Bridge Commander Central

BC Forums => BC Modding => Topic started by: 007bashir on December 31, 2010, 02:27:13 PM

Title: Sovie/Saber Crossover
Post by: 007bashir on December 31, 2010, 02:27:13 PM
Hi All

Here is my first ship i've created the last few days. It's mix between intrepid, NX and Nova. It wil be a bit smaller the Intrepid Class.
What do yu think?

Title: Re: My first WIP
Post by: tiqhud on December 31, 2010, 02:51:03 PM
For 1st, not bad, Im sure some of the fine modders we got around will chime in. And share some tips
Title: Re: My first WIP
Post by: King Class Scout on December 31, 2010, 04:06:07 PM
hmm...something different.

I bet a lot of those tips will involve modifying the nacelles, and smoothing up the saucer (looks like the plan version (top down) needs rounded off).
Title: Re: My first WIP
Post by: Vedic on December 31, 2010, 04:49:38 PM
This needs some more Fat, the Side.jpg pic looks to skinny.

And Congrats on the Model, it's better than what ever i can make.
Title: Re: My first WIP
Post by: 007bashir on December 31, 2010, 05:18:13 PM
Yeah i know. But stil have to add a shuttlebay
Title: Re: My first WIP
Post by: Vedic on December 31, 2010, 05:56:26 PM
Good luck with that.
Title: Re: My first WIP
Post by: 007bashir on December 31, 2010, 06:00:05 PM
Thanks. Oh and happy new year.
Title: Re: My first WIP
Post by: 007bashir on January 01, 2011, 09:40:54 AM
OK update-time:

Title: Re: My first WIP
Post by: 007bashir on January 01, 2011, 09:42:15 AM
forgot one:

(http://)

What do you think? Any tipps?
Title: Re: My first WIP
Post by: metalnick on January 01, 2011, 11:28:03 AM
I would add an engineering section under the nacelles because the aft section looks way too thin to me. One good torp hit and BOOM! But that's just me. Looks really good for a first.
Title: Re: My first WIP
Post by: Vedic on January 01, 2011, 05:37:17 PM
Are you going for Enterprise Era ship here, or sleek 25th Century?
Title: Re: My first WIP
Post by: 007bashir on January 01, 2011, 05:52:05 PM
More for the end of 24th or beginning of the 25th. But nx-era wouldn't sound bad. Maybe reverse-engineered?
Title: Re: My first WIP
Post by: Vedic on January 01, 2011, 06:56:44 PM
Maybe 2 variants, one from the Ent Era and one Post Nem Era..
Title: Re: My first WIP
Post by: Captain_D on January 01, 2011, 08:25:54 PM
Maybe 2 variants, one from the Ent Era and one Post Nem Era..

Sounds good to me Vedic, would also make a good quad engine design too.

(http://i1135.photobucket.com/albums/m633/Captain_D111_photo/front_mdf_2.jpg)

I think it looks great for a first time too.
Title: Re: My first WIP
Post by: Vedic on January 01, 2011, 08:30:40 PM
forgot one:

(http://)

What do you think? Any tipps?
Phaser Strips on the Nacelles?

On a un-related note, i need to learn how to use Gmax
Title: Re: My first WIP
Post by: Captain_D on January 01, 2011, 08:31:55 PM
Something I noticed,,may be the angle. Looks like it is off a bit.
(http://i1135.photobucket.com/albums/m633/Captain_D111_photo/top_mdf.jpg)

Also think it would look better to fatten it up underneath. Just some ideas/suggestions.  :)
Title: Re: My first WIP
Post by: 007bashir on January 02, 2011, 07:09:07 AM
ok fatten up what do you think now?

Title: Re: My first WIP
Post by: Vedic on January 02, 2011, 07:20:36 AM
She looks bigger but not by much, just a little more fatter and i would say you have it on the dot, granted its your model, so you have creative freedom to make it how ever you want.
Title: Re: My first WIP
Post by: 007bashir on January 02, 2011, 08:20:12 AM
OK, i think i ceep it like that (for the aft part)

and something for quad-lover

any other suggestions to the model or any class names?
Title: Re: My first WIP
Post by: Lionus on January 02, 2011, 09:45:11 AM
The quad gets my vote.  :D
Title: Re: My first WIP
Post by: King Class Scout on January 02, 2011, 11:51:27 AM
I wouldn't protest the quad, either
Title: Re: My first WIP
Post by: Captain_D on January 05, 2011, 11:55:26 AM
Think your right on the money,,, :dance

Great job so far.  :thumbsup:
Title: Re: My first WIP
Post by: MarkyD on January 05, 2011, 03:31:32 PM
Good work so far, as the guys have already pointed out she needs more beef! (more bulk)

  apart from that the necelles look a little simple, add a spin on them  ;)
Title: Re: My first WIP
Post by: Lionus on January 05, 2011, 03:38:51 PM
A bit of TMP flair would be nice  :angel
Title: Re: My first WIP
Post by: 007bashir on January 07, 2011, 07:27:04 AM
thanks guys.I will look what i can do at weekend.
Title: Re: My first WIP
Post by: Locke on January 08, 2011, 11:10:23 AM
Bonneville?  Nantucket?  Cooper?  Soren (Vulcan)?  Tremain?
Title: Re: My first WIP
Post by: Aeries on January 08, 2011, 12:21:46 PM
Keep the quads, bro. They fill her out nice. :]
Title: Re: My first WIP
Post by: 007bashir on January 09, 2011, 10:52:21 AM
OK update:

Going on with quad. Maybe make the double later. Rebuilt the nacelles, without phasers at the moment.
Still have to add detail on the naccells but not shure what.
Title: Re: My first WIP
Post by: 007bashir on January 12, 2011, 04:29:13 PM
OK did another version of the naccelle. How is it?
Title: Re: My first WIP
Post by: Vedic on January 12, 2011, 04:47:11 PM
I think you should have the Bussards  and the Blue bit(forgot the name of that) stretch to about 50% of the Nacelle
Title: Re: My first WIP
Post by: GMunoz on January 12, 2011, 07:34:58 PM
Super job so far
Title: Re: My first WIP
Post by: Captain_D on January 13, 2011, 12:53:23 PM
I think you should have the Bussards  and the Blue bit(forgot the name of that) stretch to about 50% of the Nacelle

I would agree. Not that much on the bussards though. Got a nice TOS influence going there. Nice job. :thumbsup:
Title: Re: My first WIP
Post by: 007bashir on January 13, 2011, 04:43:15 PM
new version of the naccelle
Title: Re: My first WIP
Post by: Vedic on January 13, 2011, 10:40:04 PM
Upside down Nacelle?
Title: Re: My first WIP
Post by: 007bashir on January 14, 2011, 01:25:15 AM
Not exactly. Just added a phaser array,and beefed up the front of the naccelle.
Title: Re: My first WIP
Post by: Vedic on January 14, 2011, 02:21:59 AM
just looked like you were going for an upside down style, and i think you should have a Phaser Ball turret instead of a strip 
Title: Re: My first WIP
Post by: 007bashir on January 14, 2011, 03:18:05 AM
or a pulse phaser. Now ii'm at work, so maybe at weekend i'll add something.
Title: Re: My first WIP
Post by: 007bashir on January 15, 2011, 05:15:24 PM
Just added a small phaser on the naccelle.
Any other ideas for the bussards or something?
Title: Re: My first WIP
Post by: King Class Scout on January 16, 2011, 11:52:15 AM
if this is TOS ish, how bout a couple "clamps" for the bussard?
Title: Re: My first WIP
Post by: 007bashir on January 16, 2011, 03:34:31 PM
sorry, what you mean with clamps?
Title: Re: My first WIP
Post by: WileyCoyote on January 16, 2011, 04:50:20 PM
Quote
sorry, what you mean with clamps?
There are 3 tiny little "clamps" on the TOS Enterprise arranged in a triangular pattern. These are more noticeable on the NX-01.
Title: Re: My first WIP
Post by: Nihilus on January 16, 2011, 05:34:47 PM
There are 3 tiny little "clamps" on the TOS Enterprise arranged in a triangular pattern. These are more noticeable on the NX-01.

