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BC Forums => BC Modding => Topic started by: anazonda on September 20, 2008, 02:23:52 PM

Title: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on September 20, 2008, 02:23:52 PM
Ok. This is my first REAL model so don't be too harsh when giving critique. Thanks.

So. This ship is a ship that lies somewhere between the Sov and the Century, and has inspiritional elements from both.
Once done it should be released as a equal of the Akira of it's time, or a small tactical cruiser.

As you can see it still need some work (for one the nacells are missing). But I have plenty of time.
Also I don't have a name for her yet.

(EDIT: Because i forgot.) So far it has 1668 Polys according to 3DS, and is a single shape so far.

(http://anazonda.com/chip/Chip_top.jpg)
(http://anazonda.com/chip/Chip_left.jpg)
(http://anazonda.com/chip/Chip_back.jpg)
(http://anazonda.com/chip/Chip_bottom.jpg)
(http://anazonda.com/chip/Chip_front.jpg)

(http://anazonda.com/chip/Chip_perspective_bottom.jpg)
(http://anazonda.com/chip/Chip_perspective_top.jpg)

(EDIT: Because of the "Polys question".)
(http://anazonda.com/chip/Wireframe.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: Nebula on September 20, 2008, 02:38:04 PM
ah neat!
Title: Re: Work In Progress: Codename Chip
Post by: Dalek on September 20, 2008, 02:51:29 PM
Wow! Does look cool! Looking forward to see more!
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 20, 2008, 02:56:13 PM
Ok. Positive so far :D.

Anyways. This model has taken me about 4 weeks with about 3 hours a day, 5 days a week. That should be some indication of when the model is done.

Then I have to start to learn how to put textures on and add hardpoints. So I geuss it is time to re-awaken SBP07.
Title: Re: Work In Progress: Codename Chip
Post by: FekLeyr Targ on September 20, 2008, 03:06:17 PM
That's good work so far. Even for a beginner.
You should keep your good work up.
Title: Re: Work In Progress: Codename Chip
Post by: FourChan on September 20, 2008, 03:13:51 PM
That's one sleek ship, I hope the nacelles are sleek as well :D
Title: Re: Work In Progress: Codename Chip
Post by: JimmyB76 on September 20, 2008, 03:15:42 PM
impressive start - keep it goin!
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 20, 2008, 03:19:57 PM
Just need to sort this out first: This is not the actual "first ship" i made. I made two before but... well... Basically the models were good but they were around 50k polys and impossible to texture to say the least.

I went to tutorialized.com and now im back to modeling.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 20, 2008, 03:30:21 PM
they were around 50k polys and impossible to texture to say the least.

For the same reason I ask: Poly count?
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 20, 2008, 03:35:05 PM
Quote
(EDIT:) So far it has 1668 Polys according to 3DS, and is a single shape so far.
Title: Re: Work In Progress: Codename Chip
Post by: gdata on September 20, 2008, 03:47:39 PM
Quote
(EDIT:) So far it has 1668 Polys according to 3DS, and is a single shape so far.

looks like more...
Title: Re: Work In Progress: Codename Chip
Post by: Starforce2 on September 20, 2008, 03:50:40 PM
No it doesn't.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 20, 2008, 03:56:03 PM
Added a wireframe pic to give a impression of the polys/verts.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 20, 2008, 03:58:59 PM
Added a wireframe pic to give a impression of the polys/verts.

Looking good.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 20, 2008, 04:06:03 PM
Added a wireframe pic to give a impression of the polys/verts.

Looking good.

And MUCH MUCH better than my previous models. Wich im still working on btw.
Title: Re: Work In Progress: Codename Chip
Post by: limey BSc. on September 20, 2008, 04:07:25 PM
The outer edge of the saucer could do with smoothing out a little. Other than that, it's looking sweet :D
Title: Re: Work In Progress: Codename Chip
Post by: intrepid90 on September 20, 2008, 05:20:14 PM
very nice.
fits perfectly to the century and all 25th century ships ;)
Title: Re: Work In Progress: Codename Chip
Post by: cordanilus on September 21, 2008, 09:11:22 AM
Wow, I'm impressed Anazonda.  :D  Looking mighty fine.
Title: Re: Work In Progress: Codename Chip
Post by: FarShot on September 21, 2008, 09:46:59 AM
Nice.  2 suggestions.

1. Nacelle pylons look to skimpy.  Maybe give 'em more meat?
2. Secondary hull, underside, looks a little basic.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 21, 2008, 09:53:45 AM
Nice.  2 suggestions.

1. Nacelle pylons look to skimpy.  Maybe give 'em more meat?
2. Secondary hull, underside, looks a little basic.

Question 1: What does "Skimpy" mean. Since im Danish I Don't know all the slang words.

Question 2: What would you suggest (for the pylons)? I take suggestion (just don't promise that ill use em :P )
Title: Re: Work In Progress: Codename Chip
Post by: Darkthunder on September 21, 2008, 11:51:55 AM
Suggestions:

- I think the stardrive and saucer sections need to flow more smoothly from one to the other. Sideview especially looks a bit odd at current.

- By "skimpy" meaning that your pylons look a bit frail. Might need to be thickened a little, and i'm assuming will also be extended somewhat. I need to see the ship with nacelles to get a better idea on where your going with the ship in that area.

All in all, it's looking pretty good so far. As an aspiring modeller myself, I have problems getting the stardrive section to look good in connection with the saucer. I can make TOS and TMP designs fairly well, but the sleek designs of the 24th century are a bit out of my reach right now :P
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 21, 2008, 11:55:06 AM
As an aspiring modeller myself, I have problems getting the stardrive section to look good in connection with the saucer. I can make TOS and TMP designs fairly well, but the sleek designs of the 24th century are a bit out of my reach right now :P

Ahh yes... The stardrive section. That takes forever to get right. I just made the stardrive a few days ago (wich is also why it still looks bulky) after at least 50 or so attempts. So i know how you feel.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 21, 2008, 01:17:04 PM
Dude, render a top view and post it here, I have an idea for those nacelle struts.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 21, 2008, 02:22:09 PM
Here you go. One regular and one wireframe.

(http://anazonda.com/chip/Chip_top_wireframe_1.jpg)

(http://anazonda.com/chip/Chip_top_1.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 21, 2008, 04:57:47 PM
Try the struts something like this:
Title: Re: Work In Progress: Codename Chip
Post by: MScott on September 21, 2008, 07:05:32 PM
I agree with Jules. Very nice work. Keep it up bro.
Title: Re: Work In Progress: Codename Chip
Post by: FourChan on September 21, 2008, 09:05:30 PM
I like how Adonis said to do the struts.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 22, 2008, 03:17:53 AM
(http://anazonda.com/chip/chip_new_pylons.jpg)

Like this?

(only did the basic shape so far...)
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 22, 2008, 06:34:24 AM
Yup, but make the part of it that's straight up to where the leading edge of the strut meets the hull horizontal, and bend it upwards from there.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 22, 2008, 07:14:44 AM
Ok. I admit a may have misunderstood you.. but somthing like this?:

(The one to the Left being the bend, the one to the right being the original)

(http://anazonda.com/chip/nacelle_bend.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: MScott on September 22, 2008, 07:38:13 AM
The one on the left in my opinion. Only thing I would change is the boxy, nearly 90 degree corner on the front of it. Fluid eliptical is the theme here, I'm thinking. I would apply that to the new struts as well. I may be wrong though, as it is hard to fully visualize until the nacells are on. Good work.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 22, 2008, 08:45:28 AM
Yup, it's the left.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 22, 2008, 10:52:28 AM
Ok. Fixed that and im currently re-doing the lower engeneering section cuz that was kinda messy after i redone the nacells.

