Bridge Commander Central

BC Forums => BC Modding => Topic started by: Vladko1 on November 22, 2009, 11:37:59 AM

Title: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on November 22, 2009, 11:37:59 AM
This is the proxima refit ship for Star Trek Bridge Commander. Originaly the ship's design is from Star Trek Legacy and its looking more JJ in ST Legacy. Here it is for legacy. Remaining to make speculars and to make registries. Here some screenshots. The most of the mesh is from Khaliban and the textures are from Bones. I am editing mesh and textures and I drawed some mesh.
Title: Re: Proxima Refit class
Post by: Dalek on November 22, 2009, 11:44:42 AM
The Proxima's engineering hull should be a lot smaller and the connection between them thinner as well.

And I don't get how it looks JJ.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 11:48:44 AM
In Star Trek Legacy is looking a bit JJ but is low poly. And when I have time I will scale the enginiering hulls. Before posting this I scale them a bit on lenght but I havent on diameter. I see Bones was right to scale them more. Thanks for the advice.
Title: Re: Proxima Refit class
Post by: milenent on November 22, 2009, 11:56:00 AM
Yeah the engineering should be a lot smaller

-milenent
Title: Re: Proxima Refit class
Post by: Bones on November 22, 2009, 12:18:30 PM
Ah diameter :D that was the word I was missing when explaining :P oh and I think you should dump those nacelles registries as they are flipped now
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 22, 2009, 12:48:38 PM
Wow thanks for taking my suggestion.

will it have the side firing pulses?
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 01:05:30 PM
Deadthunder, you are genuis. I was about to forgot for the side pulses. And Bones, do not blame yourself. If you remeber I sayed that I attached the parts, which are using one texture and I scaled only the lenghnt because the engineering hull is attached. Sorry friend. When I have time I will do the job.
Title: Re: Proxima Refit class
Post by: Bones on November 22, 2009, 01:35:12 PM
Don't worry mate ;) I'm looking for some alternate saucer ideas atm (Proxima had Excelsior styled saucer which could be used for further refits)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 01:39:54 PM
Maybe you are right. Maybe thin Excelsior saucer will be better, but first i will make it with Connie-Miranda saucer.
Title: Re: Proxima Refit class
Post by: Bones on November 22, 2009, 01:59:52 PM
check your mail ;)
Title: Re: Proxima Refit class
Post by: Maxloef on November 22, 2009, 02:05:34 PM
jsut wait for the next aftermath tmp pack ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 02:08:52 PM
Woow Bones you have nice ideas for the proxima. Thanks ;) Maxloef, I am glad to see that my ship would be in TMP pack  :)
EDIT: And I as I see King Class scout have problems with the Yorktowns. Maybe its for the unneccery detailed phasers on it. For Marry Christmas I will make a pack with my ships with Yorktown with normal poly phasers.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 22, 2009, 02:45:32 PM
also what color phasers are you giving it, in legacy they were blue, but canon is red also i have a pulse texture here, you want it?
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 02:48:57 PM
Blue is for TOS ships. And for the Excelsior as I remember (not the refit) the saucer phasers were blue but originaly they are red. So the phasers will be TMP.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 22, 2009, 03:06:30 PM
ok, just wondering, aftermaths tos proxima didnt have pulses, and i liked them, so i wanted one that did.
i like the tmp one better though.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 22, 2009, 03:10:44 PM
If someone likes, I will make and TOS proxima. Here is 22:11 (GMT+2) and tommorow I am first shift at school. Good night for the guys(GMT, GMT+1, GMT+2, GMT+3, GMT+4)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 23, 2009, 10:53:32 AM
What you will say about her now?
Title: Re: Proxima Refit class
Post by: Dalek on November 23, 2009, 10:58:41 AM
The connector inbetween the secondary hulls still needs to be thinner.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 23, 2009, 11:00:15 AM
I will make it so ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 23, 2009, 11:08:15 AM
I make it thin as much as I can. Is something not right or to make the model for BC?
Title: Re: Proxima Refit class
Post by: Adonis on November 23, 2009, 11:38:21 AM
I make it thin as much as I can. Is something not right or to make the model for BC?

It should be a max 2-3 decks thick, and dude, clean up that mesh, it's a mess.
Title: Re: Proxima Refit class
Post by: Nebula on November 23, 2009, 12:10:40 PM
I think that silly bar in the middle needs to be deleted or thinned considerably.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 23, 2009, 12:25:12 PM
I started to try to made the ship like it was in Star Trek Legacy and the bar isn't thought by me. Nebula you are talking for the Torpedo bar right?
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 23, 2009, 05:57:13 PM
the engineering hulls need to be closer together, and the connection between them needs to be moved up.


nice so far what is the ETA
Title: Re: Proxima Refit class
Post by: Bones on November 24, 2009, 01:34:22 AM
what is the ETA
When it's done :D
It's kind of unwritten rule not to ask these questions ;)
Title: Re: Proxima Refit class
Post by: Nebula on November 24, 2009, 08:12:30 AM
I started to try to made the ship like it was in Star Trek Legacy and the bar isn't thought by me. Nebula you are talking for the Torpedo bar right?

the bar between the two engineering hulls.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 24, 2009, 08:15:08 AM
Here some adjustments.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 24, 2009, 01:29:30 PM
How about now?
Title: Re: Proxima Refit class
Post by: Dalek on November 24, 2009, 01:59:14 PM
That bar inbetween the engineering hulls is still way too thick.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 24, 2009, 02:08:07 PM
In Star Trek legacy is with same size. I think bethesda made this between the enginnering hulls because this might be the living quaters of the people.
Title: Re: Proxima Refit class
Post by: Maxloef on November 24, 2009, 02:18:33 PM
that is true but then the ship voerall looks bigger ;) im including the proxi refit in the TMP pack ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 24, 2009, 02:25:47 PM
I think I should scale the naccels but I will do it tommorow. For the weekend I have to edit the textures + speculars and its done. Here some screenshots. I will add and these registries:
USS Anthrax NCC-1981, USS Spreading The Desiese NCC-1985, USS Paranoid NCC-1970, USS Scott Ian NCC-1962, USS Warrior of the world NCC-2002, USS Breaking the law NCC-1980, USS Trekie of steel NCC-2009 and USS Happy New Year NCC-2010
Title: Re: Proxima Refit class
Post by: Bones on November 24, 2009, 03:06:28 PM
I think you also should replace all deflectors with standard Connie blue deflector. I'm not shure about Gunslinger's deflector...
Title: Re: Proxima Refit class
Post by: Vladko1 on November 24, 2009, 03:11:48 PM
I am agree with you Bones.
Title: Re: Proxima Refit class
Post by: KrrKs on November 24, 2009, 03:20:20 PM
"Trekkie of Steel 2009", now THAT's a Registry  :funny
Title: Re: Proxima Refit class
Post by: milenent on November 24, 2009, 04:30:24 PM
I think the saucer is a bit small. And yes Vlado is a big metal fan and I cant do nothing to show him the real world.
Title: Re: Proxima Refit class
Post by: King Class Scout on November 24, 2009, 06:13:48 PM
well, does that mean the OTHER trekkie of steel wil also use the Heavy metal Photons?  hehe
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 24, 2009, 08:43:19 PM
Nice regs


how about U.S.S. End World NCC-2012
Title: Re: Proxima Refit class
Post by: Vladko1 on November 25, 2009, 10:35:31 AM
End of the world sounds pessimistically. Its like thinking of the end of the planet + thinking of the end of the ship. I think I will make the registries:
NX Thundersteel NCC-1988 is the prototype of the USS Flight of the warrior NCC-1988. And here is the anthem of the proxima class. I wrote it last night on the phone and I didnt look for errors:

"" Here our starships stand
From all aroud the space
Waiting in the dry dock
to receive the battle's code
All that gathered here
Victori is near
The sound will fills the bridges
Bringing power to us all
We alone are fighting
For justice that is true
We own the right to stand and fight
We are here with all of you
Now swearn in antimatter uppon your core
Will never breach
Full impulse and fight together
Beneath the planet Earth

Starships everywhere
Lock your phaser into the ships there
We are battleships, battleships from the space

Many stand aganst us
But they will win
We said we would return
And here we are again
To breach they own warp cores
Suffuring in this game
We are the phasers of god
We are wormhole breach and dead
There you wait with shields
With phaser in triton plates
With dreames to be a flagship
First what whould be a starship
We fired on them all and charged them all
With a dry dock thats a lie
Within the final hour
They shall confess before they self distruct

If i should breach in battle
The starship who fight by my side
Gather my photons and escape pods
Tell the Federation how i explode
Until then i will be strong
I will fight for all that is real
All who fired on me will explode by photon

Starships everywhere
Lock your phaser into the ships there
We are battleships, battleships from the space""
Title: Re: Proxima Refit class
Post by: Vladko1 on November 25, 2009, 11:59:28 AM
I think I made it. Here is the proxima after the diet  :funny
Title: Re: Proxima Refit class
Post by: milenent on November 25, 2009, 02:22:18 PM
Now I think The naceles are too big. :)
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on November 25, 2009, 02:50:03 PM
Now I think The naceles are too big. :)
not too big but too long, they should be as long as constitution. I just was playing as this ship in legacy
Title: Re: Proxima Refit class
Post by: Bones on November 25, 2009, 03:03:55 PM
Now I think The naceles are too big. :)
not too big but too long, they should be as long as constitution. I just was playing as this ship in legacy
True they should be about the same size as Constitution nacelles
Title: Re: Proxima Refit class
Post by: Vladko1 on November 25, 2009, 03:05:02 PM
Now I am working with the texs, and Milenent i HPing the ship. When I finish the tex I will fix the naccels and the HP.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 26, 2009, 12:54:46 PM
I started working on the retexturing. I will make the textures with little bit noise to look like a bit TMP and HD. The speculars will be RGB and will be a bit blue, to look more TMP.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 07:46:03 AM
Here is the proxima almost finished. I fixed the model and retexture it and the only thing remaining are the speculars. And Trekkie is with double "K", right?
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 09:25:21 AM
And final I finished it :roll ;) Here some screens. It remains only Milenent to finish the HP.
Title: Re: Proxima Refit class
Post by: Adonis on November 27, 2009, 12:55:28 PM
Dude, the deck layouts on this ship have nothing to do with logic. Since you downsized the aft of the Mirandas hull, fix up the texturing to make that part have two decks, not 5. Check the rest of the ship for the same thing.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 01:09:55 PM
I tried to made something with the same scale of the windows, and I saw it has something windows for fixing and for Marry Christmas I will make a fix for the Yorktown, Proxima refit, Guitar ship and the ships i will make to Christmas.
Title: Re: Proxima Refit class
Post by: milenent on November 27, 2009, 02:28:09 PM
Okay I'm starting scripting. I'll be ready in about two weeks so You can see it in 1 month.  :)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 02:59:15 PM
Okay I'm starting scripting. I'll be ready in about two weeks so You can see it in 1 month.  :)
I though we had an agreement for tommorow?
Title: Re: Proxima Refit class
Post by: Bones on November 27, 2009, 03:14:01 PM
1 day - 1 month  :funny just a small difference ;)
I see one strange thing on bottom saucer (might be my fault tho) reg light is cut in half and missalligned with windows  :wtf
I'll check it out ASAP
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 03:44:36 PM
I am even not suprised about that. He is a bit lazy guy. Ooopss I have a mistake. He is not a bit lazy, but very lazy :funny
Title: Re: Proxima Refit class
Post by: JimmyB76 on November 27, 2009, 04:01:14 PM
at least it is getting done, tho; no? ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 27, 2009, 04:12:09 PM
Yeah Jimmy you are right about that. For now I had made only 3 registries. NX Armed and dangerous, USS Tangaroga and USS Proxima. Now I started to draw a orbital shuttle. Tiqhud started that great idea.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 02:50:07 AM
Here a render about Tiqhud request.
Title: Re: Proxima Refit class
Post by: King Class Scout on November 28, 2009, 10:10:05 AM
"Tangaroga"?  sure you didn't mean "Ticonderoga"?
Title: Re: Proxima Refit class
Post by: Lionus on November 28, 2009, 10:54:14 AM
Ticonderoga has been taken already, by smaller, more agile ships..
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 10:56:42 AM
I meaned Ticonderoga. The ships name is make me laughing :funny it is very funny. And it is from Star Trek Legacy