Is this what you're talking about?  Because it looks like there are four.
Title: Re: My first WIP
Post by: FarShot on January 16, 2011, 06:46:31 PM
Is this what you're talking about?  Because it looks like there are four.

He's saying there are three on the TOS Ent, not saying there are also three on the ENT Ent.  But he is saying that the clamps are more pronounced on the ENT Ent.
Title: Re: My first WIP
Post by: 007bashir on January 17, 2011, 01:36:15 AM
Oh ok, i see what you mean. I'll try out.
Title: Re: My first WIP
Post by: 007bashir on January 22, 2011, 06:39:02 AM
okay only added two small clambs.
Title: Re: My first WIP
Post by: King Class Scout on January 22, 2011, 08:30:03 AM
hmm...you may want to make them look more like they go with the nacelle style.  a bit wider at least.  they'd also make a good place to put a nav light later.
Title: Re: My first WIP
Post by: Vedic on January 22, 2011, 10:30:28 AM
Do you have any ideas what you actually planned your Nacelles to look like?
Title: Re: My first WIP
Post by: Captain_D on January 22, 2011, 12:51:54 PM
hmm...you may want to make them look more like they go with the nacelle style.  a bit wider at least.  they'd also make a good place to put a nav light later.

I agree, The first clamp you had before you changed to these(picture newnaccelle5.jpg) looked about right to me. You could do a version of that one but about 25% smaller. Think it would look great IMHO. Just a suggestion.
Title: Re: My first WIP
Post by: 007bashir on January 23, 2011, 10:01:46 AM
OK changed the clamps back to pic nr. 5 and made the hole naccelle wider. My general idea for the naccelle is a mix between Connie TOS/Galaxy Style.

Edit:

Pic

I think i'll go with Cooper as class name (thanks to locke)
Title: Re: My first WIP Cooper Class
Post by: 007bashir on January 23, 2011, 02:00:56 PM
sorry for doble post, but i think i'll keep my ship as it is now. Moved the deflector to the ships upper side
Title: Re: My first WIP
Post by: Vedic on January 24, 2011, 06:04:07 AM
Yeah the way your going with the Nacelles i'd say that's a Post ENT pre-TOS ship.
Title: Re: My first WIP
Post by: 007bashir on January 24, 2011, 12:21:44 PM
OK as i said, i wont add something else to the ship. For texuring i've seen somewere that i can do it with uw mapping (im using 3ds max 2010). Is that possible or are there other ways?
Title: Re: My first WIP
Post by: Captain_D on January 24, 2011, 06:37:45 PM
Looks like she is coming along nice. A very sleek look.

nice work so far. :thumbsup:
Title: Re: My first WIP
Post by: 007bashir on January 25, 2011, 02:00:15 AM
Thanks. maybe will do something this evening.n o i go to work and then to school. "AKA Real Life".
Title: Re: My first WIP-Cooper Class
Post by: 007bashir on February 01, 2011, 04:26:20 PM
So... After a weekend with skiing and now 3 weeks in military (just pass my second day) i have some updates:

started with texturing. Only textured the half of the ship. I hope you like it so far...

Title: Re: My first WIP
Post by: Captain_D on February 03, 2011, 06:23:23 AM
Looks like your off to a good start.

Are the ovals windows or lifeboats? Pic is sort of small and can't see all the detail.
Title: Re: My first WIP
Post by: 007bashir on February 03, 2011, 07:08:32 AM
no they are windows. I know those are to dark but cant make the lighter. the lifeboats are on the upper side. But now i have restarted the texture. There will be an upate soon.
Title: Re: My first WIP
Post by: Darkthunder on February 03, 2011, 08:02:51 AM
Windows are way too big, or the ship is alot smaller than I thought.
Title: Re: My first WIP
Post by: 007bashir on February 03, 2011, 09:16:44 AM
I know. im going to change that in the new version im making
Title: Re: My first WIP
Post by: deadthunder2_0 on February 03, 2011, 07:29:17 PM
I think i'll go with Cooper as class name (thanks to locke)

make a smaller one and cal it Mini Cooper
Title: Re: My first WIP
Post by: 007bashir on February 04, 2011, 07:20:03 AM
A shuttle Class maybe...
Title: Re: My first WIP
Post by: 007bashir on February 04, 2011, 10:01:39 AM
Update-time.

new and smaller windows and new lifeboats. The top of the Saucer is not yet finished.
Title: Re: My first WIP
Post by: DJ Curtis on February 04, 2011, 10:44:58 AM
What program are you using to texture the model?
Title: Re: My first WIP
Post by: 007bashir on February 04, 2011, 12:45:51 PM
I'm using GIMP. Why?
Title: Re: My first WIP
Post by: 007bashir on February 05, 2011, 01:26:12 PM
Some Updates:

Title: Re: My first WIP
Post by: DJ Curtis on February 05, 2011, 01:57:30 PM
I think you're off to a good start with this, particularly for a first WIP.  You've done a good job with the mapping so far.  I'd think you should study the textures of other ships as well, because right now the windows and life pods don't really look like what they're supposed to be.  Thoughts?
Title: Re: My first WIP
Post by: 007bashir on February 05, 2011, 07:52:38 PM
Hy DJ thanks for your input. Much apprechiated. Made the windows now smaller more of them. is it that what you meaned? Also changed the life boats... Some windows will be darkend also
Title: Re: My first WIP
Post by: deadthunder2_0 on February 05, 2011, 07:55:42 PM
I recommend an aztec pattern, if you need one, i have on i can give you
Title: Re: My first WIP
Post by: 007bashir on February 05, 2011, 08:01:12 PM
OK why not. See if i can use it and if it suits my ship.
Title: Re: My first WIP
Post by: deadthunder2_0 on February 05, 2011, 08:39:51 PM
Here you go!
Title: Re: My first WIP
Post by: 007bashir on February 06, 2011, 08:58:24 AM
thanks for that. Ill try something out.
Title: Re: My first WIP
Post by: 007bashir on February 06, 2011, 11:18:57 AM
sooo... tryed some azteking, not really easy. Made the very light
Title: Re: My first WIP
Post by: DJ Curtis on February 06, 2011, 01:19:26 PM
The hull pattern and reshaped windows are a step in the right direction.  What you need to do with the windows and escape pods now is rotate them so that their bottom and top edges are parallel to the edges of the saucer.
Title: Re: My first WIP
Post by: Captain_D on February 06, 2011, 05:57:37 PM
The hull pattern and reshaped windows are a step in the right direction.  What you need to do with the windows and escape pods now is rotate them so that their bottom and top edges are parallel to the edges of the saucer.

Agreed, and well said.

Windows and hatches still look chaotic but much better.

Also was wondering the scale of the ship. Judging by the windows now, it would be around intrepid size or larger, that would factor in the textures as well.

She's coming along nicely.  :thumbsup:
Title: Re: My first WIP
Post by: Psyco Diver on February 06, 2011, 09:19:27 PM
I like the design, although the ship looks very "stretched" in the saucer section, although I'm sure with some phaser strips, windows and other details will help eliminate that stretch lookingness. Looks like a long range research vessel, It feels very TLE to me, like it should be flying along side the Ambassador to me. Maybe some post TMP hints and Pre TNG hints to give it that inbetween look the Ambassador had, just my thoughts though
Title: Re: My first WIP
Post by: King Class Scout on February 07, 2011, 07:41:54 AM
I need advice like that for mine.  I've got everything else the way I pictured it, but I'm not sure what to do with the windows.
Title: Re: My first WIP
Post by: 007bashir on February 07, 2011, 10:58:10 AM
tryed a new window pattern. Guys, is that better? Really dont know if that is the right track...
Title: Re: My first WIP
Post by: Darkthunder on February 07, 2011, 01:24:50 PM
Window positioning is much better, thou not perfect. Seems as the further forward you get on the ship, the more inaccurate the windows become in relation to the curvature of the saucer. Might wanna look into that.