Pics will be up soon.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 22, 2008, 02:19:26 PM
Ok. So here are today's changes.

I've made the changes to the pylons as Adonis suggested wich, as I mentioned earlier, messed up the lower part of of my secondary hull. So I have redone that too.

Now I've removed the smoothing groups from the body of the ship for now, except for the redone secondary hull. Cut the ship in half, copyed the remaining half and mirrored it, attatched it so I have two perfectly mirrored halfs (yes... I remembered to collapse the duplicate vert's into each other :P ).

Total Polycount is now: 1898

(http://anazonda.com/chip/22-09-2008/chip_perspective_t.jpg)

(http://anazonda.com/chip/22-09-2008/chip_perspective_b.jpg)

(http://anazonda.com/chip/22-09-2008/chip_top.jpg)

(http://anazonda.com/chip/22-09-2008/chip_back.jpg)

(EDIT: This did'n seem to work. So i fixed it)
(http://anazonda.com/chip/22-09-2008/chip_bottom.jpg)

(http://anazonda.com/chip/22-09-2008/chip_front.jpg)

(http://anazonda.com/chip/22-09-2008/chip_left.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: MarkyD on September 22, 2008, 03:30:44 PM
good work m8.. i think the very end of those struts need to be facing slightly more upward, but i think your making really good progress here.
Title: Re: Work In Progress: Codename Chip
Post by: limey BSc. on September 22, 2008, 03:52:34 PM
The back veiw looks good, but the rest look stretched at the back. Maybe try scaling down the back.
Title: Re: Work In Progress: Codename Chip
Post by: DJ Curtis on September 22, 2008, 05:23:18 PM
i agree with what's been said.  you might also want to angle the deflector forward, as it looks a tad stark right now.
Title: Re: Work In Progress: Codename Chip
Post by: FourChan on September 22, 2008, 06:25:34 PM
This ship looks fast. Are you doing a Voyager Style Deflector or a Century Type? I think the Century style of Deflector would look great on this ship.
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on September 22, 2008, 07:28:58 PM
Very cool, this is. Kinda reminds me of the Agean, somehow.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 23, 2008, 03:31:30 AM
This ship looks fast. Are you doing a Voyager Style Deflector or a Century Type? I think the Century style of Deflector would look great on this ship.

Oh, let the guy come up with his own one lol

Dude, my suggestion would be either to do what the guys upstairs say (make the sec hull shorter) or attack the nacelles back part to the struts.
Title: Update
Post by: anazonda on September 23, 2008, 05:44:58 AM
Beauty Shot: (I hope):


(http://anazonda.com/chip/23-09-2008/chip_perspective_1.jpg)

The above pic is the first modifications of today. I took the suggestion about shortening the back... in fact i shortend the entire rear section.

Re-done the secondary hull (AGAIN)...

Promised myself that i would NEVER make a VOY-like deflector.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 23, 2008, 06:01:02 AM
Hm...I do have a suggestion to make her look better, but making that would certainly eat you alive... If you wanna do it I'd need a side and bottom renders.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 23, 2008, 07:16:03 AM
Hm...I do have a suggestion to make her look better, but making that would certainly eat you alive... If you wanna do it I'd need a side and bottom renders.

If you don't try... You don't win. If i fail, i can just admit it. If i don't, Im most likely happy, so here you go:

(http://anazonda.com/chip/23-09-2008/Chip_for_adonis_1.jpg)
(http://anazonda.com/chip/23-09-2008/chip_for_adonis_2.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 23, 2008, 07:27:05 AM
Here ya go, basically, making the deflector area something similar to the Century's. No need to remove anything from the model for as is. Only some reshaping of the deflector housing.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 23, 2008, 08:23:24 AM
i can do that... I think...
Title: Re: Work In Progress: Codename Chip
Post by: limey BSc. on September 23, 2008, 09:07:02 AM
Its certainly flowing more towards the back now.

As for the deflector, I agree with what Adonis said for the most part, but don't think the sides should come quite that close. It's never looked quite right to me on the Century.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 23, 2008, 09:15:42 AM
I'll figure it out.

I have plenty of backups, so if i screw up... i can always fix it again... :D

BTW... thanks for the support so far everyone
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on September 23, 2008, 11:07:26 AM
Well, you're in the best place for support dude. :)

Adonis has some great ideas so I think it's worth a shot.
Title: Re: Work In Progress: Codename Chip
Post by: MarkyD on September 23, 2008, 05:16:10 PM
Hmmm yeah I agree..   that deflector would make for a massive improvement on an already cool model.

nicely drawn adonis  :)
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 24, 2008, 06:02:18 AM
Hmmm yeah I agree..   that deflector would make for a massive improvement on an already cool model.

nicely drawn adonis  :)

That was like uber-fast drawn lol just to show the general idea of what I had in mind.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 24, 2008, 06:16:24 AM
Ok. Obviously im not done with the modyfications to the secondary hull/deflector area yet, i thought however that getting a opinion to see if im getting close.

So please take a look.

Thanks

(http://anazonda.com/chip/24-09-2008/bottom_perspective_1.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 24, 2008, 06:32:56 AM
Not quite, the curve down was supposed to start at the same height as the inner ring that stands out on the bottom.
Title: Re: Work In Progress: Codename Chip
Post by: limey BSc. on September 24, 2008, 06:42:09 AM
I think that's pretty cool!
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 24, 2008, 06:42:44 AM
Ok. So should i "raise" the entire inner circle or just the area for the deflector?
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 24, 2008, 07:08:32 AM
Just had a closer look at the century and i think i know what you mean now.

Stay Tuned :D
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 24, 2008, 08:20:25 AM
Ok. So should i "raise" the entire inner circle or just the area for the deflector?

Just the deflector area.
Title: Re: Work In Progress: Codename Chip
Post by: gdata on September 24, 2008, 09:23:32 AM
Added a wireframe pic to give a impression of the polys/verts.

missed the wireframe pic, sry...yes that looks like maybe 2k polies...anyway it's looking good.
Title: Re: Work In Progress: Codename Chip
Post by: MarkyD on September 24, 2008, 02:15:38 PM
and if tapered at the front it would suit too mate  8)
Title: Re: Work In Progress: Codename Chip - Todays Update
Post by: anazonda on September 24, 2008, 03:30:42 PM
Sorry guys. No screenies today.

Basically im working on adonis idea right now wich, while progressing slowly, is beginning to be a reality :D

Tomorrow however ill be posting again.
Title: Re: Work In Progress: Codename Chip
Post by: intrepid90 on September 24, 2008, 05:22:48 PM
looking  forward to new screens.
but take the time.
look how long aeries is working on his mithra, we're used to waiting :D.
bu the more time sth needs, the better is the final product [in general]
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 25, 2008, 01:56:53 AM
looking  forward to new screens.
but take the time.
look how long aeries is working on his mithra, we're used to waiting :D.
bu the more time sth needs, the better is the final product [in general]

Don't worry. I aint rushing things... I just have 12 hours a day to work on this model. I have no job at the moment, so i need to keep my mind occupied...
Title: Re: Work In Progress: Codename Chip
Post by: JimmyB76 on September 25, 2008, 08:02:30 AM
well, thats one good thing about not having a job temporarily, is that we all gain from it when people have more free time to work on excellent things for BC lol :P
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on September 25, 2008, 10:03:32 AM
well, thats one good thing about not having a job temporarily, is that we all gain from it when people have more free time to work on excellent things for BC lol :P

I miss working on bc stuff 24/7. :p
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 25, 2008, 03:24:41 PM
Ok. I've been working on this all day, and (for now) this is the best I can come up with.

