the ceiling are lower poly!!! However, the small debris won't make much difference on the very damaged versions since the damage doesn't have to be as suttle as day 5 and day 32. Deleting that small chunks should lower the poly count by a couple of thousand.
I need to make the lights and the consoles flicker aswell.
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Spent the last hour finishing off the bridge. I've now done days 133,226 and 257 (with no viewscreen). I got the final bridge down to 23k. What do you think? Any suggestions on how I could improve it?
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wow, that looks great :)
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I'd normally say throw on some more polies and make the damaged components more detailed, and crank up the detailing [since, you know, it's DAMAGE... xD] But because BC has issues with high-poly stuff, I suppose some really crafty textures will do nicely...
Anyways, it looks pretty cool. Can't wait to see what else you can manage. :]
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Thanks, but i'm now stuck. I think I know how to create the UVW maps in Max but I don't know how to apply them. I've done it before but I don't know how.
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I'm a noob to UVW mapping, myself... the most I can do is apply a transparency texture to a plain. Lol. xD
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Lol, all i'm trying to do is apply a texture to one of the consoles but i can't seem to even do that.
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Nice to see, that your idea is becoming relality! :)
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Well, i got the UVW mapping to work. Does anyone know how to make a gas effect in Max? On Day 4 we see gas flooding the bridge at knee level.
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looks good
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Hey, I really need help texturing this. I've made 5 different bridges but is there any way to transferre the textures from the previous one to the next without UVW mapping?
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I think i've sussed it out. I've done a little bit of the damage for day 4. The debris is coloured in, the display's exploded, the consoles have static on them and there's a bit of damage above the display. Still need to do lighting. Also i still need the gas and the flickering lights.
For some reason the lines from the UVW maps show through when I click render.
EDIT: You can forget the gas as it isn't there later in the scene.
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This was done extremely fast, but like i said luke over on bcs, ill try help out if you want.
~Jb06
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Putting all my work to shame thats for sure.
Keep it up
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Thanks, I was wondering if there was any way to just add the debris and damaged consoles on top of the normal bridge using bp core? I know it can swap textures but can it add extra parts to the model?
Btw, those consoles JB look really good.
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Nice, very nice job Luberobin!
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Very good work there.
8)
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Thanks, I was wondering if there was any way to just add the debris and damaged consoles on top of the normal bridge using bp core? I know it can swap textures but can it add extra parts to the model?
Btw, those consoles JB look really good.
yeah BP Core can do that its how third era improved the models on the Sovereign and Galaxy Bridges
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I want to texture one of the pillars near the tactical station. But this part is actually a huge piece that go's round the whole bridge. Is there any way to select the parts I want and tell max to make it into a seperate object. The screenshot should help. The highlighted parts are the ones I want to have serperate. I'm still a noob with max.
Thanks, I was wondering if there was any way to just add the debris and damaged consoles on top of the normal bridge using bp core? I know it can swap textures but can it add extra parts to the model?
Btw, those consoles JB look really good.
yeah BP Core can do that its how third era improved the models on the Sovereign and Galaxy Bridges
Right, that's good. Who can help me do that? :D I've no idea where to start.
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Luke i need to talk to you on msn about the model itself aswell ;)
~Jb06
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I started doing some more work on it. It may need a full retexture since some texture's arn't showing correctly in max. Anyway I was doing the front of Harry's console for day 4 but i've changed the colour from what 3rd Era did. Does this look more canon? 3rd era's is the lighter texture on the ends. Also there's a screencap fron voy of the console.
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Yours look more canon luke, great work so far.
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Luke, go all out. Do it all. Re-texture the whole thing, and make it the best bridge you can possibly make. This is amazing so far. Keep it up, buddy!