As for a modelling/texturing suggestion, you should perhaps look into redoing the phasers to follow the hull lines in the textures. Looks a little weird with the phaser criss-crossing the texture of the saucer like that. Just a suggestion.
Title: Re: My first WIP
Post by: 007bashir on February 07, 2011, 02:21:23 PM
 I will redo the phasers. They look very odd. As for windows, have to look the others ships in BC. Just learning by doing :idk:
Title: Re: My first WIP
Post by: 007bashir on February 07, 2011, 03:05:52 PM
after watching some pictures of voyager, i had some other idea for the windows. Is this a better direction (just made one hullplating with windows)
Title: Re: My first WIP
Post by: Vedic on February 07, 2011, 03:27:20 PM
This is either a ship for tiny people, or a giant ship.
Title: Re: My first WIP
Post by: 007bashir on February 08, 2011, 06:55:35 AM
and another try
Title: Re: My first WIP
Post by: Joshmaul on February 08, 2011, 07:06:07 AM
This is either a ship for tiny people, or a giant ship.

"It could hold a crew of...tens of thousands."
"Or a crew of a thousand, ten miles tall."
Title: Re: My first WIP
Post by: 007bashir on February 08, 2011, 08:06:33 AM
It is my intension to let appear the ship to be in sovereign size (without the naccelles)
Title: Re: My first WIP
Post by: 007bashir on February 09, 2011, 07:47:29 AM
i hate windows. What about this ones?
Title: Re: My first WIP
Post by: Side 3 on February 09, 2011, 11:19:25 AM
Getting close.

Take a look at the ones used on the Galaxy, Sovereign and such, they're a big part in starfleet design tng+ in my opinion. Can always mix it up with some square ones here and there, and portholes and such.

As of now though, those are simply way too big for that ship to be as long as the sovereigns hull.
Title: Re: My first WIP
Post by: 007bashir on February 09, 2011, 01:01:45 PM
I know they are to big, but i think soveregin-size is overall to much for this ship. Added more windows and lifeboat hatches.
Title: Re: My first WIP
Post by: Captain_D on February 09, 2011, 01:13:40 PM
A definite improvement, maybe a few less.

Looks a bit cluttered to me. alignment looks better now too.  :thumbsup:
Title: Re: My first WIP
Post by: 007bashir on February 09, 2011, 01:57:19 PM
I rhink if i dont light every single window, there will not be to much windows. I believe i keep the windows as they are. maybe in another ship i would make the the other way, but for the moment...
Title: Re: My first WIP
Post by: Vedic on February 09, 2011, 05:20:00 PM
To many Lifeboats, plus they don't really look Trekish Lifeboats.
Title: Re: My first WIP
Post by: DJ Curtis on February 09, 2011, 05:33:14 PM
Well, you've got the windows looking much more window like now.  Next time If you round the corners of the windows slightly then you'll really be rockin.
Title: Re: My first WIP
Post by: 007bashir on February 10, 2011, 05:46:03 AM
Okay guys, after some jogging i got inspired a bit by wileys lifeboats. Made mine not triangular, but like a diamont.
Title: Re: My first WIP
Post by: Captain_D on February 10, 2011, 11:30:29 PM
Looks good, but not a fan of the dot in the middle.

Maybe either lines like in a grill pattern. or removing the dot and leave as is. Just a suggestion.
Title: Re: My first WIP
Post by: King Class Scout on February 12, 2011, 08:33:46 AM
cap'n, your gonna give the poor bot a heart-attack!  i like the diamond idea.  i might just imitate it.
Title: Re: My first WIP
Post by: 007bashir on February 12, 2011, 10:07:52 AM
Made some progress. Also tried something on bottom.
Title: Re: My first WIP
Post by: Psyco Diver on February 12, 2011, 04:48:42 PM
I really like how its turning out, good job. It still feels like a post TMP Pre TNG ship to me
Title: My first WIP - Cooper Class
Post by: 007bashir on February 12, 2011, 05:14:52 PM
Maybe ill change the timeframe to around TNG/VOY since the saucer has an elipse form.

Edit:

 Made some progress with texturing.
Title: Re: My first WIP
Post by: 007bashir on February 13, 2011, 08:02:16 AM
added some pics on upper post
Title: Re: My first WIP
Post by: JamesTiberiusKirk on February 13, 2011, 08:09:44 AM
much better!
Title: Re: My first WIP
Post by: DJ Curtis on February 13, 2011, 12:30:46 PM
Yeah.  Now that you've got some hull lines, and the windows and escape pods are properly oriented, it's starting to shape up.

One thing you might consider... It's some advice I've given out before.  Keep working on the ship.  When you're finished, redo it.  I don't mean delete it, but create it again in an improved form.  A person learns a lot every time they make a new model, and you can apply what you've learned to the next one.  Do a search for Aeries' work on the Mithra.  It's never been released, but he sure came a long way in his modeling skill by redoing that ship three or four times.  The final version was light years ahead of the first.

Not saying that you have to, but it's a great way to improve.  You can take or leave it.
Title: Re: My first WIP
Post by: Vortex on February 13, 2011, 01:37:19 PM
It's never been released,

Wasn't that supposed to be in bold capitals? :p j/k.

I like how this ship is shaping up. Nice one. :)
Title: Re: My first WIP
Post by: 007bashir on February 13, 2011, 02:22:28 PM
thanks all for their comments. I allready planed to redo my the cooper class, but first off i would like to build it to to end and then redo.
Now i tried to texture the naccelles. Not yet the way i like it, but its shaping up.

Question: How do i rename my thread permanently?
Title: Re: My first WIP
Post by: Vedic on February 13, 2011, 02:45:39 PM
I wonder what this ship would look like if it was a Clay Render.

On the Nacelles Textures,: the Red Strips are Very Dominant.
Title: Re: My first WIP
Post by: 007bashir on February 13, 2011, 03:20:07 PM
Yeah i know, too red. Replaced it with symple grey and something special...
Title: Re: My first WIP
Post by: DJ Curtis on February 14, 2011, 12:25:24 AM
You can put some red stripes on them, just make them a lot thinner, and maybe less bright.
Title: Re: My first WIP
Post by: 007bashir on February 14, 2011, 05:44:43 AM
OK made them lots thinner and not so long
Title: Re: My first WIP
Post by: 086gf on February 14, 2011, 01:38:06 PM
Question: How do i rename my thread permanently?

I think one of the admins would have to do it.
Title: Re: My first WIP
Post by: Jb06 on February 14, 2011, 03:17:03 PM
I think one of the admins would have to do it.

Nope... If you go to your first post on the thread... Rename it and after that every new post will be under that.

~Jb
Title: Re: My first WIP - Cooper Class
Post by: 007bashir on February 14, 2011, 03:26:10 PM
You were right. Thanks for that.
Title: Re: My first WIP - Cooper Class
Post by: Captain_D on February 20, 2011, 01:52:20 PM
Striping looks much better now.  Windows still look a tad off compared to the hull lines on the texture, but not by much.

Looking better every time I check the thread. :thumbsup:

Title: Re: My first WIP - Cooper Class
Post by: 007bashir on February 20, 2011, 04:10:16 PM
thanks D :)

Just a small update: Textured two top phasers
Title: Re: My first WIP - Cooper Class
Post by: JamesTiberiusKirk on February 20, 2011, 08:09:17 PM
keep at it!
Title: Re: My first WIP - Cooper Class
Post by: 007bashir on March 08, 2011, 06:08:54 PM
I know there is not much going on. think ill ceep my cooper back atm. But had another idea i would like to model. Something that is really neccessary.
Title: Re: My first WIP - Cooper Class
Post by: 007bashir on March 09, 2011, 04:02:59 PM
update: starbase 375
Title: Re: My first WIP - Cooper Class
Post by: WileyCoyote on March 09, 2011, 04:49:07 PM
Nice work. Those mesh errors on the centers of the lab rings- use the Weld Verticies option.
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 10, 2011, 05:46:58 PM
small update
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: sovereign001 on March 11, 2011, 04:07:46 PM
looks great! cookie!
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Captain_D on March 13, 2011, 12:20:48 PM
looks great! cookie!