I'll let that area be for now while consulting tut's till im a little better at this.

Anyways: I'll be spending tomorrow with fixing what ever errors I can find in the mess... uh... I mean mesh :D .

(http://anazonda.com/chip/25-09-2008/bottom.jpg)
(http://anazonda.com/chip/25-09-2008/perspective_bottom.jpg)
(http://anazonda.com/chip/25-09-2008/left.jpg)
Title: Re: Work In Progress: Codename Chip
Post by: FarShot on September 25, 2008, 06:12:28 PM
It sure is coming along nicely.  I think you should put something on here that the Century lacked: a yacht.  Maybe a waverider?  :D
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 26, 2008, 01:19:13 AM
Maybe in time. There's a lot to figure out right now cuz, once im done with this model I have to learn to texture. know any good tuts for that btw?
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on September 26, 2008, 01:23:58 AM
Geeze, dude, you learn fast. xD
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 29, 2008, 06:05:32 AM
Geeze, dude, you learn fast. xD

LOL... I don't learn fast. I'm just stubbern.

Anywho... I've made a new update for the chip. Im just cleaning up the changes to the mesh right now so ill be posting some new shots in a few hours.
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on September 29, 2008, 07:37:25 AM
Ok. So here are the most recent updates i made to her... Looking better isn't it?

(http://anazonda.com/chip/29-09-2008/bottom.jpg)
(http://anazonda.com/chip/29-09-2008/left.jpg)
(http://anazonda.com/chip/29-09-2008/pers_bottom_deflector.jpg)
(http://anazonda.com/chip/29-09-2008/pers_bottom_deflector1.jpg)

I keep getting headaces from this. I've actually planned to be well along with the nacells by now, but well... It's getting along, wich is the most important.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on September 29, 2008, 08:17:53 AM
Well, the smoothing is a little screwed up-ish but it does look a lot better.
Title: Re: Work In Progress: Codename Chip
Post by: MarkyD on September 29, 2008, 10:32:05 AM
definately an improvement.. and as adonis said, once those smoothing groups are sorted its gonna look real nice
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on September 29, 2008, 05:20:33 PM
Great work. Get that smoothing out of the way and you're set!
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 01, 2008, 06:37:01 AM
Ok... looks/is more smoother now.

Now i will be focusing on makeing all surfaces as smooth as possible, before i add smoothing groups to it.

Then the part i have been affraid of is comeing. The nacells...
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 01, 2008, 09:07:47 AM
Ok... looks/is more smoother now.

Now i will be focusing on makeing all surfaces as smooth as possible, before i add smoothing groups to it.

Then the part i have been affraid of is comeing. The nacells...

Smoothing group arrangement, not smooth like crazy :P
Title: Re: Work In Progress: Codename Chip
Post by: intrepid90 on October 01, 2008, 09:49:32 AM
what is your problem with the nacelles?
dont you have any design in mind or is it the modeling itself?
when I look at the model it seems to be my 1st suggestion.
so if I may give you an idea:
try a sleek and long nacelle and combine it with the bussards of the sovie.
just a suggestion...
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 01, 2008, 01:20:32 PM
Ok... looks/is more smoother now.

Now i will be focusing on makeing all surfaces as smooth as possible, before i add smoothing groups to it.

Then the part i have been affraid of is comeing. The nacells...

Smoothing group arrangement, not smooth like crazy :P

Currently i have no Smooth applied at all... any smoothing you guys see at the screenies are applied to illustrate the final result. :D


what is your problem with the nacelles?
dont you have any design in mind or is it the modeling itself?
when I look at the model it seems to be my 1st suggestion.
so if I may give you an idea:
try a sleek and long nacelle and combine it with the bussards of the sovie.
just a suggestion...

As you geussed it is the general idea im having troubble with. I might go with the sovie bussards but ill have to find a way to make it have design elements of both the sovie and the century... thats where im going to have to... Think...
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 01, 2008, 01:54:58 PM
Ok... looks/is more smoother now.

Now i will be focusing on makeing all surfaces as smooth as possible, before i add smoothing groups to it.

Then the part i have been affraid of is comeing. The nacells...

Smoothing group arrangement, not smooth like crazy :P

Currently i have no Smooth applied at all... any smoothing you guys see at the screenies are applied to illustrate the final result. :D

No, no, you didn't get me there. Smooth manually, and watch your smoothing group arrangement to avoid that deflector isuue (the deflector area is a diff group than the hull around it, etc.).
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 01, 2008, 01:57:32 PM
Yes... then i did misunderstand you...

Solved :D
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 05, 2008, 11:41:41 AM
Turns out that i have to fix more than just smoothing. I found dozens of of places where there are duplicate Vertecies that i have to collapse into one, and some vert's that create gap's in the mesh.

Im fixing it right now by moving each single one to find them, but there are 4726 of them, so it will probably take a while before im done.

But rather fix the mesh and release a high quality model rather than release a pile of crap right?
Title: Re: Work In Progress: Codename Chip
Post by: DJ Curtis on October 05, 2008, 11:58:48 AM
just select all the vertices of your entire model and then weld within a small radius like .01 or something like that.  That should greatly reduce your workload on this task you just mentioned.
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on October 05, 2008, 12:21:46 PM
GAH! If my net connection wasn't crap, I'd have said that exact same thing before you! xD Hahaha!

But yes, Dj is correct. :3
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 05, 2008, 01:25:58 PM
Thats ok... A good advice is a good advise no matter who comes first...

Anyways... is there a way to identify any gaps in the mesh without going throug the remaining verts?
Title: Re: Work In Progress: Codename Chip
Post by: DJ Curtis on October 05, 2008, 01:34:09 PM
not really, though those kinds of errors usually come in concentrated areas where you may have done some booleans or something.  My next suggestion would be to cut the mesh in half (symmetrically) in order to halve the number of problems.  Then just start fixing.  Area select a vertice and see fi it tells you if there is more than one.  If there is, then fix it, if not, then move on.  While you're at it, remove needless polygons.

Alternatively, some good advice may be to rebuild the mesh from scratch, using all the new tools you've learned in the construction of the old one.  Aeries did this with the Mithra and really came a long way.
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on October 05, 2008, 01:42:10 PM
Best advice I was ever given, I must say. Version 7 [or is it eight now...?] and still going! :D
You're doing great, though, buddy!
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 05, 2008, 05:20:58 PM
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.
Title: Re: Work In Progress: Codename Chip
Post by: DJ Curtis on October 05, 2008, 08:02:45 PM
I didn't know that.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 05, 2008, 08:45:53 PM
I didn't know that.