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Thanks, both of ya. I think i'll do what Aeries says. I'll retexture the whole bridge but not damaged (i'll just work on the Day 4 since it wasn't really damaged.) and also include that in the pack. Other people have said that the textures arn't canon so it make sense to do it again. Then once all the UVW mapping is done from the normal bridge, i'll then import the damaged parts from the other bridges so they'll be the YOH varients and also the normal. Perhaps if I feel like it I could include the damaged bridge from Equinox.
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Perhaps if I feel like it I could include the damaged bridge from Equinox.
That would include making an entirely new bridge. Despite the similarities, they were totally different, from what I saw... Anyways, since you're doing a heck of a lot already, let's leave that idea as, simply, an idea, and focus on the task at hand. I think you're on the right track with importing the damage into THIS bridge. Don't forget to alter the lighting and such for the damaged variants, as it was next to none.
This is epic. I've been waiting for a truly damaged intrepid bridge for a LONG time. The retextured versions I've seen so far are nothing in comparison to what you seem to have planned here. You will succeed. Now, have some coffee, get workin' on this, and efficiently assimilate the day. 8) Resistance to keeping my eye on this project is futile.
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the nova bridge was based on the prometheus, not the intrepid
(http://img231.imageshack.us/img231/3599/novameshdw0.jpg)
(btw luke, go easy on your judgements of the Intrepid bridge; it may not be 100% canon in your eyes but it was still a big improvement and a good amount of work by many people.)
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Sorry Mark, I was looking at some screenshots of the bridge and I realised I was looking at an earlier version of the Bridge. I found the right version and it was pretty much 100% canon. Btw, when I said the Equinox, I meant the damaged Voyager bridge from that ep :wink:
Anyway, I managed to get rid of the UVW lines from render so here it is.
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I found the right version and it was pretty much 100% canon.
no you were right, those consoles should be brown and theyre not; but to say that all the textures are uncanon is unfair.
Btw, when I said the Equinox, I meant the damaged Voyager bridge from that ep :wink:
Gdgd, I hate it when people think the nova bridge is built on the intrepid set :P
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I found the right version and it was pretty much 100% canon.
no you were right, those consoles should be brown and theyre not; but to say that all the textures are uncanon is unfair.
Btw, when I said the Equinox, I meant the damaged Voyager bridge from that ep? :wink:
Gdgd, I hate it when people think the nova bridge is built on the intrepid set :P
I'm sorry if I gave the impression that all the textures are wrong. It was because I was looking at a different bridge. Actually to save retexturing it all, do you have the original UVW maps? That way I can keep the old textures or just slightly edit them.
EDIT: I did find one huge problem with the bridge. (No offence? :() The viewscreen is way too low down so that meant that the top comes down too low and spoils the lines of the bridge. I'll get a screencap to show you the differences.
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Here it is, excuse my texturing i'm in the middle of doing them. From almost the exact same position.
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yes, we didnt actually move the viewscreen from v1 to v3 because its cut into the wall, and I didnt want to mess up the mapping... looking at it now I could fix it in 2 mins but back then was a different story.
I didnt store the unwraps since i just render them as i need them... if you let me know which objects you could use them for i might have time to oblige.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
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yes, we didnt actually move the viewscreen from v1 to v3 because its cut into the wall, and I didnt want to mess up the mapping... looking at it now I could fix it in 2 mins but back then was a different story.
I didnt store the unwraps since i just render them as i need them... if you let me know which objects you could use them for i might have time to oblige.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
Thanks, it should could come in handy. I'm in the middle of altering the wall and the viewscreen to S4 so if that doesn't work out i'll pm ya.
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Fixed the front. But it doesn't look right. I think the whole bridge may be slightly too narrow or it could be too high.
EDIT: I could be that the red alert lights are too close to the viewscreen.
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Done some alterations, though still not canon it's still closer to the show. I've made the screen smaller and not as tall. This means there's a gap at the top but it shouldn't look out of place. The black is where I need to fill in the wall.
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Thanks, I was wondering if there was any way to just add the debris and damaged consoles on top of the normal bridge using bp core? I know it can swap textures but can it add extra parts to the model?