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames =
   "USS Ticonderoga" "USS Philadelphia" "USS Nimitz" "USS Bismarck"
//   "USS Korg" "USS Hood" "USS Lexington" "USS Malinche"
//   "USS Okinawa" "USS Repulse" "USS Tecumseh" "USS Al Batani"
//   "USS Cairo" "USS Crazy Horse" "USS Fearless" "USS Grissom"
//   "USS Intrepid" "USS Livingston" "USS Melbourne" "USS Potemkin"
//   "USS Roosevelt" "USS Valley Forge"

logoFileNames = "F_Tos_Proxima_Logo_1" "F_Tos_Proxima_Logo_2" "F_Tos_Proxima_Logo_3" "F_Tos_Proxima_Logo_4"
Title: Re: Proxima Refit class
Post by: Darkthunder on November 28, 2009, 12:31:29 PM
I meaned Ticonderoga. The ships name is make me laughing :funny it is very funny. And it is from Star Trek Legacy

http://en.wikipedia.org/wiki/USS_Ticonderoga

Star Trek Legacy is not the only source of this name.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 12:33:48 PM
Woow I havent noticed that there was and ocean and aircraft vessels with this name :eek
Title: Re: Proxima Refit class
Post by: Bones on November 28, 2009, 01:01:47 PM
Look for font called Starfleet bd_EX it's proper TMP registry font ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 01:09:55 PM
In photoshop cant show (it has fonts in Photoshop folder, but other type of format) new added fonts and the Yorktown with the recommended by Willey I made in MSpaint the font and then I copied font MSPaint :funny
Title: Re: Proxima Refit class
Post by: Bones on November 28, 2009, 01:23:30 PM
Hm ? you should paste new fonts to your windows/fonts folder :D then photoshop will see them ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 01:49:47 PM
Yes, I am pasting them in the windows font folder and I cant find them in PS :( And Bones I am trying to make my first cool 3ds max render and can anyone say to me how named is the layer for glow?
Title: Re: Proxima Refit class
Post by: Bones on November 28, 2009, 01:53:32 PM
 :wtf that is weird...
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 02:17:41 PM
Photoshop from left and paint from right
Title: Re: Proxima Refit class
Post by: Dalek on November 28, 2009, 02:36:29 PM
You have closed Photoshop when installing the fonts right?
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 02:40:46 PM
Yes, Photoshop was closed.
Title: Re: Proxima Refit class
Post by: Bones on November 28, 2009, 05:00:59 PM
Are you sure you have installed StarfleetBD_EX font ??? if yes then double check through whole list of fonts as some of them sometimes go under different letter etc.etc.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 05:10:08 PM
I was doing copy and paste the font to the font folder.
Title: Re: Proxima Refit class
Post by: Bones on November 28, 2009, 05:49:07 PM
my guess would be to reinstall photoshop ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 28, 2009, 07:11:13 PM
The Proxima is ready and tommorow if I can I will upload the ship but first I will make a story of the ships.
Title: Re: Proxima Refit class
Post by: Vladko1 on November 29, 2009, 04:48:36 AM
Milenent made the HP and I am making final adjusments. In several hours the ship will be uploaded! ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on November 29, 2009, 01:57:41 PM
Game   File   Added   Status
Bridge Commander   Proxima Refit class
proximarefit.zip   November 29th, 2009 12:52   Pending

Soon will be added ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 04:38:11 AM
Ive started to make the proxima refit from scrath. Here some renders!
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 09:04:14 AM
Here is the upper part of the saucer.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 11:32:56 AM
And some update. I made the textures more detailed + added some things to the mesh. I want to say that only the structure of the saucer and the connections are mine. The other part of the ship model is by Khaliban. 
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 21, 2009, 11:35:38 AM
Great
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 11:53:11 AM
Without the bump map its not going to be soo prety. Here is and the bottom part. If someone wants a different variants of the Proxima, now is the moment to ask.
Title: Re: Proxima Refit class
Post by: WileyCoyote on December 21, 2009, 12:07:49 PM
Ewww.....bad ship font. Use the Jefferies font from dafont.com. The font is the black area, just add the white/gray outline around it then the red. I hate it when people use poor ship fonts. Good ship though. :)

http://www.dafont.com/jefferies.font
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 12:18:15 PM
Thanks Willey. I will use that font. If I was alone I would never thought about the font I use. Cookie ;) How is getting with scaled connie engine?
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 12:45:02 PM
When making the NURBs objects to mesh were created some mesh errors. I will make a try when I finish the ship, to import it in 3ds max and fix the mesh errors.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 21, 2009, 01:01:39 PM
possily an all phaser variant
Title: Re: Proxima Refit class
Post by: Maxloef on December 21, 2009, 01:20:54 PM
The Engineering Section is COMPLETELY off... its not even close, someof the details are weirdly smoothed. the torpedo tubes in the front stick out to much and are to small and you have the wrong nacelles.

dont really like it sorry
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 01:23:27 PM
Maybe a Kelvin style will be good. Here an update.
EDIT:
And I am sorry Maxloef that you dont like it, but this is my version of this ship.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 21, 2009, 01:31:19 PM
yes max, this is a different type
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 03:28:19 PM
Remains only to adjust the texture colour on the engineering sections and the connectors. Here some renders
Title: Re: Proxima Refit class
Post by: Vladko1 on December 21, 2009, 03:59:26 PM
The best from the best awful works. To clean the backfaces. There is about 8000 messed faces which are waiting to be fliped. They are everywhere. And the most awful thing: forgot about the backfaces and I attached all of the parts using a same texture. So dont wait soo soon the ship. If I make succes earlier the proxima refit will be like present for the upcomming new year.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 22, 2009, 05:44:09 AM
I made some progress. ;) But will remain some very very very very small backfaces which I cant select because their small size. Here some screens.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 22, 2009, 07:52:50 AM
Finnaly the mesh faces are ready + smoothed the mesh error arround the saucer Torpedo tubes.
Title: Re: Proxima Refit class
Post by: CptBenSisko on December 22, 2009, 09:09:24 AM
Looks good...i like it...because its different from what we've seen before....keep up the good work :D
Title: Re: Proxima Refit class
Post by: milenent on December 22, 2009, 10:04:19 AM
Think about that I have to script it.  :wtf
Title: Re: Proxima Refit class
Post by: Vladko1 on December 22, 2009, 10:09:48 AM
Think about that I have to script it.  :wtf
True :funny
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 22, 2009, 10:55:20 AM
Don't worry milenent i will help
Title: Re: Proxima Refit class
Post by: Vladko1 on December 22, 2009, 01:20:28 PM
Remains only to fix the windows colour and MILENENT TO HP THE SHIP :mad
EDIT:
The pack with the registries will be realised later.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 22, 2009, 06:52:05 PM
HP ready. Made it by my own. 236KB :funny 236KB is my version with many phasers. I will make and Proxima with normal count of phaser. Idea :roll I will make two ships. Vladko1 Refit with the many phasers and Legacy Refit with normal phasers.
Title: Re: Proxima Refit class
Post by: Darkthunder on December 22, 2009, 07:22:31 PM
Eww, blue windows :(

Ship-wide disco going on? :P
Title: Re: Proxima Refit class
Post by: DJ Curtis on December 23, 2009, 12:17:19 AM
agreed.
Title: Re: Proxima Refit class
Post by: dEjavU on December 23, 2009, 02:27:06 AM
It's that section in the middle that everyones trying to point out that's puting the quility of this ship down(even on your other one)don't get me wrong this is excelent work Vladko1, I know you put allot of hours trying to improve on this and I'd be lucky to even get this far into modeling in such a short short time but everytime you get a good look at this ship, it's always going to show that rather bulky looking section in the middle. I know this is a poor shot but just to get a general idea of what allot of people has been trying to tell you about it....

(http://i378.photobucket.com/albums/oo221/dEjavU__/FoRruMs/h45-1.jpg)

..I think the mid section would look better like this, don't you think?  ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 04:55:17 AM
i am considering to make and kelvin style proxima. It wil have two naccels and two engineering hulls. I am lazy to go to the PC and later will show you the design of the idea.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 06:52:29 AM
Update
Title: Re: Proxima Refit class
Post by: Darkthunder on December 23, 2009, 07:41:44 AM
One nitpick... in canon, ships (such as the Enterprise) with an additional letter in the registry did not have the letter in the shipname. I.e:

USS Enterprise
NCC-1701-A

In your screenshot, you have it labeled as

USS Ticonderoga-A
NCC-3111-A
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 08:07:09 AM
Ooopsss. Sorry :( My bad.
Here an awesome screen.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 10:28:24 AM
Now I am starting to make and the Kelvin Style Proxima. Screens will be realised later.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 11:05:52 AM
Rendeeers. Now I am thinking about how to fix the mesh errors? :wtf
Title: Re: Proxima Refit class
Post by: milenent on December 23, 2009, 11:11:09 AM
Yeah it's good.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 11:27:27 AM
Here is the first Proxima Kelvin style version. I will make and Constitution and Miranda style.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 23, 2009, 11:41:29 AM
you need a kelvin nacelle
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 11:56:27 AM
Kelvin naccel? Dont know. This is I wanted to be. Here the other version.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 12:12:11 PM
And The Miranda style
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 12:46:31 PM
And a smaller Proxima design
Title: Re: Proxima Refit class
Post by: dEjavU on December 23, 2009, 02:26:52 PM
Sweet! I aspecialy like the Miranda style.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 02:49:40 PM
I have a trouble. Except NifSkope no other program opens the NIFs. Any ideas or i should use the stupid milkshape and have to rescale and rotate the models? :(
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 04:22:45 PM
Another ship from the pack is ready. About six ships remaining :)
Title: Re: Proxima Refit class
Post by: Vladko1 on December 23, 2009, 05:46:23 PM
And the miranda style is ready. USS Hellrider. What a scary name :funny
EDIT: Please write and names and registries for the other ships.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 24, 2009, 05:19:42 AM
And the next ship. The thundersteel is ready
Title: Re: Proxima Refit class
Post by: Vladko1 on December 24, 2009, 08:40:56 AM
And USS Anthrax is ready.
Title: Re: Proxima Refit class
Post by: vgdude999 on December 24, 2009, 08:48:16 AM
Nice, nice, nice, and.........AWESOME! You're cranking out ships FAST.
Title: Re: Proxima Refit class
Post by: Vladko1 on December 24, 2009, 09:23:25 AM
They have some HP problems (not at all weapons are correctly configurated) and for New year will be realised. I will take a day rest and will finish the remaining 3-4 vessels. For 2-3 ships deadthunder designed them and made them.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 24, 2009, 09:18:16 PM
They have some HP problems (not at all weapons are correctly configurated) and for New year will be realised. I will take a day rest and will finish the remaining 3-4 vessels. For 2-3 ships deadthunder designed them and made them.