It shows on your Galaxy mesh mate :P
Title: Re: Work In Progress: Codename Chip
Post by: DJ Curtis on October 05, 2008, 10:51:55 PM
ouch
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 06, 2008, 01:28:45 AM
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 06, 2008, 08:40:34 AM
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 06, 2008, 02:08:47 PM
Quote from: Adonis

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)

Ya. Wish I'd know that 6 weeks ago... LOL
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on October 07, 2008, 12:11:55 AM
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)

About that. The stl checker shows errors, yes, and highlights them but that's it. It offers no solution or anything that I've ever been able to utilize... Have I missed somthing while using it or is that actually all it does? Cause I can't even do anything with what it highlights. Would be nice if it actually selected the faces, I'd think.
Title: Re: Work In Progress: Codename Chip
Post by: Adonis on October 07, 2008, 12:15:34 PM
There is a universal error checking modifier in max. My suggestion would be the next: First, do what DJ said, delete half the mesh on the longitudinal axis (or do the next step in this process to if you have polies which would get deleted), then, go modifiers>mesh editing>symmetry. After that just add modifiers>mesh editing>STL Check (that's the error checking modifier). It works in the way that it will turn the lines around the problematic area red.

Works perfectly. Thanks m8.

And remember dude, both the symmetry and STL Check modifiers are one of your best friends in max ;)

About that. The stl checker shows errors, yes, and highlights them but that's it. It offers no solution or anything that I've ever been able to utilize... Have I missed somthing while using it or is that actually all it does? Cause I can't even do anything with what it highlights. Would be nice if it actually selected the faces, I'd think.

It only shows the errors. You fix them by hand.
Title: Re: Work In Progress: Codename Chip
Post by: Aeries on October 07, 2008, 08:51:57 PM
Oohhhh, bummer. :/
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 13, 2008, 09:37:18 AM
Ok. Next update is just around the corner.

I need sugestions however: I need some sort of ideas for the nacells.  i was thinking the basic shape will have a pointy straight arrow shape but i cant decide on the warp grills (thats what the blue glowing stuff is called right?).
Title: Re: Work In Progress: Codename Chip
Post by: anazonda on October 14, 2008, 07:57:54 AM
Ok.

Time for a status report:

- I've finished detecting and fixing mesh errors (that took a while),
- Added several smoothing groups to her.
- She's now up to 2480 polyes.
- Added a warp Nacell and attached it to the hull.

Now from what I see, I will have to make the pylons smaller and the nacell slimmer to make it fit the general shape and size og the ship.

Anyways, take a look:
(http://anazonda.com/chip/14-10-2008/chip_w_nacells.jpg)
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: DJ Curtis on October 14, 2008, 09:02:57 AM
love it.  the new nacelle ship is a winner.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Aeries on October 14, 2008, 09:12:49 AM
I actuallly disagree, anazonda. I think all that needs doing is sweeping the nacelles/pylons back for a more streamlined effect. It's just personal opinion bud, and I must say you've done a great job so far! :)
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 14, 2008, 01:45:03 PM
I actuallly disagree, anazonda. I think all that needs doing is sweeping the nacelles/pylons back for a more streamlined effect. It's just personal opinion bud, and I must say you've done a great job so far! :)


That might also work.

Thanks for the suggestion.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: rengers on October 18, 2008, 03:25:25 PM
the ship starts to look really nicely, can't wait to see more of it :)
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Phoenix Bondi on October 19, 2008, 03:57:50 AM
Fricking awsome i really like it :D,tell you wat that will fit in perfectly with DJ's cool Future ships *centery, vivace* dunno wat time line dj put them on
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: DJ Curtis on October 19, 2008, 12:43:23 PM
2390's-2410's
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 20, 2008, 08:17:33 AM
Ok. I've been fiddeling around trying to make textures for the chip... (stupid name i know... just havn't figured a good name out yet).

Now i used the tut found here at BCC and it works (almost) like a charm.

Problems however occur in diffrent versions:

1: Only half my modified texture appears on the ship and the rest shows as wireframe on the basic shape... wich is weard.

2: I have detached several segments from each other in order to texture them individually, however, for some reason when i apply a texture to the segment the tex is go on, it applies to all my segments.. i really dont get it.

Can someone point me to all the texture tutorials accesable on BCC, and if anyone knows what my problem could be... a answer would be helpful?
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: MarkyD on October 20, 2008, 09:02:00 AM
can u show us some images of your problem, great work btw ship looks real nice  :)
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 20, 2008, 12:36:08 PM
can u show us some images of your problem, great work btw ship looks real nice  :)

(http://anazonda.com/chip/problem.jpg)

See all thoose black lines... they shouldn be there... i did remove them on the textures... and yet... still there... driving... me... crazy...
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: limey BSc. on October 20, 2008, 12:44:27 PM
Did you delete the actual material? If so, did you select "Affect mtl/map in both the scene and in the editor slot?"?
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: MarkyD on October 20, 2008, 12:50:55 PM
have u reset the texture after you changed it, sometimes max forgets to update the texture changes, so if you go into materials, and select the material, then hit reset??
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: moed on October 20, 2008, 01:48:08 PM
This is coming along very nicely!

Great work.  :D
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 20, 2008, 03:22:54 PM
limey98/markyd: tried both tings at one... don't know what worked so: Thanks to both of you...

Now... next question: Notice the lines (the black ones again). In photoshop they're 1px wide... so wtf are they stretched (blurry and fat) in MAX?

Modeling i done for a while, this is my first texture.

Edit: The texture is 512*1024 BTW
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Adonis on October 20, 2008, 05:22:01 PM
OK, first off, the triangles I marked in red should be welded to where it shows on the attached pic. Secondly, before you ever attempt to map a ship, do a Reset XForm on it. You can find it by clicking the last tab in the right panel in max.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 02:00:37 AM
Ill try that. Thanks.

I did know about the triangles... just dont know wtf i didn...
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 06:28:42 AM
Ok. So i did what you guys suggested, only with a backup in wich i did not detatch any segments (so a complete model in one element). i did have to flip the normals after reversing the Xform.. hope that is not a FAIL...

I also tryed to do everything in this tut: http://bc-central.net/forums/index.php/topic,42.0.html , but it seems that i cant do the "Flatten Mapping" portion of the tut (all elements of the menu in that part are disabled).

What do i do.. im kinda lost when it comes to texturing.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: limey BSc. on October 21, 2008, 09:01:48 AM
I also tryed to do everything in this tut: http://bc-central.net/forums/index.php/topic,42.0.html , but it seems that i cant do the "Flatten Mapping" portion of the tut (all elements of the menu in that part are disabled).

You need to click the "Face" button at the bottom. Vertex is selected by default. Alternatively, before clicking "Edit UVW", click the + next to "Unwrap UVW" and select "Face" there.

I actually tend to do things differently than that, if you want, I can post how I do it (after my lunch that is).
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 09:19:12 AM
I also tryed to do everything in this tut: http://bc-central.net/forums/index.php/topic,42.0.html , but it seems that i cant do the "Flatten Mapping" portion of the tut (all elements of the menu in that part are disabled).

You need to click the "Face" button at the bottom. Vertex is selected by default. Alternatively, before clicking "Edit UVW", click the + next to "Unwrap UVW" and select "Face" there.

I actually tend to do things differently than that, if you want, I can post how I do it (after my lunch that is).