Same here, very nice start. :thumbsup:
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 14, 2011, 01:06:51 PM
OK thanks guys for cookies. Update:
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Lurok91 on March 14, 2011, 01:38:50 PM
Another cookie from me  :)   

You could go whole hog (so to speak) and with a few minor modifications do a new Regula (aka the horrible stock FedOutpost, possibly one of the worst models ever  :D)  and TMP Orbital Office.   God knows they're needed, and essentially same model as/variations on  SB375.   Be much appreciated...
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 14, 2011, 02:58:24 PM
Ill allready considered severall versions. But for the begining ill go with SB375
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 15, 2011, 02:37:11 PM
sorry for double post. Made some progress.
 
I think i have the basic shape. Do some details now.
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Nebula on March 15, 2011, 03:13:03 PM
looking cool :)
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: tiqhud on March 15, 2011, 05:12:27 PM
Question: are you going to make that have an Open bay door?
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 15, 2011, 05:25:58 PM
you mean that bay were they kept the dominion bug ship?
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: tiqhud on March 15, 2011, 05:33:10 PM
Guess so, I didnt see episode, the bay doors on the saucer
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 15, 2011, 05:51:23 PM
If you something like that, ill look if i can do something (or if my scils are good enough allready) :P
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: deadthunder2_0 on March 16, 2011, 01:35:16 PM
Here is a variant for you to consider redoing
http://bridgecommander.filefront.com/file/Outpost152;67361
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 18, 2011, 08:54:55 PM
maybe ill do that version. for now, update:
please ignor those errors. will fix them soon.
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 20, 2011, 08:48:51 AM
fixed mesh errors and tweeked the alignmet. Post also actual Plycount. I know its very too much. will reduce the count now.
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Captain_D on March 22, 2011, 05:34:49 PM
 Except for the ring with the spokes in it being round, (needs to be flat, as shown in DS9 pic above) it looks pretty spot-on.

Very nice. :thumbsup:
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 22, 2011, 06:14:13 PM
oh yes your right, but dont know yet how to do that...

EDIT: corrected. Sometimes i could  :hithead: myself
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: 007bashir on March 28, 2011, 04:45:49 PM
update: reduced the polycount to 18820 polys and will reduce it more. Added some phaser strips. I know it was never on screen, but why not?
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Jb06 on March 28, 2011, 07:28:46 PM
I would keep canon... So no phaser banks as it's not designed for defense... repair is its main objective. Let the defensive ships do the defending, not the station:) That's the whole point in Bridge Commander.

Great lookin station btw

Cookie

~Jb
Title: Re: 007bashir WIP - Cooper Class/Starbase 375/Regula
Post by: Captain_D on March 29, 2011, 10:59:39 PM
I would keep canon... So no phaser banks as it's not designed for defense... repair is its main objective. Let the defensive ships do the defending, not the station:) That's the whole point in Bridge Commander.

Great lookin station btw

Cookie

~Jb
 

True, but it is your mod, so it is how you see fit. Maybe think of doing a version with and without. :)

Cookie from me too, Looks great so far. :thumbsup:
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on March 30, 2011, 05:27:14 AM
Thanks guys. Maybe ill do a version with teeths.

dont know if i have time do go one further in the next couples of days. Will move to my first appartement on Fryday. So no internet for the moment.
Title: Re: 007bashir WIP - Starbase 375
Post by: King Class Scout on March 30, 2011, 07:15:30 AM
don't forget, guys, this particular base is included with KM, and it's fully armed.  i even screwed around and made a flyable version (it's gone now, I had to restore some scripts to prevent crashing, and KM hardpoints are one of them).  besides I've seen even the stock bases do some buttkicking when you turn them to freindly.
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on April 19, 2011, 07:38:02 AM
hello guys

Finally i am back. had a lot to too for school and my new appartement. now i have some spare time.
Here is a little update on the starbase 375:

Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on April 28, 2011, 03:54:55 PM
update
Title: Re: 007bashir WIP - Starbase 375
Post by: Jb06 on April 28, 2011, 04:01:47 PM
Nice start on the textures, but i'd take a look at the bottom bays, yours seems a tad too big ;)

~Jb
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on April 28, 2011, 04:27:20 PM
 ithought those are observation windows if you mean those.
Title: Re: 007bashir WIP - Starbase 375
Post by: Jb06 on April 28, 2011, 04:33:36 PM
ithought those are observation windows if you mean those.

Well they look similar to the one's on the utopia planitia station which are bays, but i might be wrong.

~Jb
Title: Re: 007bashir WIP - Starbase 375
Post by: ChiefBrex on April 30, 2011, 10:11:46 AM
Those lower windows are actually an Arboretum. Hence the greenish lighting.
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on May 03, 2011, 05:49:59 PM
SMALL UPDATE
Title: Re: 007bashir WIP - Starbase 375
Post by: WileyCoyote on May 03, 2011, 06:02:44 PM
Looks nice, but the textures look a little plain. Maybe add some faint hull plating, and some weathering. Which reminds me- I got to get mine textured. :funny
Title: Re: 007bashir WIP - Starbase 375
Post by: Captain_D on May 03, 2011, 07:49:18 PM
Looking nice, Though you might want to consider recessing the bay (the part with the X) to give that part more depth.

Great job so far. :thumbsup:
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on May 04, 2011, 05:15:01 AM
Looking nice, Though you might want to consider recessing the bay (the part with the X) to give that part more depth.

Great job so far. :thumbsup:

See what i can do about that. Will also try to add some plating/hull lines. Thanks for your comments.
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on July 16, 2011, 10:55:36 AM
time to revive my thread:

realigned the parts, will now restart the texture.
Title: Re: 007bashir WIP - Starbase 375
Post by: Captain_D on July 16, 2011, 03:49:29 PM
She looks great. :thumbsup:
Title: Re: 007bashir WIP - Starbase 375
Post by: Locke on July 17, 2011, 11:47:38 AM
time to revive my threat:

(http://thebeastbeats.files.wordpress.com/2009/09/cornholio1.jpg)
Title: Re: 007bashir WIP - Starbase 375
Post by: King Class Scout on July 17, 2011, 12:27:15 PM
*provides TP for his Bunghole*
Title: Re: 007bashir WIP - Starbase 375
Post by: 007bashir on July 17, 2011, 03:21:45 PM
(http://thebeastbeats.files.wordpress.com/2009/09/cornholio1.jpg)

Sorry, but english is not my native language. Move on!

Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 03, 2013, 05:07:57 AM
Restarted all over again:

Don't know how to proceed, any ideas? Its supposed to be a replacement for the constellation class. A bit more compact then the constellation

(http://imageshack.us/a/img805/5298/cooperscene1.jpg)
(http://imageshack.us/a/img515/663/cooperscene.jpg)
(http://img13.imageshack.us/img13/4585/cooperscene2.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Captain_D on February 03, 2013, 06:14:22 AM
Not been on in quite some time, so much going on,,,Love it.  :)

She still is pretty raw, but what stands out to me as it is now is the pylons. I think they would look better swept back more, sort of like a Constitution Class, instead of being so strait.

Looking forward to seeing how she turns out.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 03, 2013, 06:23:54 AM
Yeah allready tought about it. Pics see later
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 03, 2013, 06:34:44 AM
hi just found this thread...

i loved your original Cooper class...it looked like a replacement for the Cheyenne class so with your current version maybe have it between the Constellation and Cheyenne Classes.

so have tmp/ambasador style "neck" and have the nacelles mounted on the neck like the cheyenne.

seriously really like the original id love to beta it (subtle hint to release) if you want i could HP and get in game for you :D
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 03, 2013, 07:08:16 AM
How about that for the pylons and nacelle position and as a neck? I still want it to be compact so there will not be a neck ala connie.

Need some opinions

(http://img35.imageshack.us/img35/443/cooperscene5.jpg)

EDIT:

Ribbing on the nacelle

(http://img560.imageshack.us/img560/5599/cooperscene6.jpg)

EDIT2:

Double Neck?

(http://img831.imageshack.us/img831/4913/cooperscene7.jpg)
(http://img600.imageshack.us/img600/7962/cooperscene8.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 03, 2013, 11:35:34 AM
Double Post (Sorry):

Put 3 hours work into the cooper:

(http://img839.imageshack.us/img839/4017/unbenannt1bi.jpg)
(http://img832.imageshack.us/img832/6989/unbenannt2xq.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 03, 2013, 02:19:47 PM
Last update for today. Not bad for a day imo...