Everyship has one flipped backface that will be fixed :P
I made all of these in about 3 hours

Thanks, and to update, a mesh error was found, but fixed, also, pics.
The Saucer Textures are not working on my computer, so they won't have any.
in order
Belknap
Cortez
Constitution (mesh errors)
Firesteel(based of of my nebula variant)
Miranda No rollbar
Thundersteel (sorry GMunzo)(mesh errors)
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 24, 2009, 09:25:32 PM
and more
Bird Of Prey
Heavy Bird Of Prey
Constellation
Frigate Constellation(mesh error)
Saladin
Saladin Variant 2
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 24, 2009, 09:36:09 PM
Even More
Akula(another one) (mesh errors)
Eagle
Reptile
Hawk
Lauren(mesh errors)
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 24, 2009, 09:46:30 PM
Last post
I intend to crack out more variants after Christmas, give my mind a rest

Quote from: Vladko1 on Today at 08:23:25 AM
Quote
They have some HP problems (not at all weapons are correctly configurated) and for New year will be realised. I will take a day rest and will finish the remaining 3-4 vessels. For 2-3 ships deadthunder designed them and made them.

EDIT
Name suggestions will be welcome, also include your class type out of these: Frigate, Scout, Destroyer, Warship, Galactic Survey Ship, Light Cruiser, Artillery Cruiser, Battlecruiser, Heavy Cruiser, Light Carrier, Heavy Carrier, War Carrier, Command Cruiser, Command Carrier, Battle Carrier, Battleship

Here is a sample

Kashmir class           Battleship
Title: Re: Proxima Refit class
Post by: Bones on December 25, 2009, 04:14:22 AM
I can almost smell JJ quasi nacelle fleet from ST XI inspiration here :P I think Akula needs taller pylons, other than that I like that ship with secondary hull and nacelles above saucer ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on December 25, 2009, 04:41:12 AM
Im gathering names for making registries to send to deadthunder. I will send and Proxima HP to him, to make the HPs for all of the ships.
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 26, 2009, 05:57:18 PM
Need kitbash suggestions
Title: Re: Proxima Refit class
Post by: Lionus on December 26, 2009, 06:14:47 PM
since you're on roll with TMP kitbashes, how about TMP version of Defiant-class.. not to mention Centaur class, and some federation fighters..
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 26, 2009, 06:15:53 PM
Wilco
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on December 26, 2009, 07:53:42 PM
Also: We have plans to make a "Legacy" version of each ship, with blue phasers, red fast and small photons, alot of pulse cannons, and very slow engines.
Making a hp right now
Title: Re: Proxima Refit class
Post by: Lionus on December 27, 2009, 12:40:31 AM
be careful with the pulse weapons. too much of those will slow even new computers down, especially with the memory leaks BC has.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 04:31:46 AM
Am I the only one who thinks that I must remesh the USS Armed and Dangerous and USS Ticonderoga - A? And I still dont know, how to export my ships from Rhino 3D to 3ds without making mesh errors. I must learn 3ds max :(
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 09:00:36 AM
For 3 minutes of smoothing work I think it is looking good :)
Title: Re: Proxima Refit class
Post by: Kirk on January 01, 2010, 09:56:17 AM
I looks great, make sure you do some renders with shadows so any really bad mesh errors will pop out at you.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 10:02:35 AM
I started to remesh the pylons and after then I will make the materials and then will make some custom light :)
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 10:53:42 AM
And update :)
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 11:09:19 AM
And this is the result. Only I have to make the materials and fix the mesh faces :)
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 02:26:56 PM
And here are the renders :)
Title: Re: Proxima Refit class
Post by: Kirk on January 01, 2010, 05:14:45 PM
Looks like the top of the saucer still needs some work.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 07:04:22 PM
I will smooth more the top. Expect renders soon.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 07:35:05 PM
My little baby faced some plastic surgery :eek The difference are almoast... nothing. Just to edit some alpha channels, everything to be in place.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 01, 2010, 08:36:35 PM
Lool, 03:35 o'clock. I cant think. I must go to sleep. I started this
EDIT: Can Anyone tell me how to create lens flayers? Because I am drawing them on hand and its very hard. :(
Title: Re: Proxima Refit class
Post by: Kirk on January 01, 2010, 10:34:58 PM
Hit me up on WLM and I'll walk you through it.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 02, 2010, 06:40:04 AM
Still cant find a light. My phone maybe wants to rest of capturing pictures of lights :funny
If someone have a texture for those kind of lights, please, post it here :(
Title: Re: Proxima Refit class
Post by: Vladko1 on January 02, 2010, 08:06:13 AM
Bones is helping me for the lights :) Cookie for him. Look what a dirty light emitter I made :funny
Title: Re: Proxima Refit class
Post by: Vladko1 on January 31, 2010, 11:15:42 AM
The Proxima smoothing is working. Even Rhino is showing her smoothed. In several hours or tommorow will be ready. Any BETA testers? And please, write down and host on which i can upload her :P
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on January 31, 2010, 01:13:34 PM
me as allways
Title: Re: Proxima Refit class
Post by: Vladko1 on January 31, 2010, 02:00:19 PM
A bit more work and its done.
Title: Re: Proxima Refit class
Post by: Vladko1 on January 31, 2010, 03:14:16 PM
Beta files are archived. Ill wait three days before uploading her to BC, to BETA test her. Still has some unsmoothed areas which cant be smoothed, but now its better. Later will draw the saucer in 3ds max. I wanna thenks to Bones, because he made the saucer lights :P
Title: Re: Proxima Refit class
Post by: Bones on January 31, 2010, 03:59:11 PM
Nice Vlado ;) but still I think pylons could use some additional texturing details like vents lines etc. this would fill the emptiness of the secondary hull, saucer is massive improvement over V.1 :) what kind of teeth will she bite ??
Title: Re: Proxima Refit class
Post by: Vladko1 on January 31, 2010, 06:21:06 PM
It will fire pulse phasers(TMP phasers), side pulse weapons and TMP photon torpedoes :P
Title: Re: Proxima Refit class
Post by: Vladko1 on February 01, 2010, 02:59:10 AM
The BETA of the proxima is uploaded in rapidshare. Up to 10 testers.
Title: Re: Proxima Refit class
Post by: Bones on February 01, 2010, 03:02:45 AM
link please :D via PM of course :D
Title: Re: Proxima Refit class
Post by: Vladko1 on February 01, 2010, 03:22:29 AM
7 slots for BETA left. For now the testers are Kirk, Bones and Deadthunder.
Title: Re: Proxima Refit class
Post by: RifleMan80 on February 01, 2010, 06:34:29 AM
I will definitely Beta test this one!!!!
Title: Re: Proxima Refit class
Post by: Billz on February 01, 2010, 07:05:31 AM
I'd like to beta test aswell if that is okay with you.
Title: Re: Proxima Refit class
Post by: Vladko1 on February 01, 2010, 12:38:43 PM
5 slots left.
btw,the people who tested the proxima, can write their opinions :P
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on February 02, 2010, 09:46:26 PM
ok, it is great model wise, but this being a sort of joint venture between me and Vladko, i decided to contrubite, all beta testers download this hardpoint attached, contains the legacy material hps, you will also need the sound file
top one is hp, bottom is sound pack
Title: Re: Proxima Refit class
Post by: Vladko1 on May 01, 2010, 09:33:16 AM
I started to model her from the very start. It will be ready after realising the Guitar Ship pack and the Guitar ship pack will be ready when its finished, I mean, depends on school :P
Important!:
Maxloef, this will be a lot, a lot, a lot better and high poly than your stupid Proxima Refit mesh, taken from Legacy ;)
EDIT: Remodeled
Title: Re: Proxima Refit class
Post by: Maxloef on May 01, 2010, 11:54:23 AM
I started to model her from the very start. It will be ready after realising the Guitar Ship pack and the Guitar ship pack will be ready when its finished, I mean, depends on school :P
Important!:
Maxloef, this will be a lot, a lot, a lot better and high poly than your stupid Proxima Refit mesh, taken from Legacy ;)
EDIT: Remodeled

yeah but yours will never look right ;)
Title: Re: Proxima Refit class
Post by: deadthunder2_0 on May 01, 2010, 11:56:49 AM
i can get you reference pics now that legacy is working vladko
Title: Re: Proxima Refit class
Post by: Vladko1 on May 01, 2010, 11:59:00 AM
Dont worry mate, I made enough, thanks by the way ;)
but, btw, can someone help me finding how to add detail in 3ds max, I mean, to make the msh with more vertexes and polies?
Title: Re: Proxima Refit class
Post by: Maxloef on May 01, 2010, 12:07:30 PM
More polies doesnt have to make it a good model ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on May 01, 2010, 01:48:06 PM
More polies doesnt have to make it a good model ;)
Its not only the polies mate, its the detail ;)
btw, I started to make and TMP Miranda, later and PDW for the STO pack ;)
Title: Re: Proxima Refit class
Post by: Vladko1 on May 01, 2010, 03:13:49 PM
I made some progress
Title: Re: Proxima Refit class
Post by: Bones on May 01, 2010, 03:25:36 PM
I started to model her from the very start. It will be ready after realising the Guitar Ship pack and the Guitar ship pack will be ready when its finished, I mean, depends on school :P
Important!:
Maxloef, this will be a lot, a lot, a lot better and high poly than your stupid Proxima Refit mesh, taken from Legacy ;)
EDIT: Remodeled

yeah but yours will never look right ;)
guys take it easy, both of ya :nono: it's not a sandbox... no one is doing better, WE ALL CONTRIBUTE SOMETHING, let people judge our work ;)

have you ever seen MarkyD, Willey, Baz or me having argument like this about our Connies ? no because it's not rat race, everybody mod as they can and let's respect each other work shall we ?
Title: Re: TMP ship pack
Post by: Vladko1 on May 01, 2010, 04:14:28 PM
Update :P
Title: Re: Proxima Refit class
Post by: Maxloef on May 01, 2010, 04:16:42 PM
Bridge needs to be a bit bigger , the lower section needs to be bigger and the top section needs to be bigger in relation to the top section.