Btw, those consoles JB look really good.
from what I understand, yes that was actually the original purpose of the Core, although I have no idea how, that is something to ask someone in 3E
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the nova bridge was based on the prometheus, not the intrepid
Oh, interesting. I wasn't aware of that. :]
The new viewscreen looks good so far Luke. Not so sure about that gap, though... Bleh. It looks totally cool regardless. :D
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the nova bridge was based on the prometheus, not the intrepid
Oh, interesting. I wasn't aware of that. :]
The new viewscreen looks good so far Luke. Not so sure about that gap, though... Bleh. It looks totally cool regardless. :D
And the prometheus bridge was based upon the excelsior bridge.
I've put the wall back in but I need to cut a gap in it where the viewscreen would be. Does max have any good tools for that?
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Boolean Tool. It can be a pain in the ass sometimes, but it should work for that. Its under 'Compound Objects'. Have a play with the settings to get used to it.
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or just use a spline and extrude it. then delete the faces that you dont need
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Sorry to hijack your thread, Luke but it'll only be for one post (And one reply, hopefully), but it's related. I've never figured out how to use splines on a pre-existing face. As it's a common feature, I assume it wouldn't be all the much different.
Also, love what you've done so far Luke, Can't wait to go for the full effect with a YoH Voyager! Cookie for you.
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Sorry to hijack your thread, Luke but it'll only be for one post (And one reply, hopefully), but it's related. I've never figured out how to use splines on a pre-existing face. As it's a common feature, I assume it wouldn't be all the much different.
Also, love what you've done so far Luke, Can't wait to go for the full effect with a YoH Voyager! Cookie for you.
Thank you, I don't mind you asking questions. I can learn from the answers aswell :D.
Well I tried the boolean tool but had no luck so I went about correcting the communications/sensors station. Only slight differences. Screenshots are before and after. I'll try what Sean said.
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Looking great! I know that with Lightwave, if you use the Boolean tool to "Add" then it would make the face where you want the Viewscreen to be a new face, which you could just delete. I assume it'd be the same with Max.
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Still no luck with it. Could one of you's possibly take a look at it for me if I post the file here?
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Still no luck with it. Could one of you's possibly take a look at it for me if I post the file here?
Forget my last post. I'm going to wales for a short break so i'll be back around Sunday/Monday. Hopefully i'll get quite a bit done on my laptop. I've no internet access there so I won't be able to get any reference pics so i'll just finish off the viewscreen and the tactical/ communication stations.
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And the prometheus bridge was based upon the excelsior bridge.
Well, the remake Excelsior - it wasnt very canon in places.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
Thanks, it should could come in handy. I'm in the middle of altering the wall and the viewscreen to S4 so if that doesn't work out i'll pm ya.
Here you go, hue might need a bit of tweaking but nothing too major
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great! :D
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No matter what you do, you never cease to amaze me. Great work!
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I was able to quickly finish off the damaged lcars for one varient, like i said luke it's upto you if you use them ;)
Enjoy
~Jb06
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oooohhhh..... :shock:
That's awesome!
cookies to luke and jb ^^
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Yep, they are cool!
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nice! now to only grasp the ultimate: lcars flickering lol :P
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Lcars can be animated anyways. Just have them appear black for a frame or two in the animations. :/ Or something.
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Yeah, but you will need more frames. Black LCARS for 2/6 frames won't look too good. Maybe we could bring back the stock flickering, but control it.
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I'm back ppl :D JB those damage textures look awsome. I'm pretty sure that i'll use them. However, me and baz1701 have teamed up to create a new Voy bridge. He'll do day 0 and then i'll mess it up into YOH varients.
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Well as long as someone knows how to do lightmapping, animations etc im sure it will turn out great ;)
~Jb06
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Lcars can be animated anyways. Just have them appear black for a frame or two in the animations. :/ Or something.
haha, the voice of experience :P
Im afraid that true LCARS flickering is not achievable in Bridge Commander without killing system performance. BC has a really nice system for handling it, but sadly we cant export models that support the feature.
