Author Topic: ChiefBrex's WIPs List - Current Projects: Rigel Class & TOS Pack (03.05.17)  (Read 55543 times)

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 06.08.2012)
« Reply #280 on: August 08, 2012, 09:36:08 PM »
Ask and ye shall receive: http://i101.photobucket.com/albums/m61/ChiefBrex/Rigel%20Class/Rigel02.jpg

I will say this though, Adonis' trick for the sensor pallets, works for a lot of things. I'm using it everywhere where it works.

Offline FarShot

  • That guy with good ideas...
  • Moderator
  • Posts: 2470
  • Cookies: 787
  • I'm actually making stuff! :D
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #281 on: August 08, 2012, 10:14:30 PM »
Looks like you just mapped it from the front even though it angles down.  You're going to get a bit of distortion in the texture when it's applied, but it's workable.

Offline CyAn1d3

  • MacDill Shipyards Design Team
  • Posts: 1656
  • Cookies: 420
  • RETIRED
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #282 on: August 08, 2012, 10:31:05 PM »
i would suggest putting your nacelles and pylons on its own map. youll get more detail in the textures, and some other big peices as well, also soft select the center of your dish (where the extrusion is) in your mapping and "center" it in the object along the cut axis, thisll make any patterns transition smoothly
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Captain_D

  • Captain of the Seafood Universe
  • Posts: 403
  • Cookies: 5
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #283 on: August 08, 2012, 11:45:37 PM »
Man the detail on this thing is rocking so far, the lifeboats for one are just awesome. Will be looking forward to her completion.

Have a cookie for some great work.  :thumbsup:

Offline bdfd

  • Posts: 65
  • Cookies: 0
  • BANNED!
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #284 on: August 09, 2012, 02:59:39 AM »
Quick to BC  download :bow:

Offline mckinneyc

  • Screenshot Master
  • Posts: 1600
  • Cookies: 151
  • Screenshot Master
    • My DA page
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #285 on: August 09, 2012, 06:25:09 AM »
Loving her Brex!

Offline starfox1701

  • Posts: 195
  • Cookies: 13
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #286 on: August 09, 2012, 02:03:09 PM »
Might I suggest adding phasers to the forward ventral of the secondary hull and the stern under the shuttle bay to improve the ships weapons arcs. Other then that I'd say its fairly close to perfect.

Offline 007bashir

  • Posts: 879
  • Cookies: 111
  • Android User/Screenshooter/Sci-Fi Rendering
    • http://007bashir.deviantart.com/
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #287 on: August 09, 2012, 04:12:26 PM »
think that is allready to late as he is in the texturing phase.

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #288 on: August 09, 2012, 04:34:33 PM »
i would suggest putting your nacelles and pylons on its own map. youll get more detail in the textures, and some other big peices as well, also soft select the center of your dish (where the extrusion is) in your mapping and "center" it in the object along the cut axis, thisll make any patterns transition smoothly

Yeah, I was thinking of putting the nacelles on their own map, or even on the ID map, as I have PLENTY of room on the registry map for them. As for the pylons, I wouldn't know where to "cut off" the pylons between the two maps. They kinda blend into the shuttle area. I've never used Soft Selection before, so not sure how to do it :\

Man the detail on this thing is rocking so far, the lifeboats for one are just awesome. Will be looking forward to her completion.

Have a cookie for some great work.  :thumbsup:

Thank you :)

Might I suggest adding phasers to the forward ventral of the secondary hull and the stern under the shuttle bay to improve the ships weapons arcs. Other then that I'd say its fairly close to perfect.

think that is allready to late as he is in the texturing phase.
:yeahthat:

Offline CyAn1d3

  • MacDill Shipyards Design Team
  • Posts: 1656
  • Cookies: 420
  • RETIRED
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #289 on: August 09, 2012, 06:38:08 PM »
As for the pylons, I wouldn't know where to "cut off" the pylons between the two maps. They kinda blend into the shuttle area.

then dont split them between maps.  :hithead:

hold on...

EDIT:



select the faces that you want to break off in the UVW editor, collapse the stack (convert to editable poly) break off the polys in the geometry that are mapped on the map you want to break off seperate (wich SHOULD be selected for you since you did it in the editor ;) ), apply a uvw unwrap to both and presto. done with map coordinates preserved.