Have Lunch. Then post... please... i need to learn this...
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 09:28:58 AM
Btw... i've used "Symmetry" to mirror one half to complete the model, yet several of the lines created by the map-view are not properly mirrored? How Come..?
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Aeries on October 21, 2008, 10:16:23 AM
Btw... i've used "Symmetry" to mirror one half to complete the model, yet several of the lines created by the map-view are not properly mirrored? How Come..?
somehow symmetry has never, even once, worked properly for me.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: limey BSc. on October 21, 2008, 10:32:06 AM
Did you map it before or after the symmetry? I've never used symmetry myself. I make things as a whole model. An altenative would be to clone one half of the ship, mirror it, move it into position and weld the seam.

Just about to start working on my "tutorial", though I can't guarantee it will be any good!
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 10:33:21 AM
Btw... i've used "Symmetry" to mirror one half to complete the model, yet several of the lines created by the map-view are not properly mirrored? How Come..?
somehow symmetry has never, even once, worked properly for me.

Well... In Regular modeling the Edges look fine when in symmetry its only when im trying to create a map...
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 11:03:55 AM
2390's-2410's

Sorry... didn see that post... well.. depends really: as i understand it Nemesis takes place around 2376? and the century is what... 2400? ... so closer to the Century than the Sov but still inbetween...

It is supposed to take on the same role as the Akira in the Nemesis period.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: limey BSc. on October 21, 2008, 12:10:54 PM
Ok, I still suck at tutorials! Basically, apply a checker texture to the whole model. Select it peice by peice, add the UVW Map modifier. A planar map will usually suffice, but cylindrical and spherical ones are useful. Unwrap the UVW and move around the vertexes untill the checker pattern on the model looks uniform. If you make each section fill the entire box, then move them out of the way. As you get more and more peices, placing them so they don't overlap is hard, but you can scale them.
Once you've done all of them, it's just a case of arranging them all inside the main box, then using Texporter to make the template.

Does that all make sense?
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Dalek on October 21, 2008, 12:15:00 PM
Nemesis took place in 2379. Picard says "Shut up, Data" during the wedding and he says he's been waiting 15 years to say that. So:

2379
-  15
2364

2364 is the first time we here Picard say "Shut up, Data". The very first episode in fact. There also other reasons as well why its 2379 but I can't be bothered to post them.

Also, the first century was built in 2395. Says so in the Ent F Big Readme.

As for the ship, she still looks nice.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on October 21, 2008, 12:28:50 PM
Nemesis took place in 2379. Picard says "Shut up, Data" during the wedding and he says he's been waiting 15 years to say that. So:

2379
-  15
2364

2364 is the first time we here Picard say "Shut up, Data". The very first episode in fact. There also other reasons as well why its 2379 but I can't be bothered to post them.

Also, the first century was built in 2395. Says so in the Ent F Big Readme.

As for the ship, she still looks nice.

That would put my ship around 2385 - 2390.

TBH im not that great a reader. Usually readme's are long and filled with way too small text, so i barely read them.. sorry.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: Dalek on October 21, 2008, 12:41:38 PM
Don't worry. I only looked in the big readme me cos the small readme (the one in Notepad form) told the reader to find out more in the big readme and I found the construction date and included it in my Arcadia history.

Quote
2395: USS Century constructed, commanded by Captain D.J. Curtis.
2397: USS Enterprise-F constructed, Cpt. D.J. Curtis transferred to command the Enterprise-F.

2398: USS Arcadia-D constructed, first stage refit of the Century, commanded by Captain P.J. Miles.
2402: USS Archangel-A constructed, commanded by Captain M.A. Fallen.
2407: USS Avenger constructed, second stage refit of the Century class, commanded by Captain L.D. Robinson.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on January 28, 2009, 02:01:41 PM
Ok.. It's been some time since any progress has been made.

I'm back on working on her now.

Now I've looked over her and decided I'd have to re-do some of the looks on her to futher make her smooth and Sleek.

If any of you have anything to say now is the time.
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: FarShot on January 28, 2009, 02:32:29 PM
If any of you have anything to say now is the time.

Oompa Loompa!  :lol:

Nice, wondered what happened to her!  Now we know!  This could be the Aegian's replacement, just thought of that.

Hope we see something new next post. (hint hint  :P)
Title: Re: WIP: Codename Chip // Most recent update: 14-10-2008
Post by: anazonda on January 28, 2009, 02:42:08 PM
Well... not in the next post... But soon. I'm reworking the Secondary Hull because after not having looked for a while I felt it did not look right.

More to come.
Title: Re: WIP: Codename Chip // Most recent update: 29-01-2009
Post by: anazonda on January 29, 2009, 04:25:13 PM
I made a Major Decicion today.

With what I have learned from you guys, and the stuff I've learned over the last few months i came to the following conclution:

I will be re-doing the chip from scratch. Basically because the Mesh was a Mess (Get the joke...? Bet that has been told a 100 times.), and was declared un-salvagable about 6 hours ago.

Im Already on the secondary hull and the basic shape is already finished including the following:

1: Cleaner mesh.
2: Better deflector area (more smooth and century-like).
3: Smoother body.
4: ... and most importantly: More like what I originally had in mind.

I'll be sticking to most of the original model, but I'll also be making some modifycations.

I'll start posting new Renders in about 24 hours so stay tuned.

Thanks for the support so far.
Title: Re: WIP: Codename Chip // Most recent update: 29-01-2009
Post by: Aeries on January 29, 2009, 06:55:53 PM
Sweet! Keep shooting for the gold, buddy. :)
Title: Re: WIP: Codename Chip // Most recent update: 29-01-2009
Post by: FarShot on January 29, 2009, 10:55:30 PM
Can't wait!  Pretty soon we'll have a DJ and Friends Fleet for the 25th century!  :D
Title: New Secondary Hull
Post by: anazonda on January 30, 2009, 02:01:01 PM
Beginning to take shape.

(http://anazonda.com/chip/30-01-09/new_hull_1.png)
(http://anazonda.com/chip/30-01-09/new_hull_2.png)
Title: Re: WIP: Codename Chip // Most recent update: 30-01-2009
Post by: Technerd89 on January 30, 2009, 02:18:39 PM
may i suggest a smoother transition for the undercut into the shuttle deck
Title: Re: WIP: Codename Chip // Most recent update: 30-01-2009
Post by: anazonda on January 30, 2009, 02:30:38 PM
I forgot to mention ofcause... this is the "underside" of the secondary hull...

And as usual no smoothing has been applied yet... the top pic is the secondary hull from the rear, and the lower one is the deflector.

Sorry. It's been some time since i last posted.
Title: Update
Post by: anazonda on January 31, 2009, 04:30:10 PM
Here's the most recent update on my work with the new model.

The one I posted yestoday, became somewhat... Troubblesome, so I had to start over.
Anyways, Im fairly happy with todays work.

As the model should indicate, it is significantly cleaner in the shape than the original.
What it dosen't show is that it only takes up about half the verts of the original
Secondary hull model.

Of cause it will gain in verts over time, I doubt that it will be much.

As usual no smoothing-groups has been applied.

... Oh... and I changed the timeformat of the update in the header to fin
the US way rather than the Danish. (from DD-MM-YYYY to MM-DD-YYYY)

Hope you enjoy:

(http://anazonda.com/chip/31-01-09/bottom_1.png)
Semi-far shot of the bottom of the ship seen from front-left.

(http://anazonda.com/chip/31-01-09/bottom_2.png)
Semi-Closeup on the deflector area (front).