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Sorry ppl, Baz isn't doing a new bridge, he's going to do all the other parts like the corridors and engine room and then add it to the bridge i'm working on. Of course it won't be able to run in BC. I'm still doing the yoh bridge to release though. I done some work when I was in Wales so i'll get some screenshots later and show them to you. Still, can't cut the hole out of the viewscreen.
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Not a big update, but i've canonised (is that a word?) the tactical station so it's like the communications station and parts of the ceiling are now the right colour. Without internet access in wales I couldn't get any reference pics to do more work.
Edit: I know the sides of the consoles arn't canon. I'll fix that shortly.
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It turns out that the stations at the side of the bridge are way out. That's why the front of the bridge looks too small. So i'm going to re-do all that and then i'll post some pics of before and after.
EDIT: Actually, it looks like i'll have to do pretty much the entire front half of the bridge again.
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It turns out that the stations at the side of the bridge are way out. That's why the front of the bridge looks too small. So i'm going to re-do all that and then i'll post some pics of before and after.
EDIT: Actually, it looks like i'll have to do pretty much the entire front half of the bridge again.
hmm there comes a point when you need to draw a line... you started off just wanting to make a damaged version of the bridge, you are now rebuilding half of it from scratch.
You are welcome to do whatever you want, but try to ask if its strictly necessary and if you will be able to finish what you start.
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It turns out that the stations at the side of the bridge are way out. That's why the front of the bridge looks too small. So i'm going to re-do all that and then i'll post some pics of before and after.
EDIT: Actually, it looks like i'll have to do pretty much the entire front half of the bridge again.
hmm there comes a point when you need to draw a line... you started off just wanting to make a damaged version of the bridge, you are now rebuilding half of it from scratch.
You are welcome to do whatever you want, but try to ask if its strictly necessary and if you will be able to finish what you start.
I admit that the subject has changed focus, so I think I should rename the thread. The bridge how it was, was still very close to canon but this is also giving me valuable modding skills in Max since i'm new to it. Most of the middle and rear of the bridge is 100% canon it's just the side stations were too long so the wall inbetween them and the viewscreen was too short which made the bridge it's self look to small. Perhaps rebuild is too strong of a word since i'll just alter the existing walls so they are a bit longer. I wouldn't really bother changing it since it's a small inconsistancy but since it throws off the main part of the bridge (the viewscreen) it makes sense to alter it so that people won't notice.
Sorry Mark, and the 3rd era team, I didn't meant to alter so much it's just sometimes i'm a bit of a perfectionist.
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I have absolutely no problem with you improving what is available for people - my intention is not to stop you bettering what we have done.
I just wanted to point out that if your intention was just to do the Year of Hell version then you need to avoid big distractions (possibly like this), I know how easy it is to get caught by non-canon parts of bridges - but the time you spend has to be weighed against its value to the project.
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I totally understand what you mean. This project though has kinda merged with baz1701's Voyager interior that he's going to do. When i've finished this bridge at day 0 i'll then send him the bridge to intergrate into his. Hopefully I can get most of the work done in the next couple of days and then get back on track with doing a YOH bridge.
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Well, i've taken Mark's advice and i've stopped being so canon with it. So, i've left the sides pretty much as they were (mesh wise) and just gave them a retexture. I've also changed the colour of the chairs so that they're more canon.
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yes, we didnt actually move the viewscreen from v1 to v3 because its cut into the wall, and I didnt want to mess up the mapping... looking at it now I could fix it in 2 mins but back then was a different story.
I didnt store the unwraps since i just render them as i need them... if you let me know which objects you could use them for i might have time to oblige.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
Hey Mark, you said that you might be able to help with some UV's. I'm a bit stuck with the lights near the top. Only half of them show. Could you please help me with it?
