Author Topic: Metalnick's Connie Refit  (Read 11065 times)

Offline metalnick

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Metalnick's Connie Refit
« on: June 01, 2010, 06:45:26 PM »
Ok, at the request of Jimmy, I have started a new thread for my connie refit. The ship is pretty much built the way I want (after a while I started liking those nacelles!!) and all it needs now is to be converted from sketchup to 3ds to nif and of course textured and hardpointed. Spent a lot of time today fixing mesh errors and I think I need to take a few days break from this, as even though its been a fun learning experience I don't want to burn out on it. :hithead:

 As far as textures go I'm thinking something similar in feel to the Galaxy class as the sovereign is too cluttered looking to me and so is the ambassador. My 2 favorite ships (1701 A & D) both have the sort of feel I'm going for with this ship. For those who don't know, this ship was inspired in part by both marky D's gagarin and the shaandra refit by Zambie Zan. Also by the awesome stuff of DJ Curtis who is one of the masters IMO.

Here's some screen shots of the (hopefully!) finished build. Comments are welcome and appreciated!  :P
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Offline baz1701

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Re: Metalnick's Connie Refit
« Reply #1 on: June 02, 2010, 03:47:28 AM »
Looks good, only coment I'd make is the saucer shuttle bay is not to scale with the aft main bay.
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Offline Darkthorne

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Re: Metalnick's Connie Refit
« Reply #2 on: June 02, 2010, 02:24:22 PM »
to me for a Connie Refit the necelle pylons seem to be swept too far aft and it looses some of its recognizable lines, but that is just my opinion there
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #3 on: June 02, 2010, 02:31:53 PM »
Yeah I can see what you mean and I had the same thought but mostly I was worried about mesh errors (had to redo th nacelles dude to a dumb mistake I made  :hithead:).  I'll see about rescaling the aft section of the ship to match up more with the TMP ratios. Now where did I put those schematics?  :thumbsup:
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Offline MarkyD

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Re: Metalnick's Connie Refit
« Reply #4 on: June 02, 2010, 03:05:15 PM »
nick, (if thats ur name)

do not give up, this looks allot better than my first attempt..   stick at what your trying to achieve and dont give up with the corrections mate  :)

that said, look at my image and you will see allot...  but hey ho, you made good progress, and all is good.. try to fix before you release, as a symmetrical clean model will get mapped 80% faster than urs at the min, the hull (mine) is symmetrical just get the rest to flow suit..

those pylons look way way too thin, they need some meat, and they dont flow that well in my opinion.

But thats my opinion, take it as you will, good work so far mate and good luck with the rest of it  :thumbsup:

Offline ekbalam

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Re: Metalnick's Connie Refit
« Reply #5 on: June 02, 2010, 09:02:38 PM »
I think this is looking great dude! Like what you did with the neck! The only other issue to me is what Darkthorne pointed out. The nacelle pylons look too swept back. I think the Nacelles are positioned okay, just move the upper portion forward (or the entire assembly forward, just keep the same contact point with the secondary hull).

Just a thought. I'm digging this either way and you'll definitely have my download when it's ready!

Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #6 on: June 03, 2010, 04:23:28 PM »
Thanks guys for all the kind words although this enitire effort owes a lot to Capt. Licard for getting me started in the right direction. I won't give up on this and I'll see about fixing the symmetry issues and those wheat-thins nacelles lol  :funny

As far as unifiying the parts that need it; I can just use the intersect tool, right?  :idk:

I'll get started on this later on tonight after I get back from hanging with my relatives.
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Offline Captain_Licard

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Re: Metalnick's Connie Refit
« Reply #7 on: June 03, 2010, 08:19:38 PM »
You just need to make sure you have exploded all the groups and components. You should be able to click on any part of the ship three times quickly and have the whole thing selected. If not, go to the inside of the parts that arent and create a line from edge-to-edge until its all connected. Make sure it is on the inside. Also, you have done alot of work on her, I like it. I just happen to know a really good texturer who just might have finished a project for someone.




(cough...baz1701...cough)
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #8 on: June 06, 2010, 03:58:55 AM »
Ok guys here's my progress so far. Also have a size comparison with the 1701 refit.  :thumbsup:

All it needs is textures and a HP barring any further corrections....
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Offline Captain_Licard

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Re: Metalnick's Connie Refit
« Reply #9 on: June 06, 2010, 05:14:35 PM »
you forgot to soften coplanar
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #10 on: June 06, 2010, 06:07:53 PM »
No I didn't. Sketchup is just being an @$$......
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Offline Captain_Licard

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Re: Metalnick's Connie Refit
« Reply #11 on: June 06, 2010, 06:20:46 PM »
if you would like, I could prep the model for use in game.
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #12 on: June 06, 2010, 06:43:11 PM »
Sounds good to me man. Thanks! I'll send the .skp over to you right now.
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Offline Captain_Licard

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Re: Metalnick's Connie Refit
« Reply #13 on: June 07, 2010, 07:56:17 PM »
Alright, took a break from my other projects to get her ready for use in game. She's not smoothed due to a glitch with gmax.


screenies of her in NifSkope
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #14 on: June 07, 2010, 09:14:28 PM »
Damn that looks pretty good if I do say so myself. Now for the texturing which I've not done in ages....

Edit: If anyone else wants to take a shot at texturing this badboy go for it. Just ask me and I'll send you the nif. As things stand right now it could be a while before I get this thing textured since this is a whole different animal than texturing for SFC which I was getting pretty good at back in the day. Not to mention I get major system slowdown with Blender to the point where it becomes almost impossible to do anything as my PC decides to tell me to go eff myself. So I'll either have to wait for my new PC or have one of you kind folks do it instead. I know everyone's really busy with their own stuff though, so I'll try and get it worked out on my own.  :facepalm:  :hithead:  :banghead:  :idk:
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #15 on: June 08, 2010, 12:23:06 AM »
Just realized a really dumb mistake. NO PHASERS ON THE SAUCER!!!!  :banghead :banghead: :banghead: :banghead:

Putting them in now and no poly will be spared!!  :evil:
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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #16 on: June 08, 2010, 01:32:02 AM »
Ok phasers are done. I can't think of anything else that can be done to it now. As always here's some pics for ya. BTW I checked the poly (or entity in sketchup) count and its like 17K.  

 But now I'm gonna go smoke a cig and have a drink and just relax after 4 hours of modeling hell..... :smoke  :drink3:
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Offline Captain_Licard

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Re: Metalnick's Connie Refit
« Reply #17 on: June 08, 2010, 10:17:54 AM »
Uh, :hithead: your poly count is wrong. the model you sent me is just under 24.5k polies. basically the model will cause lagging on older systems. what you need to do is go through and delete any edges that are not required.
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Offline Villain

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Re: Metalnick's Connie Refit
« Reply #18 on: June 08, 2010, 10:48:25 AM »
He was probably counting quads and tis collectively. I dunno how sketchup works though. Either way, spiffy.


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Offline metalnick

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Re: Metalnick's Connie Refit
« Reply #19 on: June 08, 2010, 06:06:32 PM »
Yeah I went through and deleted a lot of internal stuff that wasn't needed and redid the edge of the saucer as it just didn't flow like I wanted it to. Not too sure how to accurately count polys but like I said no poly was spared. I'm going for quality with this bad boy... :evil:
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