(http://imageshack.us/a/img715/6764/cooperscene10.jpg)

(http://imageshack.us/a/img717/4071/cooperscene11.jpg)

seriously really like the original id love to beta it (subtle hint to release) if you want i could HP and get in game for you :D
Sure, at the beginning i want to try it my self,but will contact if i need help (that chance ist probably big)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 03, 2013, 05:14:47 PM
looking good dude... i may be under par in the modelling department but i have a suggestion about your phaser array...

it looks like you used a torus shape and chopped off half the circle....when i do my phasers i tend to use a tube and then chop off the part of the circle i dont want then cap the open ends and extrude-bevel the top polygon that way you get a (in my eye) realistic looking phaser array

just trying to help hope im not being too presumptuous.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 04, 2013, 04:06:17 AM
That is exactly what i did

Will try out your way (maybe not today, since my father went to hospital yesterday for a back operation so will visit him today).
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 04, 2013, 03:51:13 PM
Hobbs, did you mean something like that?

(http://img713.imageshack.us/img713/5715/unbenannt3lj.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Phoenix Bondi on February 04, 2013, 04:44:31 PM
Dont make them out a new object, Find the part u want to make them on and chamfer them from part of the mesh, then extrude
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 04, 2013, 05:44:43 PM
You mean it can safe me from a higher poly count or less problems with unifing the mesh?
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Phoenix Bondi on February 04, 2013, 06:42:05 PM
You mean it can safe me from a higher poly count or less problems with unifing the mesh?

BOTH! :D :dance
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 04, 2013, 06:45:50 PM
yes similar to that i'll try to upload what i used to do and the version phoenix said.

(http://i1065.photobucket.com/albums/u383/ussgriffin/phaser1_zpsd59ad844.png?t=1360022832)

(http://i1065.photobucket.com/albums/u383/ussgriffin/phaser2_zpse0a29249.png?t=1360022834)

in the second one look at the top left window view... im chamfering the edge then i would pick the end vertices and chamfer them then delete the inner lines and extrude the polygon then extrude-bevel again to get the desired look... then apply smoothing groups to the polygons except for the end 3 and the top one.


ps: yes you can do what you do ie extrude down on the top poly to make the "trough" effect

its how i do mine... hope its clearer to you than i fear this post is lol
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 05, 2013, 01:37:06 AM
Okay, how is that?

(http://img27.imageshack.us/img27/7703/cooperscene12.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 05, 2013, 12:36:56 PM
looking good....

but what do you think? it is your ship so you have the phasers YOU want lol
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 05, 2013, 01:52:25 PM
To be honest, i linke it more and more as i look to it.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 05, 2013, 02:10:07 PM
which version is it?

the part of the model version or the separate model?

Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 05, 2013, 02:16:35 PM
part of the model

EDIT:

Is there a way in 3ds max to align evering to the center?
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 05, 2013, 05:07:22 PM
Soooh, put work in her the last 3 or 4 hours. Please say what you think?
Did i missed something that every ship should have?

Poly is 12'359 at the moment. Will reduce it when mesh is done. Its not yet unified!

(http://img849.imageshack.us/img849/8122/orthographic.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Locke on February 05, 2013, 05:12:52 PM
Do you mean individual objects in the scene?

Select an object.  Click on the Hierarchy tab.  Click "Affect Pivot Only" and then "Center to Object".  Then go to the XYZ coordinate entry area and enter 0 for the longitudinal axis (usually the X coordinate).
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 05, 2013, 05:48:48 PM
looking good love the saucer :)

great work :yay:
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Lionus on February 06, 2013, 06:48:28 AM
Quad nacelle..

(http://3.bp.blogspot.com/_kUDRn-sPqtE/TOw1XdUm3AI/AAAAAAAAALQ/HEShzQeX0MQ/s1600/homer_drool_1.gif)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: tiqhud on February 06, 2013, 09:06:21 AM
not bad
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: moed on February 06, 2013, 02:10:47 PM
Not bad at all 007!

Two things right off the bat though is that the nacelles appear a bit "clunky" for lack of a better word.  The tips of the bussards IMO need to be more ovalish shaped for a more smooth/sleek look and the aft sections of the nacelles perhaps might look better if they were more angled.

Coming along nicely though. Keep up the good work!
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 06, 2013, 05:12:02 PM
Yeah, thanks for the input. Im not satisfied with nacelles too. Will look into it. Maybe a mix of galaxy/sovereign class...
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 07, 2013, 12:39:07 PM
hmmm that sounds like a win [galaxy/sov nacelle]
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 07, 2013, 05:46:31 PM
Tryed something new with the nacelle. I only dont like is the front sight:

(http://imageshack.us/a/img844/967/cooperscene14.jpg)
(http://imageshack.us/a/img856/4031/cooperscene13.jpg)
(http://img844.imageshack.us/img844/7703/cooperscene12.jpg)
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: tiqhud on February 07, 2013, 05:57:19 PM
putting my 2 cents have you thought the nacell design from the Ships of the Line calendar [2012] the Merian Class, but what you got is OK, I have to agree tho front view , not so good, .

Remember ultimutley [never can spell right] it is your model .
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 07, 2013, 06:11:20 PM
Actually, i wanted something linke hat when i redisigned it, but couldnt do it as iwanted. Maybe i give it another try tomorrow
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Vortex on February 08, 2013, 09:34:27 AM
Looking good, you might want to make the pylons a bit slimmer though. They seem rather thick to me.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 08, 2013, 11:48:03 AM
New nacelle design:

(http://imageshack.us/a/img850/7294/cooper10.jpg)
(http://imageshack.us/a/img703/2977/cooper10aft.jpg)
(http://imageshack.us/a/img534/2002/cooper10front.jpg)
(http://imageshack.us/a/img213/9307/cooper10undersite.jpg)
(http://img805.imageshack.us/img805/8421/cooper10undersite2.jpg)
(http://img194.imageshack.us/img194/8425/cooper10side.jpg)

What does unifying a model means? Simply atach all parts together to one mesh? When i do that, a lot of normals are flipping then.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: hobbs on February 09, 2013, 04:45:44 AM
Wow thats a great update dude  :bow:
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: King Class Scout on February 09, 2013, 11:03:58 AM
now they look like Utility Knives.  it works!
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: mckinneyc on February 09, 2013, 11:50:19 AM
I like the back ends but they look far too sleek at the front end
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 09, 2013, 12:55:52 PM
now they look like Utility Knives.  it works!

Nope, like a swiss army knife  :D

@ Mc: Maybe i will widden them a bit...

BTW, the cooper stands @ 8300 poly


Can someone please tell me how to unify and delete unneeded verts?
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: Locke on February 09, 2013, 11:36:08 PM
Kinda depends on what program you're using.  I haven't read the entire thread, but it looks like Blender.
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 10, 2013, 02:31:58 AM
Nope, 3ds max 2010
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 13, 2013, 04:07:46 PM
Unified the mesh to one peace and added some smoothing to the naccelle

Lets play some chess:
(http://imageshack.us/a/img844/1870/coopercheck1.jpg)
(http://imageshack.us/a/img138/8966/coopercheck2.jpg)

I think i have a mapping error/streching on the bridge dome. What do you guys think?
Title: Re: 007bashir WIP - Cooper Class New Try
Post by: 007bashir on February 17, 2013, 09:14:41 AM
Its me again:

Texture Update:

(http://img163.imageshack.us/img163/1944/cooperfirsttext.jpg)

Note: I use DJ's texturing method:http://bc-central.net/forums/index.php/topic,8341.0.html (http://bc-central.net/forums/index.php/topic,8341.0.html)

(http://img24.imageshack.us/img24/5812/cooperfirsttext1.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on February 17, 2013, 03:23:29 PM
Update:

(http://img842.imageshack.us/img842/2957/cooperfirsttext2.jpg)

(http://img339.imageshack.us/img339/9792/cooperfirsttext3.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: CyAn1d3 on February 17, 2013, 05:51:08 PM
looks good so far.  :thumbsup:

but a few tips:
1. put your view into perspective before rendering ( ur using max so press 'P' to go to perspective, than 'U' to switch back to orthographic)
2. when saving your renders, turn your jpeg quality slider all the way up, and the other two to none, that will take out the blurriness...

keep up the good work :thumbsup:
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on April 11, 2013, 11:03:35 AM
Update:

Nothing new on the model side but digged out a background story

Cooper Class

Named after one of the most successfully theoretical physicist of the 21st century, Dr. Sheldon Cooper, born in Galveston, Texas on Earth. He is best known for his attempts in proving the String Theory.