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Nice, I love the way it's coming along, Small off topic, I was wondering if anyone was gonna do the Enterprise Nemesis Bridge where it gets all blown apart, would be sweet if you could have two sets of Bridges, so if your ship gets 50% damaged it goes all to hell lol
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yes, we didnt actually move the viewscreen from v1 to v3 because its cut into the wall, and I didnt want to mess up the mapping... looking at it now I could fix it in 2 mins but back then was a different story.
I didnt store the unwraps since i just render them as i need them... if you let me know which objects you could use them for i might have time to oblige.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
Hey Mark, you said that you might be able to help with some UV's. I'm a bit stuck with the lights near the top. Only half of them show. Could you please help me with it?
I think those lights were mapped onto seperate faces that were simply placed infront of the main roof - you might have deleted some accidently.
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yes, we didnt actually move the viewscreen from v1 to v3 because its cut into the wall, and I didnt want to mess up the mapping... looking at it now I could fix it in 2 mins but back then was a different story.
I didnt store the unwraps since i just render them as i need them... if you let me know which objects you could use them for i might have time to oblige.
BTW, i already did a mauve version of that front wall, canon to s1 - s3.. you can have it if you want.
Hey Mark, you said that you might be able to help with some UV's. I'm a bit stuck with the lights near the top. Only half of them show. Could you please help me with it?
I think those lights were mapped onto seperate faces that were simply placed infront of the main roof - you might have deleted some accidently.
Right, I'll have to add them back in. I'd of been done if all the textures shown properly when I imported the bridge into Max. Now I just really want to start making this into YOH. :( It's a good job that I took Marks advice and not alter everything :D
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It's a good job that I took Marks advice and not alter everything :D
heh, i almost rebuilt the entire NX bridge last week :P
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It's a good job that I took Marks advice and not alter everything :D
heh, i almost rebuilt the entire NX bridge last week :P
And we're grateful.
Can't wait for the YOH bridge, from what I see it looks perfect.
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It's a good job that I took Marks advice and not alter everything :D
heh, i almost rebuilt the entire NX bridge last week :P
Awww, come ooonnn... rebuilding it nineteen times wouldn't hurt, aye? :P
Heh, I kid ya dude. :)
Lukerobin, Or Chronowerx, or whatever you'd like me to call ya now [lol], good work so far. :D
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Lukerobin, Or Chronowerx, or whatever you'd like me to call ya now [lol], good work so far. :D
Any lol. Or just Luke.
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Hi all back from my hols, but will need a week to clear my back log before I can start work on the Voy interior for Luke to smash up
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Ok, I'll carry on with the bridge when you are ready. In the meantime, i'll finish off the Avenger.
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I'm going to start work on this project next week but I have no ref source for Voyager. Is there any website with the ships details or can someone send me any ref pics or drawings. For this project I will only be doing cannon rooms and nothing made up as I did for the TMP set.
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Try this:
http://www.startrek.com/startrek/cda/html/images/feature/specials/voy_tour/tour_begin.html (http://www.startrek.com/startrek/cda/html/images/feature/specials/voy_tour/tour_begin.html)
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well I see the warp core will be easy as it is the same one recycled from the TMP connie
Got to love Paramount for keeping as reusing ol star trek movie stuff.
At this rate we could build kit parts and people could put their own ship interiors together.
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Just got my new Quad core PC so as soon as I have it all up and running I'll be making a start on this if people still want it.
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Yeah, I need to finish the bridge off aswell.
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well its a start
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last update for tonight
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The shots are a little blurry, but I like how this is shaping up.
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Awesome! 8)
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Looks good. I have to agree with kirk, too, that the renders seem a tad blurry. :)
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Just changed PC so still tweaking the render set up, was trying max smoothing
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More engine room
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and some corridors
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im confused lol what about the bridges? where will engineering and the corridors come into play for BC?