look great though, nicely smoothed
Title: Re: Proxima Refit class
Post by: Vladko1 on May 01, 2010, 04:24:01 PM
Bridge needs to be a bit bigger , the lower section needs to be bigger and the top section needs to be bigger in relation to the top section.

look great though, nicely smoothed
Thanks Max, Ill try to fix these things that you noticed, after I build the model, because it needs more parts for the size to be calculated. Tommorow If I find a time, Ill fix the sizes and Ill continue modeling. Good night  :angel
Title: Re: TMP class pack
Post by: deadthunder2_0 on May 01, 2010, 09:37:18 PM
wow, they aren't arguing for once :drink2: .....................
 :hide
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 04:23:34 AM
Update
Title: Re: TMP class pack
Post by: Maxloef on May 02, 2010, 06:26:27 AM
ive got it! whats been bothering me about your bridhe module!

yours goes

  /
  \
  /
 /
 \

when it should be
      _
   _/
  /
 /
/

its TOOO smoothed xD
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 08:55:05 AM
ive got it! whats been bothering me about your bridhe module!

yours goes

  /
  \
  /
 /
 \

when it should be
      _
   _/
  /
 /
/

its TOOO smoothed xD
I know Max, Ive watched from here, because I like it http://joncarroll.infinite-elements.com/images/chesapeake.jpg
Its looking more futuristic :P
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 12:58:23 PM
Im thinking of making her more futurist, some parts to be more smoothed :P
Smooth, Vlado's trademark :D
EDIT:
Title: Re: TMP class pack
Post by: Toa_Kaita on May 02, 2010, 01:49:33 PM
Hey! Not bad! Cookied!
Title: Re: TMP class pack
Post by: Side 3 on May 02, 2010, 02:02:47 PM
That's a pretty nice Miranda  :) Just curious though, how high is the polycount right now (Pre boolean)?
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 02:06:48 PM
Thanks Toa_Kaita :D ;)
Side 3, for now the poly count will be a bit bigger, but after I finish modeling her, Ill cut back some vertexes ;)
Title: Re: TMP class pack
Post by: Side 3 on May 02, 2010, 02:13:02 PM
Oh, I wasn't going to suggest anything close. I think a nice, high detail Miranda is just what BC needs.  :yay: Remind me to cookie you when I can.
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 02:18:37 PM
Oh, I wasn't going to suggest anything close. I think a nice, high detail Miranda is just what BC needs.  :yay: Remind me to cookie you when I can.
Don't worry mate, the cookie isnt important. The important thing is that you like the model :thumbsup: For that I thank you :P
Title: Re: TMP class pack
Post by: Bones on May 02, 2010, 03:57:19 PM
I suppose  aft section isn't finished yet ;) cuz it's too straight right now, aft shape isn't right as it is now, also torpedo launcher is waaaaay tooo smooth, it must have sharper curves if you wanna get canon miranda :P

here's a blueprint http://www.cs.umanitoba.ca/~djc/evost/dev/pics/miranda.jpg
Title: Re: TMP class pack
Post by: deadthunder2_0 on May 02, 2010, 04:00:19 PM
hey vladko, are you making multiple variants, like no rollbar, sensor pod, souyz?
Title: Re: TMP class pack
Post by: Vladko1 on May 02, 2010, 04:14:34 PM
I suppose  aft section isn't finished yet ;) cuz it's too straight right now, aft shape isn't right as it is now, also torpedo launcher is waaaaay tooo smooth, it must have sharper curves if you wanna get canon miranda :P

here's a blueprint http://www.cs.umanitoba.ca/~djc/evost/dev/pics/miranda.jpg
Ill make more normal the TT launchers tommorow, but I will, by planaring some of the polies ;)
Title: Re: TMP class pack
Post by: Vladko1 on May 03, 2010, 01:54:47 AM
A bit fixed with the smooth of the torpedoes :P
Title: Re: TMP class pack
Post by: Bones on May 03, 2010, 02:22:23 AM
Still aft section looks totally wrong http://movies.trekcore.com/gallery/albums/twokhd/twokhd0825.jpg shuttle doors should be trapezoidal instead of rectangular shape.
Title: Re: TMP class pack
Post by: Vladko1 on May 03, 2010, 03:21:24 AM
Update
btw, Bones, thanks, now the shuttle bays are better ;)
Title: Re: TMP class pack
Post by: Psyco Diver on May 03, 2010, 09:30:53 AM
Looks good, can't wait to see how it turns out
Title: Re: TMP class pack
Post by: Bones on May 03, 2010, 10:55:51 AM
yeah shuttlebays are better now but impulse crystal chamber (or whatever it is called) at the end of hull is too tall also the aft wall is straight while it should be like really thin triangle when you get top view at it... just check the blueprints and you'll see what's wrong
Title: Re: TMP class pack
Post by: Maxloef on May 03, 2010, 12:04:42 PM
yeah shuttlebays are better now but impulse crystal chamber (or whatever it is called) at the end of hull is too tall also the aft wall is straight while it should be like really thin triangle when you get top view at it... just check the blueprints and you'll see what's wrong

to add to that the nacelles need to lose some weight :P
Title: Re: TMP class pack
Post by: Vladko1 on May 03, 2010, 01:31:44 PM
yeah shuttlebays are better now but impulse crystal chamber (or whatever it is called) at the end of hull is too tall also the aft wall is straight while it should be like really thin triangle when you get top view at it... just check the blueprints and you'll see what's wrong

to add to that the nacelles need to lose some weight :P
Maxloef, Bones, agreed with you. The Impulses are a bit ugly and the naccels are looking a bit fat :D
Title: Re: TMP class pack
Post by: Bones on May 03, 2010, 02:01:55 PM
I mean impulse dome on the top aft section is too tall and the aft shuttlebay wall has straight shape which is wrong
Title: Re: TMP class pack
Post by: Vladko1 on May 04, 2010, 01:49:35 PM
I just started with the texturing :yay: Suggest detailes except these Im gonna make :P
Title: Re: TMP class pack
Post by: ACES_HIGH on May 04, 2010, 02:07:51 PM
the inset parts of the torpedo launcher are too sunk in.
Title: Re: TMP class pack
Post by: Vladko1 on May 04, 2010, 02:24:33 PM
Thanks ACES_HIGH. I fixed the TT launchers. Update to the torpedoes and to the top texture :P
EDIT: Fixed locations of those green things :D
Title: Re: TMP class pack
Post by: deadthunder2_0 on May 04, 2010, 04:55:25 PM
hey vlad, model on the phaser turrets
Title: Re: TMP class pack
Post by: Billz on May 04, 2010, 07:44:05 PM
You need to redo those nacelle parts of the model before you start on anything else.

Those nacelles are way too fat.
Title: Re: TMP class pack
Post by: DJ Curtis on May 04, 2010, 07:45:18 PM
Nice aztec, Vlad.  However, I would suggest reducing the thickness of those panel lines.  They look a tad cartoonish.
Title: Re: TMP class pack
Post by: Vladko1 on May 04, 2010, 11:36:53 PM
Nice aztec, Vlad.  However, I would suggest reducing the thickness of those panel lines.  They look a tad cartoonish.
lol, thanks DJ ;) After school Ill work on it :)
and Billz, the naccels are still one edgy editable poly, with 2 symmetries and one smooth and to make them thiner will be easy ;)
Title: Re: TMP class pack
Post by: Vladko1 on May 05, 2010, 05:45:39 AM
For now the mesh is 15745 polies. To the end, the mesh will grow up to 16000 polies, after that I can successfully cut back around 1000-2000 polies ;)
Title: Re: TMP class pack
Post by: Villain on May 05, 2010, 08:23:30 AM
I actually like the thick nacelles, they look like they actually do their job.
Title: Re: TMP class pack
Post by: Vladko1 on May 05, 2010, 01:30:12 PM
Agghh, stupid texturing!!! I never had nervs to make textures. I bearly finished the PDW Proxima, but now here is harder, so Im canceling the work for a bit. By this time Ill do the other models of the ships. :P
Title: Re: TMP class pack
Post by: Vladko1 on May 11, 2010, 03:35:53 AM
On Sunday and Monday, i'll resume my work over texturing :P
Title: Re: TMP class pack
Post by: Vladko1 on May 18, 2010, 04:08:05 AM
Because of exams and mostly the tragic I feel of the death of Dio, I wasnt able to work these days. On the end of the month Ill resume the work. Sorry
Title: Re: TMP class pack
Post by: Vladko1 on May 18, 2010, 01:36:19 PM
Trying different types of mapping. I hope Bones woudn't be angry for using some of his textures :(
Update
Title: Re: TMP class pack
Post by: deadthunder2_0 on May 18, 2010, 06:45:51 PM
he'll be fine with it
Title: Re: TMP class pack
Post by: Vladko1 on May 19, 2010, 03:41:55 AM
Its going bad looking with my textures. Even, I cant make windows. Ill wait If Bones permission me for his 2048x2048 ConnieR textures which he sent me January.
Title: Re: TMP class pack
Post by: MarkyD on May 19, 2010, 05:14:02 AM
Why cant you make the windows, what problems are you having?
Title: Re: TMP class pack
Post by: Vladko1 on May 19, 2010, 07:05:57 AM
Why cant you make the windows, what problems are you having?
I dont know how to make them :d
Title: Re: TMP class pack
Post by: MarkyD on May 19, 2010, 07:31:21 AM
You cant draw them you mean? Are you using Photoshop??

If so I can show you, I only have version CS2 though but the principles in all later versions should be the same. Just let me know.
Title: Re: TMP class pack
Post by: Vladko1 on May 19, 2010, 07:41:20 AM
You cant draw them you mean? Are you using Photoshop??

If so I can show you, I only have version CS2 though but the principles in all later versions should be the same. Just let me know.
To paste the layers with the windows texture and erasing and forming. That is how i know it. :)
Title: Re: TMP class pack
Post by: MarkyD on May 19, 2010, 08:38:37 AM
I have attached a quick tut I made and the PSD file.

See if that helps.