The ship is designed to be a cross between the successfull Intrepidclass long term science ship and the Prometheus class with a alot defence weapons.
The prototype USS Cooper was built in the late 2370's and made first flight in 2381 and prouved a importent role in the large scale Brog attack, known as the Destiny War.
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 03, 2013, 10:39:43 AM
Update time:

proceeded with texture on the saucer and now the nacelles. Need to aligne the texture/mapping on the saucer

(http://imageshack.us/a/img600/7842/cooper21.jpg)
(http://imageshack.us/a/img94/5165/cooper20q.jpg)
(http://img211.imageshack.us/img211/4223/cooper22.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: hobbs on May 03, 2013, 04:18:39 PM
if you dont mind a suggestion....

chamfer the edge of the saucer. either \ or /

but it looks great :D
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 03, 2013, 04:26:47 PM
Yeah had that feeling too. Maybe tomorrow. Thanks for the suggeston
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: hobbs on May 03, 2013, 07:04:34 PM
cool :)

id go with a / chamfer as thats more modern to my mind... tos is \ also see how it would look with the same angel degree as the nacelles.
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: King Class Scout on May 03, 2013, 09:09:53 PM
*reads name origin, and facepalms*

they're right...needs some sort of saucer edge taper.

is there a stargazer A in the ship's future?
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 09, 2013, 04:28:06 PM
Soooo....

Tryed to de-sharpen the saucer rim a bit and angeled it this way /

(http://img28.imageshack.us/img28/3904/cooper23.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: hobbs on May 09, 2013, 05:46:40 PM
looking good  :bow:

but....

... more pics please :D
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 09, 2013, 07:00:43 PM
(http://imageshack.us/a/img823/5176/cooper6.jpg)

(http://imageshack.us/a/img545/2787/cooper5.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: Jb06 on May 09, 2013, 08:02:07 PM
Going by the latest screens, I'd decrease the thickness of the hull lines, desaturate the escape pods, and possibly add some azteching, though that depends on the era....
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 10, 2013, 05:34:51 AM
the azteching was allready on the list. That about the thickness of the lines is a good idea... Also toned down the lifeboats

(http://img853.imageshack.us/img853/6854/cooper70.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: King Class Scout on May 10, 2013, 07:38:24 AM
so I am the only one who noticed the inverted reg numbers on the right hand nacelles.  better redo that.
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 10, 2013, 07:41:09 AM
allready know that, will be fixed as soon as i can
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: moed on May 10, 2013, 02:53:59 PM
Looking very good 007.

One thing though is that the "sharpness" of the Bussards seem too harsh for lack of a better word.

I think a more rounded-off look would suit this design better.

Just my opinion  :D
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 13, 2013, 03:00:04 PM
Began with the saucer bottom:

(http://img94.imageshack.us/img94/3647/cooper80.jpg)

Need to push back the registry and correct the nacelle regs also...
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 14, 2013, 03:19:42 PM
(http://img6.imageshack.us/img6/3757/cooperbottom10.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: Nighthawk on May 15, 2013, 04:25:47 AM
I believe the magic word here is *mapping*

there are some errors there that are consistent with a bad mapping.
(http://i44.tinypic.com/205860m.jpg)


solution: don't simply "paint over the mesh"... separate the mesh into sections and then draw over each separate section.

I can tell by how the texture appears offset in some places, that you flattened the entire top part.
don't do that... flatten the *plating* if you must, but work with the *bridge* separately, for example

what software are you using?

(funny thing? as I wrote that, I was watching TBBT.... lol)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 15, 2013, 04:42:15 AM
I allready know those flaws you indicated. Im using 3ds max for everything. Those phasers aren't textured yet.
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: Nighthawk on May 15, 2013, 04:56:47 AM
yes, but I mean not only the phasers... the sensor (thruster?) pods are actually painted over the *hull*.

what I mean is, cut those modules away, and paint the entire plating alone, and paint the sensors over in another place, or another file altogether.

use Unwrap UVW instead of UVW Mapping, and do cut the mesh into different objects (assuming you won't be doing any further modelling over it.... otherwise you'll be doing twice the work), or assign different material IDs.

Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on May 15, 2013, 05:54:02 AM
corrected those thrusters, sensor pallet and obs windows. Still alot of work but seeems to be a bit better. You gave me an idea with the mapping. The phasers and the neck aft of the bridge will be done later.

(http://img153.imageshack.us/img153/7294/cooper10.jpg)
Title: Re: 007bashir WIP - Cooper Class Texture Update
Post by: 007bashir on September 20, 2013, 11:30:51 AM
Can a moderator please delete all previous posts before this one?

Have a knew concept. JJ Oberth...

(http://img20.imageshack.us/img20/2981/7vp6.jpg)
(http://imageshack.us/a/img10/184/f5o6.jpg)
Title: Re: JJOberth WIP
Post by: Vortex on September 20, 2013, 01:51:21 PM
Never been a fan of the Oberth class. Interesting start, though. Looking forward to seeing how it goes.
Title: Re: JJOberth WIP
Post by: 007bashir on September 20, 2013, 03:07:31 PM
(http://img541.imageshack.us/img541/5695/y5s2.jpg)
Title: Re: JJOberth WIP
Post by: Vortex on September 20, 2013, 03:23:44 PM
Now that I like!! (Maybe push the nacelles up a little?)
Title: Re: JJOberth WIP
Post by: WileyCoyote on September 20, 2013, 05:13:48 PM
JJ-era ships are tricky and very difficult to build. The curves and contours are very close to TNG-level. Though me and others make it look easy, we have years of practice.

Though some of your shapes are simplistic, you could easily do an Oberth-Kelvin variant.
Title: Re: JJOberth WIP
Post by: hobbs on September 20, 2013, 05:34:48 PM
Never been a fan of the Oberth class. Interesting start, though. Looking forward to seeing how it goes.

Leave the room NOW!  :bitch:
 :D

looking good dude... work on it slowly, you know refine the shapes and such and its a winner great job, better than my first wip lol
Title: Re: JJOberth WIP
Post by: moed on September 20, 2013, 08:23:36 PM
Looking good 007!

Needs a bit of refining here and there, but very nice design... and pretty good modeling too!
Title: Re: JJOberth WIP
Post by: Lurok91 on September 21, 2013, 04:04:01 AM
Definitely interesting  :thumbsup:
Title: Re: JJOberth WIP
Post by: 007bashir on September 21, 2013, 06:36:09 AM
thanks for your comments

replaced the nacelles. still need alot of work but looks better for the start i think.

(http://imageshack.us/a/img689/8761/g8jy.jpg)

(http://imageshack.us/a/img713/7486/rm51.jpg)
Title: Re: JJOberth WIP
Post by: hobbs on September 21, 2013, 11:01:52 AM
wow awesome redo of the nacelles dude :)

yep i can see this turning out great as i said though take your time (something i have finally learnt lol)

cookie sent as im liking this.
Title: Re: JJOberth WIP
Post by: 007bashir on September 22, 2013, 04:18:20 PM
Thanks for the cookie hobbs

latest nacelle development:

(http://imageshack.us/a/img23/9868/gcvl.jpg)
(http://imageshack.us/a/img801/8070/wc1v.jpg)
(http://imageshack.us/a/img844/9729/uwfx.jpg)

Somehow i think the nacelles are to skinny to the end, or what do you guys think?
Title: Re: JJOberth WIP
Post by: tiqhud on September 23, 2013, 09:01:12 AM
IMO, I think the nacelles fit the ship design, to big and it would look like the engine off a connie, stuck onto this, when the ship is smaller.
Title: Re: JJOberth WIP
Post by: 007bashir on September 23, 2013, 04:44:45 PM
Sometimes, real life sucks! After I have an knee injury for 3 months allready, a french man crashed in my car, and now my wallet has been stolen last night  :bitch:

Had to do something and that is the result:

(http://imageshack.us/a/img14/9027/jtjo.jpg)
(http://imageshack.us/a/img194/1456/jm0t.jpg)
(http://imageshack.us/a/img842/8823/48ny.jpg)

another variant. which nacelle position looks better? The ones in the upper images or the new one below?