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im confused lol what about the bridges? where will engineering and the corridors come into play for BC?
I think they're planning on adding them to the game like bridges (Like immersion only with less features) which is possible... albeit Difficult
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The plan is I make the set in it's normal condition and Luke YOH's it. What is done with it after that who knows.
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Has anyone got any Voyager LCARS textures I can put in as temps on these models?
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im confused lol what about the bridges? where will engineering and the corridors come into play for BC?
I think they're planning on adding them to the game like bridges (Like immersion only with less features) which is possible... albeit Difficult
difficult indeed!
but im still confused (lol forgive me) - i can understand the bridges and the states of their damage and such for use in BC... are they still being done? or are they on hold? seems to me the best idea would be to complete the bridges and then try working on other sets?
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Luke is working on the bridge, I'm woking on the rest. After all does Excalibur have a Intrepid interior? or is it too old?
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Luke is working on the bridge, I'm woking on the rest.
aaaah ok - ignore me then, im slow sometimes lol
i misunderstood...
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Wow! Everything here looks cool! I'll be glad to be able to walk around the ship for once.
And this may be slightly off-topic, but are there already interior shippey things on BC Files? Or are these kind of things just in the moddeling stages? I only ask cos baz1701 said that the one for Excalibur
is too old
.
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there are currently no interiors available at BCFiles except for bridges; i guess theyre not all that practical right now for BC... i mean, i guess someone could build (for example) an Engineering set and have the crew stand around at various engineering stations or whatever (with no viewscreen), but nothing like that has been done as yet to date... it may be more difficult and complex than it is worth in the end...
as far as any interiors for Excalibur you can see for yourself some of the ones being worked on at the Excalibur site page...
http://stexcalibur.com/index.php?option=com_content&view=category&id=13&Itemid=30
tho there will be many more than what is up there now (as it is all a WIP)...
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what I ment by to old Exc is post nemesis and Voy is a at least 1 to 2 years behind it. Will the interpid class be allowed?
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Yeah they're definitely doing a intrepid interior to my knowledge.
~Jb06
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what I ment by to old Exc is post nemesis and Voy is a at least 1 to 2 years behind it. Will the interpid class be allowed?
I don't see why not. The Intrepid Class is a d*mn good design, I don't see it going out of style any time soon.
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Remember how long the Miranda stayed in Fed service!
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perhaps it might be best if the thread can try and stay close to ontopic...
thx :)
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Baz nice work there. Can't wait to YOH her. Cookie for you.
As for the bridge, well i'm still doing it but i'll get the Avenger finished first. By then I should have enought skill to finish off the bridge.
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cheers mate, will be getting back on it tonight.
I've decided to cheat alittle and recycle my Sov holodeck for this piece as well
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As for the bridge, well i'm still doing it but i'll get the Avenger finished first. By then I should have enought skill to finish off the bridge.
Avenger?
btw. nice work both of you.
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USS Avenger, Century varient/refit with armour! http://bc-central.net/forums/index.php/topic,4123.80.html
Btw, why is this thread showing up on the home page as "."? It clearly says VOY YOH Bridge thingymabob. Forget that.
And this is lurvly. It takes quite a bit for me to spell "lurvly". That means this is really good!
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heres an update with temp textures
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Eeeh! MORE! 's great!
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that's really impressive job guys, If you'll need any displays i can always help ;)
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oh please do help doc, I have no idea how to do Lcars
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oh please do help doc, I have no idea how to do Lcars
I feel your pain.
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then your pain ends here :D I'll start it tomorrow, just need to take as much reference pics from Trekcore as possible
btw. which consoles from which parts of the ships do you need ? from what I can see you'll need full engineering LCARS coverage + some corridors control/status panels am I right ???
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Would elite force have the LCARS?
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I'm planning the following
Engineering
sickbay
crew quaters
readyroom
well basicly the whole ship
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Would elite force have the LCARS?