I've never used Soft Selection before, so not sure how to do it :\

google mate. im POSITIVE theres a modeling tutorial for it.
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #290 on: August 09, 2012, 06:43:39 PM »
im really loving this ship more and more!  cant wait to add her to my install :)

one quick question tho - are all the windows going to be lit?  or will you have some lit and some unlit?  seems having some unlit would be better?  just my personal opinion tho...

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #291 on: August 09, 2012, 06:55:10 PM »
then dont split them between maps.  :hithead:

hold on...

EDIT:



select the faces that you want to break off in the UVW editor, collapse the stack (convert to editable poly) break off the polys in the geometry that are mapped on the map you want to break off seperate (wich SHOULD be selected for you since you did it in the editor ;) ), apply a uvw unwrap to both and presto. done with map coordinates preserved.


google mate. im POSITIVE theres a modeling tutorial for it.

Already split the Secondary Hull into two maps. The Nacelles, the pylons, and the shuttle "landing strip" (basically the parts of the pylons that wrap around the aft end of the ship) are one map. The rest of the secondary hull (the oval cylinder and neck) is one map. And I've modified the Unwrap (three times) to better use the space available for the deflector dish, shuttlebay doors, impulse manifold, and dorsal spine.

im really loving this ship more and more!  cant wait to add her to my install :)

one quick question tho - are all the windows going to be lit?  or will you have some lit and some unlit?  seems having some unlit would be better?  just my personal opinion tho...

As of right now, all the windows are remaining lit until the finishing touches on the mesh are made, simply because it's easier for me to keep track of the way the ship looks with them all lit. When I get close to completing the textures, I will go back and add the finishing touches to the windows such as a pattern overlay, and change the color of the windows to a more bluish tint. At that same time, I'll select which windows will be unlit.

BTW, I'm looking for ideas/suggestions for the Aztec pattern on the secondary hull. I want something more unique than what I did with the saucer.

Offline moed

  • Posts: 1472
  • Cookies: 57
  • Star Trekus Fanaticus
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #292 on: August 09, 2012, 07:52:44 PM »
I think maybe a modified version of the Constitution Refit secondary hull aztecs would be cool. Kind of like a "hearken" back to a classic look but not the exact same obviously.

You've done a magnificent job on this so far dude!

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #293 on: August 09, 2012, 07:53:54 PM »
At that same time, I'll select which windows will be unlit.
you should do a morse code pattern of one of the rows of windows so it spells out "SAM" lol :P

... .- --

Offline WileyCoyote

  • The Other Ship Builder
  • Posts: 2347
  • Cookies: 1222
  • Awesome-sauce factory owner
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #294 on: August 09, 2012, 08:10:39 PM »
Quote
you should do a morse code pattern of one of the rows of windows so it spells out "SAM" lol cheeky

... .- --
Now why didn't I have that idea? *cookie*
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

My website is up! Download my ships here: http://www.michaelwileyart.com

Offline ChiefBrex

  • Posts: 290
  • Cookies: 303
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 08.08.2012)
« Reply #295 on: August 09, 2012, 09:15:29 PM »
Pic Updates. Comments welcome.


[Edit: Pics at the end of the thread]

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 09.08.2012)
« Reply #296 on: August 09, 2012, 09:52:49 PM »
i like style B impulse engine, personally...

Offline Shadowknight1

  • Posts: 1684
  • Cookies: 71
  • Star Trek Into Darkness
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 09.08.2012)
« Reply #297 on: August 09, 2012, 09:54:58 PM »
i like style B impulse engine, personally...

Agreed.

To Boldly Go...Again.

Offline Toa_Kaita

  • Posts: 478
  • Cookies: 58
  • Aspiring 3D Animator and Music Composer
    • Current Project - Earth-Link Origins
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 09.08.2012)
« Reply #298 on: August 09, 2012, 10:37:46 PM »
^ What Jimmy and Shadowknight said.

Offline moed

  • Posts: 1472
  • Cookies: 57
  • Star Trekus Fanaticus
Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 09.08.2012)
« Reply #299 on: August 10, 2012, 12:54:53 AM »
^ What Jimmy and Shadowknight said.

B

A looks nice, but B is right on.