Author Topic: ChiefBrex's WIPs List - Current Projects: Rigel Class & TOS Pack (03.05.17)  (Read 55584 times)

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #240 on: August 05, 2012, 12:11:30 AM »
-sighs- fine... I'll delete some windows tomorrow... Anything else while?

Offline Centurus

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #241 on: August 05, 2012, 02:09:33 AM »
I think, for the saucer's edge, perhaps bringing the windows away from the edge, just a bit.  That's just my opinion though.

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #242 on: August 05, 2012, 10:32:21 AM »
Ok, windows will be scrapped and done over...again. Anything else?

Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #243 on: August 05, 2012, 11:13:07 AM »
Brex these are all just suggestions, do the windows how you want them to be!

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #244 on: August 05, 2012, 11:27:40 AM »
Then no one will download the ship :P

Offline Darkthunder

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #245 on: August 05, 2012, 01:41:11 PM »
If I still had BC installed, I would. As is thou, all I can do is provide suggestions and encouragement :)
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Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #246 on: August 05, 2012, 01:42:22 PM »
Windows redone, and Registry added. Windows still need beveling. And for some reason, I can't get the illumination maps to render in 3D Max.

[Edit: Pics at end of thread]

Offline moed

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #247 on: August 05, 2012, 02:23:34 PM »
Windows looking good.

Ship looking good.

All good.

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Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #248 on: August 05, 2012, 03:57:24 PM »
Did you set up the alpha channels?
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
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Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #249 on: August 05, 2012, 03:58:22 PM »
I know probably on one ever notices but I love how you have the registry. Love its shape and where it is

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #250 on: August 05, 2012, 04:20:03 PM »
Did you set up the alpha channels?

Yes. And I saved the tga file as a 32 bit file. I also applied the map in 3d max in the Self-Illumination section. I set it up as Image Alpha and RGB Output as Alpha as Grey. And yet, for some reason, when I render the image, the windows don't light up...

Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #251 on: August 05, 2012, 04:43:30 PM »
Did you turn down the ambient light in your scene?
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
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Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #252 on: August 05, 2012, 05:57:08 PM »
Did you turn down the ambient light in your scene?

Yep. tried everything. I reset the texture and removed the materials, then reapplied the textures, starting with the self-illumination map. That seemed to fix the problem. Whatever it was.

Latest pictures:




Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #253 on: August 05, 2012, 06:03:44 PM »
 :yay:

Offline Killallewoks

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #254 on: August 05, 2012, 06:03:58 PM »
Nice! How many maps does this ship have!

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #255 on: August 05, 2012, 06:28:34 PM »
2 so far. Registry map and saucer map. I've also added the shield grid, for the most part, to the ventral side of the saucer. Just needs a little tweaking.

As far as I'm concerned, the saucer's pretty much done in terms of textures. there are some dead spaces I'd like to fill on the deck two module and around the bridge, but I'm not entirely sure what to put there. Any suggestions?

Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #256 on: August 05, 2012, 06:33:59 PM »
Some bigger windows suggesting VIP areas etc

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #257 on: August 05, 2012, 06:52:53 PM »
This ship is smaller than an Ambassador and a Galaxy Class. I doubt it'd have anything large as a "VIP area". I'm done with windows. I'll add any other detail suggestions in the dead areas around/on Deck 2.

Offline Darkthunder

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #258 on: August 05, 2012, 07:41:49 PM »
I understand you are "done with windows" for the saucer, but you might still consider adding a small amount of windows to the edge of the "deck two" area? Looks a bit barren there. I also assume, that when the textures become more finalized, there will be black windows as well, and not lit up "like a christmas tree" ? :P

EDIT: Suggestion (for clarity):

photo upload
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Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 05.08.2012)
« Reply #259 on: August 05, 2012, 08:13:31 PM »
This ship is smaller than an Ambassador and a Galaxy Class. I doubt it'd have anything large as a "VIP area". I'm done with windows. I'll add any other detail suggestions in the dead areas around/on Deck 2.

And what about the teleporter pads (two forward, two aft both dorsal and ventral on the saucer alone, two more on the nacelle pylons both dorsal and ventral - that's the usual setup), sensor strips (there's always one on top of deck 2 around the bridge and one on the bottom - that's the Galaxy class's setup; also, you could add some nice details to the section where the saucer "splits" instead of that grid pattern to make it look more like a sensor strip ;) ), maintenance hatches (you don't need much of these really, there are places where maintenance crews exit the ship to reach the outer hull easily), cargo bay doors (the Galaxy class has two on the ventral saucer and another two on the sec hull right below the deflector, however, since this is an older ship, you could make some harder lined square panels on the ventral of the saucer to denote them and stencil the edges with a red L shaped stripe to denote them), stenciling (the most prominent of those you know of are the half-circle red stripes at each end of a phaser strip, but that's only the beginning really), escape pod stencils (since you modeled them and mapped each separate, right?).

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