(http://anazonda.com/chip/31-01-09/bottom_3.png)
The "behind" of the ship.
Title: Re: Update
Post by: FarShot on January 31, 2009, 05:39:02 PM
Semi-far shot of the bottom of the ship seen from front-left.

 :arms:
Title: Re: Update
Post by: anazonda on January 31, 2009, 05:57:06 PM
Semi-far shot of the bottom of the ship seen from front-left.

 :arms:

Feeling insulted? hope not.. :D
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: Kirk on January 31, 2009, 07:39:37 PM
The one I posted yestoday, became somewhat... Troubblesome, so I had to start over.
Anyways, Im fairly happy with todays work.
:D This is starting to sound like another one of BC's great, long-time build projects, the Mithra.
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: FarShot on January 31, 2009, 09:18:52 PM
Oh noez!  Not another year!
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: Aeries on January 31, 2009, 09:53:05 PM
Oh quiet, you two. :P Take your time, Anazonda... think of it like fine wine... let it age and grow even nicer over time. Nevermind those two. xD
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: FarShot on January 31, 2009, 10:17:54 PM
I hate wine, so  :P.
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: anazonda on February 01, 2009, 02:01:51 AM
Personally I like wine. But there are also certain variations of beer that takes time to age to perfection if that works better for some of you. :D

It most likely will be a long time project as I am still in the process of learning to texture, and make hardpoints. And i do want my first personal release to catch peoples eye when they download it.

But if you want to shorten the time, here's a suggestion:
Any tutorial or tool that can help me in any way to move along quicker is welcome to be posted.
Title: Re: WIP: Codename Chip // Most recent update: 01-31-2009
Post by: anazonda on February 01, 2009, 03:53:08 AM
Good morning everyone and what a fracking cold day with snow it is. The perfect day to stay indoors and model.

I have a new set of screenies of the new model.

As you can see im doing my best to stick to my original model. I have,  however, decided to make some changes
such as drupping the bevels on the top saucer and the ring shape on the bottom of the saucer.
I've also made it slightly slimmer, while keeping the contours more steamlined.

For eyesight I've added a few smoothing groups to the model.

(http://anazonda.com/chip/01-02-09/1.png)
(http://anazonda.com/chip/01-02-09/2.png)
(http://anazonda.com/chip/01-02-09/3.png)
(http://anazonda.com/chip/01-02-09/4.png)
(http://anazonda.com/chip/01-02-09/5.png)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: ZERO on February 01, 2009, 04:51:38 AM
can we see a wireframe, also the vertical edge of the saucer rim could do with a chamfer to smooth it out
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: anazonda on February 01, 2009, 06:03:47 AM
I'll add a wireframe sometime soon. But that will first be when i've capped all the holes on the model.

I am aware that the saucer needs some camfer. But that won't be done before im 100% satisfied with the shape, because there are also several other areas that will need camfer before im done.
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: yanlou on February 02, 2009, 05:08:08 AM
looking pretty gd anazonda, its nice to see you getting back to this.
i look foward to seeing more :D
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: anazonda on October 17, 2009, 02:48:16 AM
I am sad to say that I am not getting anywhere with this.

Therefore I deepley regret to inform you that as of this moment this model should be considered left for dead.

While i have a complete model by now I am unable to get either good textures or hardpoints on this thing.

- Sorry.
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: Bones on October 17, 2009, 07:56:27 PM
Thats too bad mate... but maybe some other time you'll find purpose of this one ;) as this ship has certainly potential
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: Adonis on October 17, 2009, 10:44:48 PM
If you'd come on MSN, I could help you with the design. I do have ideas, and it's best to share and consult with someone who actually out of the bunch has intimate knowledge of ST ships  :evil .
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: anazonda on October 18, 2009, 01:35:07 AM
Wow... Except from the messages here, and a Single PM message, i've already got 4 emails in response to this post with people who want to help me.

Consider the project re-opend. Althoug it will go slow.
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: FarShot on October 29, 2009, 08:41:47 PM
I'd be glad to help out too.  ;)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: hobbs on October 30, 2009, 05:36:37 PM
Hello my friend!

me ready to help too :)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: anazonda on January 01, 2010, 02:09:19 PM
So... new year, new start...

I've spend a few hours of my hangover to work a little on the Chip and here are the results... i know the nacells still need a little work, but still shes coming along nicely isn't she?

(http://anazonda.com/chip/01-01-10/chip.jpg)
(http://anazonda.com/chip/01-01-10/chip1.jpg)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: WileyCoyote on January 01, 2010, 02:12:21 PM
Looks nice. It looks like a combination of DJ's Century Class and the nacelles from the Enterprise-J.
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2009
Post by: anazonda on January 02, 2010, 04:34:46 AM
Yet another update...

I spend some time working on the deflector are once again, with consideration from previous suggestions, and added a few details to the ship and nacells.

Right now the ship is at 7378 Polys, wich is waaaay to much... It is the nacells and the deflector area that make up for most of that, so ill have to slim that a little.

Anyways, enjoy the show:

Front ...
(http://anazonda.com/chip/02-01-10/chip1.jpg)

... Rear ...
(http://anazonda.com/chip/02-01-10/chip2.jpg)

... Beauty shot ...
(http://anazonda.com/chip/02-01-10/chip3.jpg)

... Deflector area and forward torpedo launchers ...
(http://anazonda.com/chip/02-01-10/chip4.jpg)

... Aft Torpedoes (Just above the shuttlebay) ...
(http://anazonda.com/chip/02-01-10/chip5.jpg)

... Nacells ...
(http://anazonda.com/chip/02-01-10/chip6.jpg)

... and of cause the mandatory Wireframe shot.
(http://anazonda.com/chip/02-01-10/chip7.jpg)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: Vladko1 on January 02, 2010, 05:42:41 AM
lol, impressive! cookie :)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 02, 2010, 06:02:40 AM
lol, impressive! cookie :)

About that: What are cookies and what are they good for? cept aknowlegement?
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: Lionus on January 02, 2010, 06:29:46 AM
They're rewards for contributions to the community. It can be nice, shiny ship, a well done gameplay video, funny joke..
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 02, 2010, 06:35:13 AM
Oh... but... I'm just modeling a ship... And it ain't even close to finished yet?
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: Lionus on January 02, 2010, 06:42:48 AM
They also act as encouragement to keep up the good work.  :D
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: JamesTiberiusKirk on January 02, 2010, 09:26:22 AM
Im not entirely sure if the proportions do fit. the ship has a relatively large saucer section and the nacelles appear very tiny. but thats just me nitpicking :P

the design is really good and youve done a good job so far!
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: Lionus on January 02, 2010, 09:28:27 AM
Perhaps it has more efficient warp nacelles?  ;)
Title: Re: WIP: Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 02, 2010, 09:34:37 AM
In a way you're abslouteley right.

The nacells are around 55% of the total length of the ship (without nacells), around 25% of it's height and 1/12'th it's width.

The general idea is that this would fulfill the role of the Akira Class or the Intrepid Class (yuk to the last one), in the same timeframe as The Century-class.
A high speed interceptor, able to pack a punch while still be quick enough to outrun enemies if out-gunned.

That is why the general design is focused on being thin and having that sleek look, rather than having heavy nacells.

So again, you're right... But I still think it matches the general idea.

Also the nacells look somewhat diffrent in 3d, than they do just on 2D images :)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 02, 2010, 10:58:56 AM
I finally got a name for the "Chip"...