Good luck.
Title: Re: TMP class pack
Post by: King Class Scout on May 19, 2010, 10:10:19 AM
welcome back, soldier.  that little tute is gonna help me out as well.  never thought of using a clip underneath for what's behind the windows (since the differences between Paintshop and Photoshop are minor, I can use it)
Title: Re: TMP class pack
Post by: Bones on May 20, 2010, 02:06:29 PM
Vlado asked me to post this model here so anybody could pick it and finish it up, he has to take a brake from modding for a while.
Title: Re: TMP class pack
Post by: Vladko1 on May 20, 2010, 02:20:26 PM
The break will be forever. I was about to be sent in madhouse, because I monday I read much from quantum mechanics and I answered many questions in my head, but appeared 10000000000000000000000000000 more that I wanted to know and my brain started to connect everything. Even I wasnt able to control my thoughs. Everything was running at full brain's capacity calculating and arraging and my nerv system collapsed in school. Now with the help of my friends, I succeded a bit clearing my mind. Still for me to be a true human I need about 2-3 years. Now Im deinstalling every 3D, 2D program and games from my PC, remaining only main things for use. It was nice to me to be here. Final goodbye :bow: :thumbsup:
Still Ill come by to see whats going on :yay: ;) Bye
Title: Re: TMP class pack
Post by: deadthunder2_0 on May 20, 2010, 07:14:38 PM
that is great...
Title: Re: TMP class pack
Post by: Toa_Kaita on May 20, 2010, 09:58:55 PM
The break will be forever. I was about to be sent in madhouse, because I monday I read much from quantum mechanics and I answered many questions in my head, but appeared 10000000000000000000000000000 more that I wanted to know and my brain started to connect everything. Even I wasnt able to control my thoughs. Everything was running at full brain's capacity calculating and arraging and my nerv system collapsed in school. Now with the help of my friends, I succeded a bit clearing my mind. Still for me to be a true human I need about 2-3 years. Now Im deinstalling every 3D, 2D program and games from my PC, remaining only main things for use. It was nice to me to be here. Final goodbye :bow: :thumbsup:
Still Ill come by to see whats going on :yay: ;) Bye

WOW. Quite a bit happens in a few days. I wish you luck Vadko.
Title: Re: TMP class pack
Post by: Vladko1 on May 21, 2010, 02:35:35 AM
The break will be forever. I was about to be sent in madhouse, because I monday I read much from quantum mechanics and I answered many questions in my head, but appeared 10000000000000000000000000000 more that I wanted to know and my brain started to connect everything. Even I wasnt able to control my thoughs. Everything was running at full brain's capacity calculating and arraging and my nerv system collapsed in school. Now with the help of my friends, I succeded a bit clearing my mind. Still for me to be a true human I need about 2-3 years. Now Im deinstalling every 3D, 2D program and games from my PC, remaining only main things for use. It was nice to me to be here. Final goodbye :bow: :thumbsup:
Still Ill come by to see whats going on :yay: ;) Bye

WOW. Quite a bit happens in a few days. I wish you luck Vadko.
Thanks my friend, thanks. Ill never forget everyone's help here :) and Toa_kaita, if you have MSN, find me up :bow:
Ill be glad to see my Miranda finished, because its very good model. I put a lot of effort to model it :) This is my only wish before I fully exit star trek, please :)
Title: Re: TMP class pack
Post by: Bren on May 24, 2010, 05:52:08 PM
If I'm reading this right... Star Trek literally blew your mind?
Title: Re: TMP class pack
Post by: Nebula on May 24, 2010, 05:56:19 PM
If I'm reading this right... Star Trek literally blew your mind?

I don't know but I think it's to do with he had to many distractions in life to achieve his goals and he needed a break from them so he could sort through things in life and school. 
Title: Re: TMP class pack
Post by: MarkyD on May 25, 2010, 06:07:18 AM
Well, good luck mate  :thumbsup:

Title: Re: TMP class pack
Post by: Vladko1 on June 13, 2010, 07:12:09 AM
lol, I couldn't wait for the aproximatly two weeks to pass. Here me on :yay: modder forever, I can't 100% left my past. I'll mod maximum 30 minutes per day, but I'm here :yay: Bones's textures are light years away better than mine's, so I hope he wouldn't mind using them. A bit texture editing + trying to map the texture best and in month the ship will be ready :P
Title: Re: TMP class pack
Post by: bankruptstudios on June 13, 2010, 08:01:41 AM
Vladko, i must say, your making one very sweet Ship here, great job, cookie. :thumbsup:
Title: Re: TMP class pack
Post by: Vladko1 on June 13, 2010, 09:16:01 AM
Vladko, i must say, your making one very sweet Ship here, great job, cookie. :thumbsup:
lol, thanks for the cookie :P I promise I'll not dissapoint your and others looking forward for a beutiful ship :P
Title: Re: TMP class pack
Post by: Vladko1 on June 15, 2010, 04:16:43 AM
I started to make the basic parts from the textures :P
Title: Re: TMP class pack
Post by: Maxloef on June 15, 2010, 04:34:52 AM
I started to make the basic parts from the textures :P

id scale down the phaser turrets and really fix those nacelles, textures look clean and crisp though
Title: Re: TMP class pack
Post by: Vladko1 on June 15, 2010, 04:50:00 AM
Done, thanks Max, I scaled down the turrents, but Ill remain the size od the lights, because they fit perfectly on the texture :P And, I added and to the bottom parts lights and turrents ;)
Title: Re: TMP class pack
Post by: Vladko1 on June 15, 2010, 05:39:14 AM
update
lol, Bones's textures look awesome :thumbsup: A bit modifications to some of them, adding, modding and the miranda will look awesome, but first, to map them :P
Title: Re: TMP class pack
Post by: MarkyD on June 15, 2010, 03:50:11 PM
Good progress  :thumbsup:
Title: Re: TMP class pack
Post by: Toa_Kaita on June 16, 2010, 02:11:21 AM
She's looking great! Welcome back Vladko! :D

If I may nitpick though, the impulse section doesnt look exactly right. I think the engines need to extend a bit more towards the bottom.
Title: Re: TMP class pack
Post by: Vladko1 on June 16, 2010, 02:47:41 AM
lol, hi Toa_kaita and makryd. :)
Here I mapped several more things. When I mapped the top of the bridge, mesh errors appeared right there :cry: Ill see what I can do after everything is textured :)
Title: Re: TMP class pack
Post by: Vladko1 on June 16, 2010, 04:29:50 PM
I have a lot to play with the windows :P
btw, these new textures are Bones's ones :)
Title: Re: TMP class pack
Post by: Vladko1 on June 17, 2010, 05:34:08 AM
Update
Title: Re: TMP class pack
Post by: Adonis on June 17, 2010, 05:35:30 AM
The windows need to be at least half their current size.
Title: Re: TMP class pack
Post by: Vladko1 on June 17, 2010, 05:49:38 AM
The windows need to be at least half their current size.
I've noticed the same, but for me is a bit difficult to reduce the size of the window, but after the ship is textured at all, Ill make a try ;) Thanks btw :)
Title: Re: TMP class pack
Post by: Vladko1 on September 10, 2010, 04:39:53 PM
and, after a while, update :D
Title: Re: TMP class pack
Post by: Vladko1 on September 11, 2010, 08:45:39 AM
And I think its done :P
Title: Re: TMP class pack
Post by: eclipse74569 on September 11, 2010, 11:48:07 AM
Hey Vlad:  As far as the mesh errors go, you could do a Vertex Selection with the "Ignore Backfacing Vertices" option checked and weld the vertex's together...that's at least what it looks like to me.
Title: Re: TMP class pack
Post by: Vladko1 on September 11, 2010, 12:26:03 PM
Yes, some of the objects on the ships, aren't connected with vertexes. Just putted into the mesh. That is I think for having less polygons :P Thats why I made it that way ;) But Ill try to do  what you said :) Thanks mate :)
Title: Re: TMP class pack
Post by: CyAn1d3 on September 11, 2010, 01:35:45 PM
Yes, some of the objects on the ships, aren't connected with vertexes. Just putted into the mesh. That is I think for having less polygons :P Thats why I made it that way ;) But Ill try to do  what you said :) Thanks mate :)

ive been "raised" under the impression that ships built in peices like that dont damage right?
(just curious)
looks good tho..

*runs*
Title: Re: TMP class pack
Post by: Vladko1 on September 11, 2010, 01:41:40 PM
If its not in too much different pieces, its not problem :) My first TMP Proxima was from many parts and the damage wasn't good, but here the parts are less.
Title: Re: TMP class pack
Post by: CyAn1d3 on September 11, 2010, 01:43:09 PM
i see says the blind man
Title: Re: TMP class pack
Post by: Vladko1 on September 12, 2010, 07:39:29 AM
I think the the last update over the model :)
Title: Re: TMP class pack
Post by: Bones on September 12, 2010, 08:49:50 AM
Ok buddy, you're making awesome ship out there but still you have some big model mistakes there to go, you have whole aft shuttlebay wall section plainly flat while it is not this way ;) here's a pic that simulates how it should look like
Title: Re: TMP class pack
Post by: Vladko1 on September 12, 2010, 08:54:22 AM
Thanks mate, Ill try to fix it, but later :P ;)
Title: Re: TMP class pack
Post by: King Class Scout on September 12, 2010, 03:21:00 PM
hey!  someone actually made a TMP nacelle with a BUSSARD on it!
Title: Re: TMP class pack
Post by: Vladko1 on September 12, 2010, 08:33:43 PM
Progress and with the rest of the TMP pack :P still the TMP proxima isn't modeled yet (maybe).
Title: Re: TMP class pack
Post by: eclipse74569 on September 12, 2010, 08:49:52 PM
Critique:  The neck area needs a lot of work.  And I'm sure everyone will agree.  It looks like two shots and boom, death to connie.  It looks too short from the side, and too skinny from the front and back views.  I would extend the neck a little as shown in the photo. and increase the thickness of the neck by at least 35%.   She should look like the original TMP Connie neck.

However, this is your ship, you should do as you see fit to it :)
Title: Re: TMP class pack
Post by: Vladko1 on September 13, 2010, 03:36:23 AM
Thank you guys for the help. Ill continue work after about 2-3 hours, because now I just woke up :)
Title: Re: TMP class pack
Post by: Vladko1 on September 13, 2010, 06:00:23 AM
How about now? I don't wanna make it 100% like in the movie. I want and something from me here. ;)
But if you guys dont like something, Ill fix it  :)
Edit, update
Title: Re: TMP class pack
Post by: Maxloef on September 13, 2010, 04:15:51 PM
thats pretty bad...its horrible kinda...doesnt really look like a costitution it looks just wrong >,< sorry
Title: Re: TMP class pack
Post by: Vladko1 on September 13, 2010, 04:26:48 PM
Yeah Max, I know, but its only in the beginning of the model, so many fixes are gonna be made to the mesh ;)
Title: Re: TMP class pack
Post by: Kirk on September 13, 2010, 06:27:30 PM
You don't have the basic shape right though.
Title: Re: TMP class pack
Post by: JamesTiberiusKirk on September 13, 2010, 06:53:24 PM
thats pretty bad...its horrible kinda...doesnt really look like a costitution it looks just wrong >,< sorry
atleast give him some credit for a start
Title: Re: TMP class pack
Post by: Kirk on September 13, 2010, 08:41:04 PM
Thing is, he's started going the wrong way, the nacelles are too thick, the saucer too small, engineering is all wrong, and the neck is no better.
Title: Re: TMP class pack
Post by: baz1701 on September 14, 2010, 03:59:56 AM
The hull has the curve of a JJ hull.