(http://img534.imageshack.us/img534/3618/qmmp.jpg)
Title: Re: JJOberth WIP
Post by: starfox1701 on September 24, 2013, 12:48:55 PM
Might I suggest the instead of doing TOS nacelle variations look at the Vengence's nacelles and chop them like the prime Oberth
Title: Re: JJOberth WIP
Post by: Vortex on September 24, 2013, 03:22:51 PM
Maybe that's a good way to go. It would be more in fitting to the shape of the Prime Oberth that way.
Title: Re: JJOberth WIP
Post by: 007bashir on September 24, 2013, 03:42:24 PM
I'm not sure if such a nacelle would suit the rest of the JJ-design. I want more a jjprise design than a veangance design imo. For that, the whole ship would need to be mor angular...
But, i see what can do
Title: Re: JJOberth WIP
Post by: Vortex on September 24, 2013, 05:09:52 PM
You could keep the main body of what you have. Maybe you could do JJ-verse versions of the Oberth nacelle and put them on there sides or something.

What you seem to be going for is a "TOS-JJ-Oberth". If that's what you're after, then you're on the right path.
Title: Re: JJOberth WIP
Post by: 007bashir on September 26, 2013, 04:25:57 PM
i will keep the nacelles as they are, but put in somewhere else, more like the original one...

(http://imageshack.us/a/img20/4802/6olr.jpg)
(http://imageshack.us/a/img809/4504/hvhp.jpg)
(http://imageshack.us/a/img694/6875/ywpe.jpg)
(http://imageshack.us/a/img13/9006/a4fw.jpg)
(http://img12.imageshack.us/img12/2521/xwhk.jpg)
Title: Re: JJOberth WIP
Post by: Vortex on September 26, 2013, 04:30:34 PM
Looking much better. Have a cookie!
Title: Re: JJOberth WIP
Post by: 007bashir on September 27, 2013, 05:34:47 PM
latest update:

(http://img853.imageshack.us/img853/6395/dboj.jpg)
Title: Re: JJOberth WIP
Post by: tiqhud on September 27, 2013, 05:50:06 PM
nice touch, cookied :D
Title: Re: JJOberth WIP
Post by: 007bashir on September 28, 2013, 01:56:36 PM
At the moment she sits around 18k polies

I have to correct the errors the naccelle's fins, but i don't know how. Any thoughts?

(http://img69.imageshack.us/img69/215/qkxb.jpg)

(http://img199.imageshack.us/img199/3358/aip1.jpg)
Title: Re: JJOberth WIP
Post by: baz1701 on September 28, 2013, 04:40:49 PM
I'd target weld the verts to the verts to there right.

That should clear the problem
Title: Re: JJOberth WIP
Post by: 007bashir on February 25, 2014, 03:28:51 PM
A long time ago, in an computer far  far away

Its Update Time:

(http://i90.photobucket.com/albums/k263/007bashir/aft_zpsfeff1685.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/aft2_zps7d74b918.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/top34_zps1bf90f3c.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/front_zpsd54810d8.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/front34_zps269bb8ab.jpg)

so, what do you think?

I'm planing to texture it in the next couple of weeks
Title: Re: JJOberth WIP
Post by: Vortex on February 25, 2014, 05:08:40 PM
Looking good. Only change I would make would be to have the nacelles lean slightly outward. Possibly scale them up just a little, but not much. Overall, she's a nice looking design.
Title: Re: JJOberth WIP
Post by: deadthunder2_0 on February 25, 2014, 10:31:16 PM
It may be me, but it looks like the top hull should be shorter, and the secondary hull should be longer...
Title: Re: JJOberth WIP
Post by: 007bashir on February 26, 2014, 02:57:40 AM
Yes, i know what you mean. I had the same thougt about the sec hull yesterday, but then maybe the pylons Need to be sweeped back, so that the ship is more balanced. I'll post a pic from the side view asap as it is now.

As for a paint scheme i may do a mix between the kelvin and the JJprise, as i think the JJOberth was designed between the Kelvin and the JJprise (as seen in the nacelles).
Title: Re: JJOberth WIP
Post by: KrrKs on February 26, 2014, 07:25:45 AM
... maybe the pylons Need to be sweeped back, so that the ship is more balanced.
That would be good.
Are those impulse engines final? Something about them (or the aft section in general) doesn't look very JJprise-like.
I guess rule-of-cool would dictate some oversized extruding exhausts or something...
Title: Re: JJOberth WIP
Post by: 007bashir on February 26, 2014, 12:27:25 PM
Shortned the prime hull, made the saucer smaller and gave some more lengh to the pod
enlarged the impulse drive for more JJ feeling
backsweeping pylons

(http://i90.photobucket.com/albums/k263/007bashir/topaft_zps95eb7652.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/front_zps16f71e2f.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/top_zpsd8ec23ce.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/sidebottom_zps621a2d6d.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/side_zps391b99e9.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/aft_zps6a0ed3b5.jpg)
Title: Re: JJOberth WIP
Post by: WileyCoyote on February 28, 2014, 03:22:29 PM
This still does not scream JJ-Oberth to me. It might look better it this was using Kelvin-tech.
Title: Re: JJOberth WIP
Post by: nxadam1701 on February 28, 2014, 03:27:29 PM
This still does not scream JJ-Oberth to me. It might look better it this was using Kelvin-tech.

Hmmm. I may like where this is going.
Title: Re: JJOberth WIP
Post by: 007bashir on February 28, 2014, 04:40:23 PM
that's why i said something between kelvin and JJ
Title: Re: JJOberth WIP
Post by: 007bashir on March 02, 2014, 05:41:56 AM
Double Post:

Scraped the sec hull with the deflector and built a new one. Moved the forward topedo laucher to the prime hull.

(http://i90.photobucket.com/albums/k263/007bashir/top5_zps729d4225.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/bottom_zpsd6856ea5.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/side4_zps10ba2409.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/side3_zpse04de398.jpg)
Title: RE: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 02, 2014, 03:51:44 PM
started with some textures

(http://i90.photobucket.com/albums/k263/007bashir/texturestart_zpsf35e9257.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Vortex on March 03, 2014, 09:38:09 AM
That's looking good. Not sure about the red. A more subtle colour may work better there. White or faint yellow, maybe.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Raven Night on March 03, 2014, 01:46:33 PM
Great work so far, looks good.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 04, 2014, 03:56:47 PM
thanks  :D
Added some more texture and changed the grill color.

Edit: added impulse drive and registry

(http://i90.photobucket.com/albums/k263/007bashir/texturetopaft_zps0043ba35.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/texturetop2_zpsd70318f5.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/impulsedrive_zpsc1c63712.jpg)

yes, i know the impulse crystal is rubish. Maybe get ridd of it and replace it with a set of phasers...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: WileyCoyote on March 04, 2014, 04:17:03 PM
Could you please change the aztec for the saucer to a radial arrangement?
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 04, 2014, 04:27:06 PM
Sure, as soon a i get home tomorrow
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Vortex on March 04, 2014, 04:57:20 PM
If you're texturing the impulse crystal on, add dark lines to look like frames to hold the glass/ transparent aluminium domes. Should be okay then. (If you're good on poly count, maybe model the detail in there.)

Textures are looking good, that blue works much better. If anything, I'd say it's just a little to dark. The Kelvin wasn't as dark as most people seem to think, if that's the look you're going for.

One last thing, maybe make the name and registry a little bigger. It may help to sell the size of the ship better.