I looked at the deflector area, and realized that the shape reminds of the front of a manta, so it seems that the name fits the ships.

This model will be known as the USS Manta from this day on... BTW: If i want to decide on a registry, where would i find the guidelines for that?
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: deadthunder2_0 on January 02, 2010, 11:21:36 AM
any number in the 80 or 90 thousands
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 02, 2010, 03:05:58 PM
Final update for today:

I've spend most of the day smoothing out details in the mesh, so it appears more smooth with just a few more polyes.

But I have also added a few details all over the ship.
When I decided on the name (USS Manta), I also decided that the ship should reflect that name, since it will become the class name too.
So I've focused on maintaining alot of reference to the Manta fish. You will see extrudes that will reflect the tail, and gills of the fish, while attempting to stay true to the standart Federation Layout.

Comments will be most welcome:

Forward Pulse phaser array. This will be the single pulse array on this ship and is intended to help thoose quick forward attack runs... It is also there to prevent people from adding Pulse Quantum torpedo arrays, since I don't belive in unlimited Quantums.
(http://anazonda.com/chip/02-01-10/chip8.jpg)

Far shot of the deflector and the "Gills".
(http://anazonda.com/chip/02-01-10/chip9.jpg)

Close up on the deflector:
(http://anazonda.com/chip/02-01-10/chip10.jpg)

Bow shot of the "Tail":
(http://anazonda.com/chip/02-01-10/chip11.jpg)

Close up on the Brigde
(http://anazonda.com/chip/02-01-10/chip12.jpg)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: 086gf on January 02, 2010, 10:45:49 PM
Right now the ship is at 7378 Polys, wich is waaaay to much... It is the nacells and the deflector area that make up for most of that, so ill have to slim that a little.

If you and a 0 after the eight then yes it actually would be way too much. You even have plenty of room to add more to smooth things out a bit. 7K is kindof on the lower end of the scale really, especially these days.

It looks good so far.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 03, 2010, 02:52:26 AM
If you and a 0 after the eight then yes it actually would be way too much. You even have plenty of room to add more to smooth things out a bit. 7K is kindof on the lower end of the scale really, especially these days.

I know. But as I've mentioned earlier, smoothing is not high on my priority list at the moment. I want the shape to be perfect first, then smoothing comes along. If a model is already at 10000 polys when you start smoothing, it will end up in a poly hell.

YOu do have a point thoug
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 04, 2010, 08:43:54 AM
Ok... So i think im about ready to start putting clothes on this girl... I wanted to give you guys a chance to submit some input before i start.

If you have any suggestions to changes, now would be the time...
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 04, 2010, 08:56:49 AM
Ok... So i think im about ready to start putting clothes on this girl... I wanted to give you guys a chance to submit some input before i start.

If you have any suggestions to changes, now would be the time...

The deflector dish looks a little similar to a Galaxy. Could you take that separation out an put in a small Galaxy deflector dish? That would be cool! Other than that man, She looks solid!
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 04, 2010, 09:22:53 AM
Just saw... this would be an awfully weak ship without phasers :)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: majormagna on January 04, 2010, 09:26:45 AM
I like this a lot, will definately download this!

I also don't like unlimited quantums; which is why I use the system on the Earth ships for the Stargate Pack (Pusle weapons with a high initial output, but with 0 recharge)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 04, 2010, 09:37:57 AM
Just saw... this would be an awfully weak ship without phasers :)

Well I didn't suggest Phasers because they instinctively are on every Starfleet vessel.
However, I noticed a lot of recent ships are lacking in Pulse Cannons. You could do like they did with the Achilles class and put 4 Pulse cannons on the front, and 4 cannons on port and starboard that fire upward. The Achilles is an excellent cruiser. This ship, I think, would benefit from the Achilles weapons layouts.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 04, 2010, 09:52:00 AM
... 4 Pulse cannons on the front, and 4 cannons on port and starboard that fire upward...

I did think of this a few days ago, but previous attemps from me to make other than forward fireing pulse weapons has been with little sucess (lets just say that each time they fire, they shoot the ship from the inside :S ).

So I dropped that idea... Also it dosen't completely apply with the head-on-attack-,-run-away-fast concept...
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 04, 2010, 10:05:29 AM
... 4 Pulse cannons on the front, and 4 cannons on port and starboard that fire upward...

I did think of this a few days ago, but previous attemps from me to make other than forward fireing pulse weapons has been with little sucess (lets just say that each time they fire, they shoot the ship from the inside :S ).

So I dropped that idea... Also it dosen't completely apply with the head-on-attack-,-run-away-fast concept...

Ahh scratch that then. Then load her up with some Quantum Turrets and/or Photon turrets like on the KM Prometheus class.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: Bones on January 04, 2010, 11:06:24 AM
... 4 Pulse cannons on the front, and 4 cannons on port and starboard that fire upward...

I did think of this a few days ago, but previous attemps from me to make other than forward fireing pulse weapons has been with little sucess (lets just say that each time they fire, they shoot the ship from the inside :S ).

So I dropped that idea... Also it dosen't completely apply with the head-on-attack-,-run-away-fast concept...

Ahh scratch that then. Then load her up with some Quantum Turrets and/or Photon turrets like on the KM Prometheus class.
Yeah Achilles side pulses were a bust (dual fire pulses doesn't do to much difference while quad, defiant like config does pack a punch :D )
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 04, 2010, 11:34:01 AM
... 4 Pulse cannons on the front, and 4 cannons on port and starboard that fire upward...

I did think of this a few days ago, but previous attemps from me to make other than forward fireing pulse weapons has been with little sucess (lets just say that each time they fire, they shoot the ship from the inside :S ).

So I dropped that idea... Also it dosen't completely apply with the head-on-attack-,-run-away-fast concept...

Ahh scratch that then. Then load her up with some Quantum Turrets and/or Photon turrets like on the KM Prometheus class.
Yeah Achilles side pulses were a bust (dual fire pulses doesn't do to much difference while quad, defiant like config does pack a punch :D )

What is needed is a Quantum Phaser for this mother. Phasers with the kick if Quantum Torpedoes. Revolutionary it might be, if possible. However, with weaponry like that, not ship would be a match for it.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: Lionus on January 04, 2010, 11:57:39 AM
Yeah, but wouldn't that be like pitting a Connie against Borg cube? As in "insta-boom" when the Borg cube locks on.. What's the fun in that?
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: Dalek on January 04, 2010, 12:13:55 PM
What is needed is a Quantum Phaser for this mother. Phasers with the kick if Quantum Torpedoes. Revolutionary it might be, if possible. However, with weaponry like that, not ship would be a match for it.

I originally had that on the Arcadia mk2. :P
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 04, 2010, 02:06:15 PM
Almost forgot.... I got some new screenies for you:

I love this angle
(http://anazonda.com/chip/04-01-10/chip1.jpg)

From the left :)
(http://anazonda.com/chip/04-01-10/chip2.jpg)

Top view
(http://anazonda.com/chip/04-01-10/chip3.jpg)

Front view... Don't let the nacells on this pic fool ya, theyre not just squares... it is just because i can't get more shadows on the "Clay"
(http://anazonda.com/chip/04-01-10/chip4.jpg)

Rear view... This is what most enemies will be seeing if they outgun the ship... (EAT MY MANTA DUST)
(http://anazonda.com/chip/04-01-10/chip5.jpg)

Phaser strips on top of saucer, and that "clamp" that you always see on starfleet saucers.
(http://anazonda.com/chip/04-01-10/chip6.jpg)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 04, 2010, 02:43:08 PM
 She is sleek! Kinda like a flat shark. I have a good feeling about this beast.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: anazonda on January 04, 2010, 02:53:19 PM
She is sleek! Kinda like a flat shark. I have a good feeling about this beast.