Why port when you can have original, restriction-free material?
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Yeah I can make pretty every LCARS from EF but using as a tip on which diplay should be where and i'd rather do all of them from scratch with using some existing templates to fill everything up ;)
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well due to other projects this one won't be a quick one like the TMP set
so no rush
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oh ok then, I'l collect some screencaps and when i'll have something to show i'll post it here
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why does this never work for me
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Engineering almost done. Main structure finished just needs a few finish touches
I have no ref pics of the entrance. is it a standard door or cargo style door?
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It's a wider, normal door.
I'll grab some pictures for you.
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thanks I'll make them wider
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thanks for the caps added some more detail
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It may just be the textures, but the doors look almost too wide.
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No, the ceiling is too low. Looks good though.
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Idk. I like.
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No, the ceiling is too low. Looks good though.
Easy fix.
has anyone got any caps of the control systems, like the consoles around the warpcore.
I'm looking to finish this one today or tomorrow and start on the mess hall next.
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You'll find some in 'investigations' , 'raven' , 'timeless' especially. Just go to Trekcore.com and look into Voyager screencaps, I'm using these to make LCARS for engineering, oh btw. I'm currently working on them when I'll finish coloring them I'll show you some displays ;)
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http://www.startrek.com/startrek/cda/html/images/feature/specials/voy_tour/tour_begin.html (http://www.startrek.com/startrek/cda/html/images/feature/specials/voy_tour/tour_begin.html)
3d Tour of engineering.
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I've been using the tour but the quicktime part does not work for me so only have the few ref pics in the pop up
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giving the entrance a little more height
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Certainly looks cool.
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made the shell for sickbay
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Whoa, slow down there. Here, try this.
(http://pat.suwalski.net/film/st-stages/stages/stage9-voyager.png)
That's the actual set plan.
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Ha already have that one thanks. it is what I've based the corridor on
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I wanted to point out the sickbay. 3 bed area and Doc's office, which should have 2 openings, which I don't see.
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they are there. the areial shot does not show them because there is a door frame. the bio bed office entrance can be seen in one of the pics.
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Looking great so far! However, as you can see from the floor plan, there are side station thingies on both side of the warp core, not just one. There is also an additional console on each facing the warp core.
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I wondered how long it would take for that to be noticed. Rest assured I will be revisting the engineroom again. I just like to start other rooms to stop myself going boss eyed and bored of staring at the same thing :shock:
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added second alcove
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done bio beds (without textures)
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Awesome!
Cookie for you baz. 8)
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doctors offic modeled
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briefing room started
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Since this thread has gone cold and I (as the wife pointed out last night) have 6 projects on the go at the moment. So I'm put everything on hiatus until I've finished my main project (live action James Bond movie).
The projects I'm putting on hold are: -
YOH Voyager sets
USS Nostromo
Sov Interior
Trek XI Enterprise Launch (film)
Starfleet marines orbital skydiving (film)
I have abut 40 minutes of greenscreen footage that I shot to edit and make sure works before I rebuild my greenscreen studio in 2 weeks time for re-shoots.
I'll still be checking the forums but you'll have to wait for any new updates.
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Oh, busy boooiiii. Good luck. :)
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Ah rite that's cool. I'm pretty busy myself so I won't be able to YOH it for a while.
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the work you have done is amazing, but how will it be used?
it would be cool if you could connect them all together with corridors and add them behind teh bridge to walk around in
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Well the bridge (see the begining of this thread) should hopefully be released for BC. As for the whole interior, well I dunno if BC could handle it.
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You could avoid the lifts. BC might stand a better chance even though it would be weird having the Warp core behind the bridge.
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I just don't think BC could handle a bridge of that size and polycount.
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i just have my doubts any of it will wind up in BC, unfortunately :(
after modeling, there is so much more to do, and such a major project like this, i dunno... of course, i hope im wrong...