Try this http://bc-central.net/forums/index.php/topic,7818.new.html#new and see if it helps.
Title: Re: TMP class pack
Post by: Vladko1 on September 14, 2010, 04:13:44 AM
The hull has the curve of a JJ hull.

Try this http://bc-central.net/forums/index.php/topic,7818.new.html#new and see if it helps.
Thanks Baz. I made the engineering in different way. Cookie for the tutorial :thumbsup:
Title: Re: TMP class pack
Post by: bankruptstudios on September 14, 2010, 06:20:08 AM
Vlad, you taking your hits on this mod very well, i cookie you for it. I see a shinny new star being formed like your take on the Relient.  Keep it up :thumbsup:
Title: Re: TMP class pack
Post by: Vladko1 on September 14, 2010, 01:38:47 PM
Too many detail I gave, but Ill carry on. Minor mesh errors for now, but maybe tommorow, Ill fix them ;)
Title: Re: TMP class pack
Post by: Vladko1 on September 14, 2010, 02:25:45 PM
And update with the rear of the Miranda :)
Title: Re: TMP class pack
Post by: eclipse74569 on September 14, 2010, 04:04:58 PM
I'd still work on that neck a little.  To me it just doesn't have enough length to it.  You might want to try adjusting the angle of the back of the neck.  You can make it TMP-ish and still have your own style on it :).
Title: Re: TMP class pack
Post by: Vladko1 on September 26, 2010, 05:07:07 AM
Any BETA testers?
Title: Re: TMP class pack
Post by: Vladko1 on September 26, 2010, 05:53:22 AM
Now screens with AA and AF
Title: Re: TMP class pack
Post by: Vladko1 on September 26, 2010, 06:54:23 AM
Modders of Steel Shipyards Web site updated. New posts in "Home" and "Links" pages.
EDIT:
A competition made in MoS forums. Have a fun :)
EDIT:
MOS webs with new design
Title: Re: TMP class pack
Post by: Vladko1 on October 18, 2010, 03:49:50 PM
Remaining ships to model:
TMP Miranda (v1 done, v2 awaiting(flat fix))
TMP Connie Refit (finalazing the model, starting texturing(maybe using Bones textures, simply, they are awesome!!!))
TMP Proxima Refit (modeling, textures(using Legacy textures)
and my favourite Yorktown Refit (modeling, textures(I hope the permission from Willey for the top and bottom is still active, if its not, I'll ask him again :) ) :dance :yay:

First of all too much school troubles I have to solve and the process will be very slow :(

EDIT: Are there any Legacy importers who wants to import the Miranda to Legacy?
Title: Re: TMP class pack
Post by: Vladko1 on December 19, 2010, 01:07:58 PM
While I'm waiting to the winter vacation, I started to model my favourite TMP Proxima. This time high poly and very detailed :P
Title: Re: TMP class pack
Post by: Maxloef on December 20, 2010, 09:03:33 AM
While I'm waiting to the winter vacation, I started to model my favourite TMP Proxima. This time high poly and very detailed :P

how about u make sure it actualy looks like the proxima this time...ps: ur saucer is too thick :P
Title: Re: TMP class pack
Post by: Vladko1 on December 20, 2010, 09:10:03 AM
Fixed :P But maybe still needs to be thinner, but I'll continue with this level until I see your dissaprovments :P
Title: Re: TMP class pack
Post by: deadthunder2_0 on December 20, 2010, 09:11:28 AM
Vlad, the whole saucer is too thick, not just the center part.
Title: Re: TMP class pack
Post by: Vladko1 on December 20, 2010, 09:31:32 AM
I think now it's a lot better :P
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 20, 2010, 10:15:00 AM
Update
Title: Re: Vladko's WIP: TMP class pack
Post by: Maxloef on December 20, 2010, 10:17:44 AM
Update

now all u need is the edges to be less sharp...almost straight... :)
Title: Re: Vladko's WIP: TMP class pack
Post by: Toa_Kaita on December 20, 2010, 12:14:44 PM
Youre getting there though! Keep it up!
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 20, 2010, 01:48:27 PM
Thanks guys. I started and the engineering sections :P
Title: Re: Vladko's WIP: TMP class pack
Post by: StarkillerTFU2 on January 01, 2011, 10:02:59 PM
Perfect Vladko, just Perfect. The Proxima is one of my favourite ships too. I think the bar that connects the engineroom hull is the engine room section, but i don?t think they?ll leave it too exposed like that.

Oh, and where did you download Rhinoceros, been looking for it for a long time.
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on February 18, 2011, 11:40:18 AM
Last night i worked a little over the Proxima, because I'm sick and there is nothing interesting that i can do :( The next week I'll be full of health :D
Title: Re: Vladko's WIP: TMP class pack
Post by: ACES_HIGH on February 18, 2011, 12:32:07 PM
I still think that connecting bar between the catamaran hulls could be a bit smoother.  I know that's what it looks like in Legacy, but it's too boxy looking for BC, I think they just did that to save polys ingame.  what I would do is take some artistic license and round off the sharp edges.
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on February 18, 2011, 01:56:17 PM
Update:
-Added much more things
-Added detail
-Smoothed edges of the connecting bar between the two engineerings
Title: Re: Vladko's WIP: TMP class pack
Post by: ACES_HIGH on February 18, 2011, 02:05:26 PM
maybe it's just the angles of your pics, but I can't tell what you've changed there
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on February 18, 2011, 02:16:12 PM
Wireframe pic :P
Title: Re: Vladko's WIP: TMP class pack
Post by: Toa_Kaita on February 18, 2011, 05:55:52 PM
Heyyy, thats looking sharp! Youre definitely improving with every model.  :thumbsup:
Title: Re: Vladko's WIP: TMP class pack
Post by: ACES_HIGH on February 18, 2011, 05:56:33 PM
ok, that's a start, maybe you could round off the bottom a bit.
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 01:01:34 PM
So, my work over the Proxima Refit begin again. Soon expect some updates over the textures. When they are ready, I'm gonna modify the hardpoint of the previos and ugly proxima refit! I'm sure i will be done with her till the winter realise :thumbsup:
And where's the rest of the Modders of Steel? Team mates, wake up, Christmas is comming, we have mods to do ;)
Title: Re: Vladko's WIP: TMP class pack
Post by: FlowrellikX on November 25, 2011, 02:01:54 PM
Is it possible that you can jsut use the TMP Common weapons pack for this Proximina?
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 02:51:37 PM
I'm going to use TMP phasers and photons + side pulse phasers ;)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 04:21:28 PM
Here is some progress with the top textures. It's in the very beginning. Give some advices :angel
Title: Re: Vladko's WIP: TMP class pack
Post by: metalnick on November 25, 2011, 04:56:11 PM
Just A thought but I know it'd probably be a bear to do; but why not try making the aztecing get larger as you approach the saucer's edge? Nothing too drastic but something gradual. Kinda like this.

(http://www.foundation3d.com/uploads/studio/2008/03/67-08-41592.jpg)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 05:05:50 PM
Good idea, but i'm afraid of doing aztecs :D The ones i use are from Bones's connies. As soon as i finish the detail over the texture, i'll start replacing the layer with the aztecs... i mean i'll do several types to try. Btw, your aztecs looks great, mate :)
Title: Re: Vladko's WIP: TMP class pack
Post by: metalnick on November 25, 2011, 05:15:21 PM
I WISH I could do aztecs like that. :angel But I lack the skill and the patience required for such things. :cry: Found that on google images to kind of give you an idea of what I was thinking.  :P
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 06:06:40 PM
Thanks mate!
But now, here's a render showing my slow progress.... i think it's forming nicely :yay:
And guys, do not forget to check MoS Webbs ;) http://bridgecommander.webs.com/
Title: Re: Vladko's WIP: TMP class pack
Post by: baz1701 on November 25, 2011, 06:11:54 PM
Not bad. Why not check this out

http://bc-central.net/forums/index.php/topic,8714.msg176954.html#msg176954
Title: Re: Vladko's WIP: TMP class pack
Post by: Killallewoks on November 25, 2011, 06:15:20 PM
Vlad your doing a fine job on my favourite legacy original, cookie for doing her the justice that mad doc could never do. :D
Title: Re: Vladko's WIP: TMP class pack
Post by: sovereign001 on November 25, 2011, 07:02:15 PM
Looks very nice! A real tmp battleship!
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 25, 2011, 07:08:17 PM
Thanks guys for the advices! Here are some updates over the texture :P
EDIT: Added picture 4.jpg.
Title: Re: Vladko's WIP: TMP class pack
Post by: Toa_Kaita on November 25, 2011, 09:37:56 PM
If I havent said it before, Ill say it now. Youre improving with every ship. Keep up the good work. :D
Title: Re: Vladko's WIP: TMP class pack
Post by: deadthunder2_0 on November 26, 2011, 12:09:43 AM
Good god... hes alive!
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 26, 2011, 04:07:04 AM
Thanks guys! Here is an update. Needs some final touchings and the top texture is done!
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 26, 2011, 07:02:39 AM
Update! I'm using not very good speculars, they are only beta, cause i need to work faster! Later when i continue with my work i'll texture the torpedo launchers, bridges and bottom texture!
Title: Re: Vladko's WIP: TMP class pack
Post by: Killallewoks on November 26, 2011, 01:40:57 PM
Maybe make the windows to scale with a TMP connie and give them that style fit in better for the era then. Great progress the red lines give it a KA touch to it.
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 26, 2011, 05:14:14 PM
Here is my progress! It's looking awesome! And about the windows, I'll fix them but later ;)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 26, 2011, 07:09:57 PM
Update! And do not forget that the windows are temporary!
Title: Re: Vladko's WIP: TMP class pack
Post by: flarespire on November 26, 2011, 07:15:20 PM
after seeing this my only thought is this: "Someone please teach me how to model in max! this is awsome!"
Title: Re: Vladko's WIP: TMP class pack
Post by: Killallewoks on November 26, 2011, 07:29:23 PM
The pace is astonishing :rockon
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 29, 2011, 02:41:07 PM
Here's the progress with the almighty Proxima :yay: :bow:
Later expect and improvements over the bridge and the windows ;)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 29, 2011, 03:25:46 PM
And an update before i go to sleep! I hope you like it guys :P
Title: Re: Vladko's WIP: TMP class pack
Post by: tiqhud on November 29, 2011, 04:01:30 PM
LOOK fine, I sure wouldn't want to face off agianst it, you get a cookie
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on November 30, 2011, 02:20:31 PM
Thanks mate :)
And guys, dunno but i think that with the current rectangular windows the ship looks way better :thumbsup:
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 02, 2011, 05:33:12 PM
A bit some work over the engineering. Still the work over there is in the begining and mapping, texture and etc are bad. Here is a screen ;)
Title: Re: Vladko's WIP: TMP class pack
Post by: admiral horton on December 02, 2011, 05:45:55 PM
This is the greatest proxima i have ever seen and cant wait til its release :eek
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 03, 2011, 04:34:38 AM
Thanks mate :)
Here are some updates with the engineering. I am using and some things from the Bones's constitution, because of my limited time.
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 03, 2011, 06:22:25 AM
Engineering finished! :)
Title: Re: Vladko's WIP: TMP class pack
Post by: Killallewoks on December 03, 2011, 01:29:47 PM
I think Christmas is a very real target for you Vladko this is the best Proxima in the works since, ever!  :dance
Title: Re: Vladko's WIP: TMP class pack
Post by: Captain_D on December 03, 2011, 02:17:23 PM
 Though I am not a fan of this design personally, you have done an awesome job of work and detail in the texturing on this beast. You have definately earned a cookie for it.