(http://library.thinkquest.org/5512/MantaRay.gif)

;)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 04-01-2010
Post by: FarShot on January 04, 2010, 06:34:33 PM
Well, looks who's back.  Never thought I'd see this baby again, but I suppose I was wrong. ;)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 02-01-2010
Post by: RifleMan80 on January 05, 2010, 05:01:39 AM
She is sleek! Kinda like a flat shark. I have a good feeling about this beast.

(http://library.thinkquest.org/5512/MantaRay.gif)

;)

Still stands  :D . I bet she will fight like a shark.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 04-01-2010
Post by: anazonda on January 05, 2010, 05:31:13 AM
Here it is guys.

I've been over pretty much all the polys, and while the ship looks much like the one in post #1, I am fairly confident that not a single poly, from the model displayed in the first post, remains.

It has been worked, and reworked, and reworked again. In the last few days I have only been fixing errors in the mesh, and added detail and weapons to the model.

... and i now belive shes ready to go get som clothes...

ANYONE how has tools for texturing starfleet ships are welcome to post links or text. I want this first model to become a high quality product, so I take anything I can get.

While you're waiting... Enjoy theese beauty shots:


Another great angle for any ship :)
(http://anazonda.com/chip/05-01-10/chip1.jpg)

Flyby
(http://anazonda.com/chip/05-01-10/chip2.jpg)

On her way:
(http://anazonda.com/chip/05-01-10/chip3.jpg)

Going to Warp... (i think):
(http://anazonda.com/chip/05-01-10/chip4.jpg)

Relax mode:
(http://anazonda.com/chip/05-01-10/chip5.jpg)

Warp pylons:
(http://anazonda.com/chip/05-01-10/chip6.jpg)

Impulse engine, just below the shuttlebay:
(http://anazonda.com/chip/05-01-10/chip7.jpg)

A blinker is always nice:
(http://anazonda.com/chip/05-01-10/chip8.jpg)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: RifleMan80 on January 05, 2010, 06:18:44 AM
One word. AMAZING! Can't wait to see the final product!
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Kirk on January 05, 2010, 09:37:10 AM
Can we see a render with more dynamic lighting? It's very hard to see the details on my end.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on January 05, 2010, 10:36:45 AM
I've tried several things to change the lighting, so areas become more prominent, but it seems that I can't figure out how to do that... So unfortunally you will just have to wait a little till I get some textures on her.

Wich brings me to my next problem:

I exported the model from .max to nif using a Import/Export tool for 3D studio Max, but when I import it back into 3ds, to put textures, it seems that all my faces are inverted, meaning that i can only see the surfaces from inside the mode, wich is weard.

Now when I export to obj or 3ds format and attemt the conversion throug nifscope instead, the model ends up quite messy.

Can anyone guide me to a solution?
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Kirk on January 05, 2010, 03:14:14 PM
Why would you export and reimport the ship? As for your problem, make sure you have the latest build of NifSkope.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on January 05, 2010, 03:21:10 PM
Why would you export and reimport the ship? As for your problem, make sure you have the latest build of NifSkope.

Because I have to export it to NIF, from the max format?

I just downloaded NifScope today, version 1.0.21 as I remember... Got it throug the direct link from the niftools wiki...
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Kirk on January 05, 2010, 03:33:58 PM
I misunderstood you then. I though you were exporting it from Max and then reimporting for some unknown reason.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on January 05, 2010, 03:40:10 PM
I misunderstood you then. I though you were exporting it from Max and then reimporting for some unknown reason.

Damn... I hoped you had a cool way to use MAX files in BC...

No hard feelings :)
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Aeries on February 20, 2010, 05:22:35 PM
Sorry for the resurrection, but it must be said... good LORD you've improved in my absence! Well done!
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on February 26, 2010, 06:36:26 AM
Oh yes...

I've completely forgot to update you guys...

I am currently playing STO, to gather inspiration...

Anyways... Im working on textures ATM, and it is going to take some time before im done with that... It is my first Texture from scratch so...
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: hobbs on July 25, 2010, 08:55:10 AM
hi anazonda heres another design... Tell me your thoughts. I'll be back at my pc late tonight
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Billz on July 25, 2010, 04:05:17 PM
hi anazonda heres another design... Tell me your thoughts. I'll be back at my pc late tonight

Holy zombie thread Batman!
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: eclipse74569 on July 25, 2010, 04:15:59 PM
Truth is Billz...I think he's trying to help out a bit as far as a shuttle is concerned *just read the name of the image* so...If I'm right Moderators won't have too much of a problem if he's contributing to the work.

On the other hand, I haven't seen him here in a while hobbs (unless I've totally and utterly missed him posting recently that is), might want to email him about it :)

And Jimmy don't beat me too much to a bloody pulp :P
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: hobbs on July 25, 2010, 06:42:43 PM
apologies. it was the only way i could get the pic to him as i was away this weekend and so used my phone to post in this thread.

i am helping him but was unable to send an email so i posted here and i do believe he is around just very low key lol
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: bankruptstudios on July 26, 2010, 02:31:08 AM
thats a hell of a sweet shuttle design there buddy. I'm i'm not only talking about the shuttle, i also mean the actual drawling, very good. Cookie. :thumbsup:
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: hobbs on July 26, 2010, 02:45:49 PM
thank you hope anazonda likes it  :D
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Hellsgate on July 27, 2010, 06:47:08 PM
Interesting, an Insignia-Class upgrade.

(http://bc-central.net/forums/index.php?action=dlattach;topic=4337.0;attach=45842;image)

2 July 2380

A series of damaged Hideki-Class & Type 9 shuttles whose remaining usable components were adapted & combined together by some Bajoran engineers working at DS9, originally as a private "Delta Flyer" style multi-mission runabout / transport between the planet & the station. The work was noticed by a supervisor.  Once noticed by the CoE Starfleet C.O., the design was submitted along with all the other spontaneous nominations throughout the Federation during a system of elimination tests to become the Manta-Class starship's captain's yacht.
 
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: hobbs on July 28, 2010, 02:35:43 PM
nice little snipit  :D

um... where did you get the idea its a insignia class upgrade? its a totally new ship designed by anazonda as far as i'm aware
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: anazonda on July 28, 2010, 04:24:20 PM
nice little snipit  :D

um... where did you get the idea its a insignia class upgrade? its a totally new ship designed by anazonda as far as i'm aware

It is 100% original yes.

To sum up why i havn't been on recently: I became unemployed a few months back, and as such had to choose carefully where i put my time and money. Most of the time is spend looking for jobs, most of the rest goes to my family and STO.

In the past two weeks however, I have been doing some work on it, so it is not dead... Just going slower than hoped, but in fact the drawing Hobbs put up, is a requested job, as i know he is a fabolous artist when it comes to design.
Title: Re: WIP: USS MANTA former Codename Chip // Most recent update: 05-01-2010
Post by: Captain_Licard on July 30, 2010, 08:00:13 AM
amazing ship

cookied