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i just have my doubts any of it will wind up in BC, unfortunately :(
after modeling, there is so much more to do, and such a major project like this, i dunno... of course, i hope im wrong...
Well hopefully the bridge will.
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again, there is so much more to do after modeling... between lightmapping, texturing, scripting, animating, etc etc etc these days, new bridges for BC are less and less a likely possibility...
it is unfortunate; throughout the years many good models were made for bridges, but they never really went past that stage...
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Awe well! Good experience to model them up, anyways aye? :3
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again, there is so much more to do after modeling... between lightmapping, texturing, scripting, animating, etc etc etc these days, new bridges for BC are less and less a likely possibility...
it is unfortunate; throughout the years many good models were made for bridges, but they never really went past that stage...
I'm no expert on bridges, but the bridge I used was the 3rd era bridge with some model enhancements. Wouln't it be possible to import all the scripts and lightmapping from that one into the new one?
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Not the lightmapping, no. Thats based on how the light rig is set up and the grouping.
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Plus, with all of the debris, you'll want to make new animations so the characters walk around the debris.
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Plus, with all of the debris, you'll want to make new animations so the characters walk around the debris.
Well as debris increases the number of character decrease. So after the end of episode 1 there'd be no characters walking about.
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This is true...
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it's not that it would be impossible by any means... if enough people got together and were serious about it, anything could happen...
i personally hope that happens; but i guess it only depends on people pooling their resources and really trying to learn the processes... it would be alot of work, but if a new "generation" of people had the skills and everything needed to make bridges successfully, that would really prolong BC's life even more :)
of course, you wouldnt want to start on something too complex dealing with complex animations and such lol :P
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Yeah lol. Well the best thing I can do is just carry on moddeling and texturing the bridge for the fun of it and just see where it leads.
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I Second that.
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I can just imagine an animation of a guy walking through a corridor and tripping up. That would be funny.
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OMG LOOKS EPIC!!!!!
cant w8 for this to be released.....if its still being worked on..anyways...EPIC!
:funny :assimilate :dance
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Thread resurrection. Again. I'm sure based on the considerable lack of post since last year will indicate that not much progress has been made.
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OMG LOOKS EPIC!!!!!
cant w8 for this to be released.....if its still being worked on..anyways...EPIC!
:funny :assimilate :dance
Why do you keep reviving year old dead threads?
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sheesh didnt know this was year old....plus i saw this at a glance and thought id look at it and its epic....sorry for expressing my opinion...which im entitled to and i dont care about UNWRITTEN RULES because to me if rules are unwritten the do not exist.
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sheesh didnt know this was year old....plus i saw this at a glance and thought id look at it and its epic....sorry for expressing my opinion...which im entitled to and i dont care about UNWRITTEN RULES because to me if rules are unwritten the do not exist.
To the point in bold: It helps to look at the year as well as the day. Considering the last post was on the 21st of October and - last I checked - it's the 19th, unless there's some ability to post in the future, this was not a fresh thread.
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The rules are that you may revive a topic if the post contains pertinent information to thread or helpful advice to creators.
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sheesh didnt know this was year old....plus i saw this at a glance and thought id look at it and its epic....sorry for expressing my opinion...which im entitled to and i dont care about UNWRITTEN RULES because to me if rules are unwritten the do not exist.
I HAVE SENT YOU A PM ABOUT THIS. THE RULE IS WRITTEN. PLEASE REFRESH YOURSELF WITH THE FORUM RULES BEFORE POSTING AGAIN.
THANK YOU
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AND I SENT ONE BACK....also good work on your borg queens lair....read my post for w suggestion. :mad
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sheesh didnt know this was year old
Given that the forum software warns you when you try to post in a thread with more than 30 days without a reply, I find that hard to believe.
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*thread locked until further notice*
chrono or baz - lemme know if ever youd like this thread reopened...
flarespire - i already politely asked you in a PM a few weeks ago not to bump old threads with senseless spam...