Nice Job. :thumbsup:

 The only thing I would suggest is the Starfleet symbols on the engines look out of place. Perhaps either size them down a bit or have something else there all together, a grill of some kind or something of that nature. Also a circular window here and there would give it a good look as well.

 On both, just a suggestion to consider. :)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 03, 2011, 02:21:28 PM
Very good suggestions. As soon as i finish all of the textures i will fix these things. Thanks guys :)
Title: Re: Vladko's WIP: TMP class pack
Post by: Vladko1 on December 03, 2011, 04:07:14 PM
Update! Oval windows + smaller Starfleet sign on the warp engines + the big blue windows at the bottom of the engineerings :)
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: Vladko1 on December 03, 2011, 07:37:38 PM
Pfiuuhh, it's now finished (party) Only needs to be scaled and ported and HP-ed. With any luck on Tuesday will be uploaded and will wait for 24th of December ;)
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: DJ Curtis on December 04, 2011, 12:16:48 AM
You running dual monitors?
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: Vladko1 on December 04, 2011, 02:56:19 AM
You running dual monitors?
Yes, i'm running :)
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: Vladko1 on December 04, 2011, 02:59:05 PM
Ship exported to BC. Expect Screenshots tommorow ;)
Any BETA testers in future?
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: Killallewoks on December 04, 2011, 04:20:40 PM
Ship exported to BC. Expect Screenshots tommorow ;)
Any BETA testers in future?

HELL FREAKING YES! Ahem eugh dunno what came over me, I would very much like to beta test this fine specimin of a model old chap.  :D
Title: Re: Vladko's WIP: TMP Proxima Refit (see last page)
Post by: deadthunder2_0 on December 04, 2011, 11:15:31 PM
Meeeee :angel
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: tiqhud on December 05, 2011, 10:01:06 AM
You are Modders of Steel, use your team, thats part, why their there, built in beta testers.
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: King Class Scout on December 05, 2011, 11:05:24 AM
yes, but when you've made a few suggestions, Tiq, you're dying to see if they got implemented
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: sovereign001 on December 05, 2011, 11:36:16 AM
Damn she is a big lady! :D
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: King Class Scout on December 05, 2011, 12:53:16 PM
I think GMunoz has some competition in the badass multihull department, now!  this one can take down KM grade cardies pretty easily. 
she's got charm and firepower...out the wazoo.

Vladko and MoS does it again!

note: only think to keep an eye out for is a disappearing ship when fighting against it.
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: Vladko1 on December 05, 2011, 01:54:49 PM
Everything is all rights, except that one of the rear torpedo tubes is firing one torpedo, not two. Here are some screens.
Final release made! Everything is working fine without any problems! Now i am creating the README and as soon as i can i'll upload it to bcfiles. Expect the ship on 24th of December! If anyone wants, i can upload it to a host for individual beta downloads. Have fun guys and Merry Christmas :yay:
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: Killallewoks on December 05, 2011, 05:40:17 PM
Thanks Vlad for the beta got a screenie for you if you want just a quick one to show her off.  :D
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: Vladko1 on December 06, 2011, 09:58:23 AM
Amazing screen, mate. Thanks a lot :)
EDIT:
And here's the README file :P (Before i upload her, i'm waiting for permission to use and Killallewoks's screenshot inside the release :)

Info:
A ship made by the Modders of Steel!
Now, this is the true design of the Proxima Refit from Star Trek Legacy. I hope you like it.
You can find the ship in Federation Ship/Vladko1 under the name of USS GORANOV!


Requirments:
KM 1.0, BC patch 1.1, NanoFX2.0


Story:
The Proxima Refit was developed by Startfleets Advance Starship Design Department with help from current commanders of it's predecessor - the Yorktown class battleship. Admiral Maciej Napiwocki, Admiral Vladislav Goranov and Admiral Milen Petrov provided designer and engineers with their support and superior battle experience, in order to create multirole, versatile battleship that could replace aging Yorktown class. They succeded with the help of the most talented scientiest and computer simulations in the quadrant to combine the best features of existing vessels like Constitution or Miranda class. Proxima has been fitted with advanced technology used in Excelsior class NX-Project using modified Constitution class hull components enchanced with heavier armor platings. NX Excelsior prototype shield generator proved to be extremely efficient compared to standard Federation issue shields thus they have been used in Proxima. Beside standard mark VI photon torpedoes Proxima has been loaded with prototype photon torpedoes that used quantum space-time warping technology, this made the photon torpedo much stronger and it's believed to be the ancestor of the quantum torpedo which appeard nearly 100 years later. Phasers uses the same phaser bank type as used on Constitution Refit class except for modified more durable electron circuits which makes them a bit stronger. The NX Armed and Dangerous was the first Proxima Refit ship in history. Later in USS Proxima has left drydock to become second ship of it's class. To honor three admirals that participated in the Proxima development by assigning their sons to USS Proxima bridge crew.


CREDITS:
-Model and Textures:
--Mesh and Textures...........................................................................Vladko1
--Texture materials........................................................................Dr_McCoy11
-Scripts:
--Hardpoint........................................................................................Vladko1
--Scripts............................................................................................Vladko1
--Photon Torpedo.............................................................................Picard_1
--Pulse Weapon....................................................................deadthunder2_0
-Design:
--Base idea and design....................................................Bethesda Softworks
--Improvements over design..............................................................Vladko1
-Beta testers:
sith_of_darkness, Killallewoks, King Class Scout, Vladko1, deadthunder2_0
-ScreenShot009.........................................................................Killallewoks


DISCLAIMER:
This MODEL(S) is NOT MADE, DISTRIBUTED, or SUPPORTED by Activision TM & (C) INTERPLAY & PARAMOUNT PICTURES.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager
and related properties are Registered Trademarks of Paramount Pictures (A Viacom Company)
registered in the United States Patent and Trademark Office.
Star Trek:Bridge Commander was produced and distributed by Activision Inc.
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: Vladko1 on December 06, 2011, 01:41:05 PM
Ship uploaded and waiting for 24-th of December :yay:
And guys, there are some small improvements over the Final release uploaded in BCFiles than the BETA one.
Title: Re: Vladko's WIP: TMP Proxima Refit (BETA) (see last page)
Post by: Bones on December 07, 2011, 05:21:44 AM
haven't got time to test her yet, had to replace keyboard in my laptop :D
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on December 15, 2011, 12:41:14 PM
I bought new PSU, 750W Chieftec and as soon as i have enough time i'm gonna finish the TMP ship pack :)
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on December 26, 2011, 03:59:39 AM
So, to start with this first. The first Proxima variant is the Napoleon class heavy scout ship! I am thinking and for:
Apollo variant, Constitution variant, Miranda variant, Excelsior variant and i don't know. Give some ideas :)
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: CptBenSisko on December 26, 2011, 09:08:01 AM
Are these gonna be released for BC?? Not gonna waste time offering suggestions for something ill never get to use..
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on December 26, 2011, 09:38:25 AM
Yes, these will be released to BC ;) They are way under 10 000 polies :)
So, here we have the finished variants (except the Excelsior variant). We have Tesla Refit, Westinghouse Refit, Edison Refit, Dobrovolski Refit and Ainstein Refit!
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: King Class Scout on December 26, 2011, 09:49:57 AM
DANGIT, Vald, just when I was gonna work on something, you nick it out from under me!  i'm already working on a couple "proxima retrofit" of a couple existing TMP's...
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on December 26, 2011, 12:10:53 PM
USS Nikola Tesla ready and working perfectly. In the next 2-3 days the expansion pack will be ready. + it will contain a hardpoint fix for the Proxima (had some buggs in it).
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on January 05, 2012, 08:17:25 AM
I'm starting to work over and NX class, parallel to the Proxima variants, which only need hardpoints ;)
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on January 06, 2012, 12:17:08 PM
Small update:
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: King Class Scout on January 06, 2012, 12:37:25 PM
NX TMP grade, I hope?
Title: Re: Vladko's WIP: TMP Proxima Refit (finished) (see last page)
Post by: Vladko1 on January 06, 2012, 01:08:34 PM
Nope, it will be normal NX, but i'm posting the progress here :)
Title: Re: Vladko's WIP: Proxima Refit variants+ENT NX vessels(see the last pages)
Post by: MarkyD on January 06, 2012, 03:18:16 PM
Good start on the NX mate, I hope you make the connie variant too as that is sweet!! I for one am an ENTERPRISE fan  :thumbsup:
Title: Re: Vladko's WIP: Proxima Refit variants+ENT NX vessels(see the last pages)
Post by: Vladko1 on January 06, 2012, 06:04:17 PM
Thanks MarkyD. Always expect different variants of a class ship! ;)
I have and the bottom nearly finished... except of one-two small mesh errors around the front impulses.
Title: Re: Vladko's WIP: Proxima Refit variants+ENT NX vessels(see the last pages)
Post by: EDD_7 on January 06, 2012, 06:17:17 PM
looking good  :thumbsup: but it looks abit heavy on the polies, especially since you've modelled in the torpedo tubes. What the current poly count? Otherwise i can't wait for more ENT era vessels :D
Title: Re: Vladko's WIP: ENT NX classes+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 06, 2012, 06:34:23 PM
At the current time is 5756 faces (around 11512 tri-polies). Only the bottom part of the saucer is 2918 faces. I promise the ship won't go over 25-30 000 polies.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: sovereign001 on January 06, 2012, 07:50:13 PM
Looks damn good!


Faces, i'm not a model expert as you know, but faces aren't those included in editable elements or meshes? Time to brush up my 3d knowledge :D
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 06, 2012, 08:24:29 PM
Yup, with editable polies you have faces, most common quads. It depends, they vary from 3 to many angles.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 07, 2012, 06:55:23 AM
So and update. Fixed mesh errors in the bottom saucer. Still 1-2 mesh errors on the new ship's thing which later will be fixed.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Maxloef on January 07, 2012, 07:35:13 AM
looks great!, the bridge is way to big though! rest is awsome!
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 07, 2012, 12:17:52 PM
The model is nearly ready. And Maxloef, thanks, i reduced a bit the height of the bridge ;)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Phoenix Bondi on January 07, 2012, 12:19:29 PM
nacelle end seems a bit off to me, dunno why - but WOW wish i could model like that :(  :bow:
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: WileyCoyote on January 07, 2012, 12:27:40 PM
Quote
nacelle end seems a bit off to me, dunno why

They should be rounded off at the ends instead of being flat.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Phoenix Bondi on January 07, 2012, 12:34:45 PM

They should be rounded off at the ends instead of being flat.

 :yeahthat:
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: mckinneyc on January 07, 2012, 01:03:22 PM
Really good work
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 07, 2012, 01:44:26 PM
I think now is better :)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 08, 2012, 04:13:47 AM
I have some renders, but the textures aren't mine. Lightning and speculars are a bit off but, check these out. The end of the next week the proxima variants are going to be released. After that (depending on the time i have) i'll see what i'm gonna do. Making new textures or contacting the guys which these textures belong (the HIGH variants of the NX class vessels) for editing.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Mark on January 08, 2012, 06:30:50 AM
Hi Vlad,

No problem with you using these textures, they are derived from the CGI renders anyway! :)

The inner and outer plasma manifolds on the nacelles aren't actually the same, and the shape of the outer manifolds is a little more complicated then you have them here:
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 08, 2012, 07:27:20 AM
Awesome, thanks mate. As soon as i have time i'll fix them. Thanks :)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 10, 2012, 02:39:40 PM
Guys, i have to dissapoint you a bit. I have to put in background the projects connected with Bridge Commander, because i've been recruited to Excalibur development. I have to tell you guys, that I'll schedule a bit later the release of the NX and the Proxima variants.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: ShaunKL on January 10, 2012, 05:14:26 PM
You have a cool interpretation of the NX anyways, can't wait to see it progress even further.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: King Class Scout on January 10, 2012, 06:15:22 PM
*Facepalm* and yet ANOTHER loss to excalibur! well, looks like it's just SFRD left, now...
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Phoenix Bondi on January 11, 2012, 07:16:36 AM
*Facepalm* and yet ANOTHER loss to excalibur! well, looks like it's just SFRD left, now...

not quite! lol
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Bones on January 11, 2012, 07:48:27 AM
I'm not giving up on BC either ;)

Congratulations Vlad ! wish ya best out there !
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: FarShot on January 11, 2012, 01:20:13 PM
I'm still here. :P
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: flarespire on January 11, 2012, 01:28:13 PM
I'm still here. :P
Ditto, I need to learn more but im still here!
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 11, 2012, 03:32:35 PM
Thanks guys. Friday night i'll start with my first assigment: The Galileo 5 shuttle. When i have time i'll finish the HPs of the Proxima variants ;)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Jb06 on January 11, 2012, 04:09:18 PM
Thanks guys. Friday night i'll start with my first assigment: The Galileo 5 shuttle. When i have time i'll finish the HPs of the Proxima variants ;)

Probationary task ;) Good luck with that, I'll be watching :P
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on January 23, 2012, 11:15:45 AM
Hi againg guys. This Saturday i will try to put a BC project in my time. What you like to be? Decide, to finish the Proxima variants or to fix the NX's naccels?
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 04, 2012, 04:38:21 AM
As I'm waiting for my next assigment on Excalibur, these days i can finish the NX and the Proxima variants :)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 05, 2012, 03:19:33 PM
Fixed bridge and warp engines. Still the naccels need some more effort but i think i'll launch this ship till the end of the week. I don't know, this maybe will be my last BC ship. The lights are a bit off because the hardpoint isn't mine. Soon i'll start the hardpoint and the scripts of the ship, uploading and that's going to be all.
(http://thumbnails73.imagebam.com/18343/1c4b1a183429326.jpg) (http://www.imagebam.com/image/1c4b1a183429326) (http://thumbnails29.imagebam.com/18343/b0feca183429339.jpg) (http://www.imagebam.com/image/b0feca183429339) (http://thumbnails45.imagebam.com/18343/930ba8183429352.jpg) (http://www.imagebam.com/image/930ba8183429352)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Bones on April 05, 2012, 06:33:05 PM
It won't be your last ship mate ;) you know why ? because you already improved greatly, now you're on the right path to develop your skills to the best ! So I'll just say - keep them coming !! and here's your cookie friend :)

Awesome ship you've built !
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: moed on April 05, 2012, 06:39:57 PM
Very well done Vladko!

Cookie for you.
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: TheConstable6 on April 05, 2012, 06:50:15 PM
I quite like it, it's a great ship! You go Vladko  :dance
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 05, 2012, 06:53:59 PM
Thank you guys, just I don't know what to say... You just gave me motivation for continuing the work with BC! Thanks a lot! ;)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Bones on April 05, 2012, 06:56:15 PM
Like we always do mate ;)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Shadowknight1 on April 05, 2012, 07:22:02 PM
My only gripe with it would be the aft ends of the nacelles, they don't look quite right, but everything else is awesome. :thumbsup:
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Aeries on April 05, 2012, 09:44:41 PM
Thank you guys, just I don't know what to say... You just gave me motivation for continuing the work with BC! Thanks a lot! ;)

You have skills. Use them; I'm liking your work.  :)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 06, 2012, 03:09:19 AM
Small update to the warp engines, but still i have to update and the texture to look like darker blue ;)
(http://thumbnails22.imagebam.com/18350/fdcf99183495963.jpg) (http://www.imagebam.com/image/fdcf99183495963) (http://thumbnails46.imagebam.com/18350/255e24183495967.jpg) (http://www.imagebam.com/image/255e24183495967) (http://thumbnails7.imagebam.com/18350/c40bb0183495978.jpg) (http://www.imagebam.com/image/c40bb0183495978)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Toa_Kaita on April 06, 2012, 03:11:10 AM
VERY nice, Vladko!
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: 086gf on April 06, 2012, 03:33:46 PM
You did a great job on that!
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 06, 2012, 04:55:43 PM
Thanks guys, the ship is ready. Someone for BETA test?
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: TheConstable6 on April 06, 2012, 05:33:53 PM
-raises hand-
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: tiqhud on April 06, 2012, 05:37:08 PM
BE happy too, can I get some 1024 textures? for me
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 07, 2012, 08:32:37 AM
Everything is ready. Soon she will be uploaded. Here are some screens :)
(http://thumbnails63.imagebam.com/18371/aecedb183705516.jpg) (http://www.imagebam.com/image/aecedb183705516) (http://thumbnails63.imagebam.com/18371/6e8ffa183705526.jpg) (http://www.imagebam.com/image/6e8ffa183705526) (http://thumbnails61.imagebam.com/18371/8f589c183705540.jpg) (http://www.imagebam.com/image/8f589c183705540) (http://thumbnails70.imagebam.com/18371/be6d85183705557.jpg) (http://www.imagebam.com/image/be6d85183705557) (http://thumbnails65.imagebam.com/18371/7d4b98183705569.jpg) (http://www.imagebam.com/image/7d4b98183705569) (http://thumbnails46.imagebam.com/18371/5bd65a183705577.jpg) (http://www.imagebam.com/image/5bd65a183705577) (http://thumbnails75.imagebam.com/18371/c074e3183705595.jpg) (http://www.imagebam.com/image/c074e3183705595) (http://thumbnails64.imagebam.com/18371/8b0131183705621.jpg) (http://www.imagebam.com/image/8b0131183705621) (http://thumbnails17.imagebam.com/18371/a6cd84183705638.jpg) (http://www.imagebam.com/image/a6cd84183705638) (http://thumbnails41.imagebam.com/18371/89ef68183705653.jpg) (http://www.imagebam.com/image/89ef68183705653) (http://thumbnails76.imagebam.com/18371/319e90183705664.jpg) (http://www.imagebam.com/image/319e90183705664)
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: Vladko1 on April 08, 2012, 07:37:25 AM
NX-01 released! Check up the downloading section for the link :dance
Title: Re: Vladko's WIPs: ENT NX classes vessels+Proxima Refit variants(see the last pages)
Post by: TheConstable6 on April 08, 2012, 11:37:48 AM
Beautiful!
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on August 28, 2013, 07:16:28 AM
I started to miss BC, and i just wanted to create something different than the things in the ST movies and series :)
This is the mid 25th century Anarchy class battleship. I still haven't finished the idea of the ship, so some parts may change during the development!  :P
(http://thumbnails104.imagebam.com/27273/53a2f0272727562.jpg) (http://www.imagebam.com/image/53a2f0272727562) (http://thumbnails108.imagebam.com/27273/307237272727575.jpg) (http://www.imagebam.com/image/307237272727575)
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vortex on August 28, 2013, 07:51:04 AM
Welcome back. Nice start. Looks interesting.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: moed on August 28, 2013, 05:10:19 PM
Good to have you back!

Looking good.  Interesting design so far.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on August 29, 2013, 05:06:06 AM
Update! I'll stick to the low poly count, because i have not much time for modeling. (btw, the new things are not smoothed)
(http://thumbnails101.imagebam.com/27289/361de7272882673.jpg) (http://www.imagebam.com/image/361de7272882673) (http://thumbnails101.imagebam.com/27289/bf6625272882676.jpg) (http://www.imagebam.com/image/bf6625272882676) (http://thumbnails108.imagebam.com/27289/b8e181272882679.jpg) (http://www.imagebam.com/image/b8e181272882679)
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vortex on August 29, 2013, 09:30:57 AM
Posting an update without smoothing? Inconceivable! :p

The nacelles seem a little long to me in that first shot.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on August 29, 2013, 02:12:34 PM
Posting an update without smoothing? Inconceivable! :p

The nacelles seem a little long to me in that first shot.
I still haven't finished the engineering section, that's why it looks ugly - long naccels with short engineering :D :) The ship is around 1.6-1.8 kilometers, the naccels are even thicker than the Sovereign's ones :) I hope to finish this ship within mounth, because i have and a shuttle project for Excalibur(the bluprints which i found aren't correct, i have to optimize the mesh, extreme precise with texturing, etc... and right now i have not much time for modeling. The problem is that when i go to college, my parents won't give me the car and i have to find other transport for my PC).
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Bones on September 02, 2013, 04:47:57 PM
How unexpected to see you here mate ;) welcome back !!! :yay:
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on September 03, 2013, 09:11:01 AM
Thanks everybody for the warm welcome. :P
And btw, i just want to say that this ship might be finished a little slowly because my projects in Excalibur are top priority.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Bones on September 03, 2013, 10:24:42 AM
there's no rush Vlady , keep rocking for Excalibur ;)
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vladko1 on March 17, 2014, 01:33:33 AM
The last model i posted here is ugly i think. I have to make something in TiqHud's memory. Guys, please, help me with ideas for designs. Currently i have a job, university, etc and i have limited time for 3ds Max at home. I think about something futuristic, 25th century.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: baz1701 on March 17, 2014, 05:00:10 AM
The thing Tiq like best were the support ships and stations, he wanted to make sure that the game had the right smaller amount of smaller ships including era correct escape pods. I will be making a shuttle for him.
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: Vortex on March 17, 2014, 10:46:41 AM
Possibly a 25th century runabout or something like that, then?
Title: Re: Vladko's WIPs: 25th century Anarchy class(see last page)
Post by: deadthunder2_0 on March 17, 2014, 10:53:13 AM
Would the Aegean Class be considered a support ship? I think that that would make a great tribute.