All in all, it's looking great.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: KrrKs on March 04, 2014, 05:50:19 PM
yes, i know the impulse crystal is rubish. Maybe get ridd of it and replace it with a set of phasers...
I like them!
Even though they are (afaik) not used in JJverse, something would be missing without them.  :(
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 05, 2014, 05:08:56 PM
small update

(http://i90.photobucket.com/albums/k263/007bashir/top_zps66598e2e.jpg)

Need something to allign the registry correctly
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Raven Night on March 05, 2014, 05:11:31 PM
Registries are my Achilles heel as well.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 086gf on March 05, 2014, 11:30:39 PM
I like them!
Even though they are (afaik) not used in JJverse, something would be missing without them.  :(

Not used on any of the Kelvin era ships but there is one on the Enterprise. http://movies.trekcore.com/gallery/albums/xihd/trekxihd1006.jpg
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 06, 2014, 06:39:53 AM
exept, that it is pretty tinny...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Bones on March 07, 2014, 07:02:13 PM
don't use arc tool on text ;) create path of circular shape then type on the path ;) letters won't distort
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 08, 2014, 03:20:05 AM
Yes, allready thought about that. Just hadnt the time for it...

Edit:

Renewed the registry and impulse crystal (now as vents)

(http://i90.photobucket.com/albums/k263/007bashir/registry_zps274f5add.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/impulsedrive2_zps1d5514dc.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Bones on March 08, 2014, 06:44:40 AM
Aztecing on the saucer section looks weird ... you might try using polar coordinates for better effect (it's not the best way to make aztecing for sound parts but it will do ;) )

also I think those brown bits of armor should be more copper in color than brown and perhaps slightly desaturated, so the color won't be so obvious ;)

other than that, it's shaping up nicely ;)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Vortex on March 09, 2014, 05:24:49 AM
Looking great!
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 09, 2014, 01:24:21 PM
thanks a lot...

(http://i90.photobucket.com/albums/k263/007bashir/bottom_zps78ce95ea.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/top3_zps7c467a2c.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 11, 2014, 06:46:53 PM
Did some work on the Pod. Going for a darker look and feel to reflect, that the pod can be detached or replaced, so it doesn't look like the ship is one piece

(http://i90.photobucket.com/albums/k263/007bashir/bottom_zpsdcd6e984.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/bottompod_zpsc3b3d9bc.jpg)

by Night

(http://i90.photobucket.com/albums/k263/007bashir/byight_zpsee2d84fa.jpg)


Still need to add some hull lines, not hust atzeking. As such, i just looks plain...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: KrrKs on March 12, 2014, 07:55:27 AM
I'm beginning to really like this ship  :thumbsup:
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 13, 2014, 03:59:11 PM
some more:

(http://i90.photobucket.com/albums/k263/007bashir/bottompod20_zps9ddcdc1a.jpg)

"Lights on!"

(http://i90.photobucket.com/albums/k263/007bashir/lightson_zpscd325c86.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/impulseglowtest_zpse520da9a.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Vortex on March 13, 2014, 04:16:40 PM
 :thumbsup: :thumbsup:
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 17, 2014, 05:37:54 PM
made some more progress

(http://i90.photobucket.com/albums/k263/007bashir/newest_zpsde423b1e.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/newestnight_zpsd3c9075a.jpg)


Still not sure about the atzeking on top and bottom saucer...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 18, 2014, 04:02:42 PM
Soooo, I think i made some progress with the saucer acteking. What do you think?

(http://i90.photobucket.com/albums/k263/007bashir/aztek_zps412ff00b.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/aztekbottom_zpsd0ba4c60.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Bones on March 18, 2014, 05:30:19 PM
much better ;) great work  :thumbsup:
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 25, 2014, 05:59:33 PM
Tryed some work with spec map. Don't bad for the first time i think...
(http://i90.photobucket.com/albums/k263/007bashir/spec_zps15839345.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: WileyCoyote on March 25, 2014, 06:45:53 PM
Ehh, that typeface is overused and doesn't the ship of the era. If you want the ship's registry to look good, please do it right. I don't want to sound mean, using old Starfleet Bold Extended BT/Millenium font without the colored outline looks like a rushed job.

JJ-Enterprise nacelle/engineering hull registry: http://www.dafont.com/fear-factor.font?text=NCC-1701
for the rest: Microgramma/Eurostile

For the Kelvin, you need something that is squarish in shape something like:
http://www.dafont.com/bombardier.font?fpp=100&text=NCC-0514

You need a font that is not quite TOS, but staying away from pre-established fonts found on traditional Trek websites.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 25, 2014, 07:05:16 PM
I will try it, as you suggested. It is not easy to find proper ones for that era...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: moed on March 25, 2014, 07:49:44 PM
Nice work on this Bashir!
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on March 31, 2014, 03:26:19 PM
how is that for a change?

(http://i90.photobucket.com/albums/k263/007bashir/registry20_zps0ab6c7d0.jpg)

Yes, i know that the nacelle reg is still a bit dissorted... (mapping issue)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: Vortex on March 31, 2014, 03:46:56 PM
Looks better. I'd loose the curve on the name if I were you, keep that bit straight. Everything else looks great.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: WileyCoyote on March 31, 2014, 06:32:45 PM
Looks much better. I agree with Vortex, lose the curved U.S.S. Grissom text, make it straight. You could also tighten up the spacing for the nacelle's NCC-0638 registry.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: ViperM1 on March 31, 2014, 09:40:54 PM
I like this! Looking good :thumbsup:
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on April 03, 2014, 05:04:04 PM
Worked a bit one regs, bridge and pylons

(http://i90.photobucket.com/albums/k263/007bashir/pylons_zps10e3954a.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/regbridge_zps24dbae13.jpg)

Progess is far to slow. I hate mapping   :banghead:
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on July 29, 2014, 05:42:04 PM
How time goes by

Put a lot of work in my Kelvin/JJ Oberth:

(http://i90.photobucket.com/albums/k263/007bashir/oberthortho1_zps395db455.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/oberthortho2_zps0f1f87ab.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/oberthortho_zps0532020b.jpg)

Still not satisfied with the registry glows as the jjprise has several small lights not only a big one. It not even had one on nacelle regs...
Title: Re: JJ/Kelvin-type Oberth Class
Post by: hobbs on July 29, 2014, 07:05:51 PM
nice!
well done on the ship... ive never figured out how to do reg glows as for my texture efforts... you surpass me sir
Title: Re: JJ/Kelvin-type Oberth Class
Post by: baz1701 on July 30, 2014, 04:56:32 AM
Lights are not to bad but needs more fall off. Below are the reg lights for my JJprise and the Excelsior. The old primeverse ships have a single reg source light were as the JJverse has multiple lights.

The other thing I would look at is the windows. Try adding some shadows and something to break up the large white boxes. I general use a picture of the interior or can add a pattern like Wiley, this will help with the scale and break up the large white boxes.

Hope this helps.

(https://farm4.staticflickr.com/3894/14782153654_fa82b27d7a_o_d.jpg)
(https://farm4.staticflickr.com/3849/14782153664_3184f06856_o_d.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: King Class Scout on July 30, 2014, 09:17:32 AM
Wiley has a reg spot tutorial in here, somewhere.  that should also help.

HOBBS: graduated reg spots are hard to pull off with paintshop, and utterly impossible with 7 due to how the spot effect is scripted.

bashir: if I remember right, nacelle reg spots in the JJverse are downcast instead of backcast.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: hobbs on July 30, 2014, 02:00:18 PM
Wiley has a reg spot tutorial in here, somewhere.  that should also help.

HOBBS: graduated reg spots are hard to pull off with paintshop, and utterly impossible with 7 due to how the spot effect is scripted.

bashir: if I remember right, nacelle reg spots in the JJverse are downcast instead of backcast.

agreed but there MUST be a way
Title: Re: JJ/Kelvin-type Oberth Class
Post by: King Class Scout on July 30, 2014, 03:17:18 PM
you can use the paintshop spotlight macro, but it automatically blacks out the background completely, and auto deletes any selections that could have been used for alphas.  I believe baz once explained to pre make the spots, then paste over the selection/Alpha
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on July 30, 2014, 04:21:00 PM
I'll keep it, as it is now. No more changes. At least on this model...

(http://i90.photobucket.com/albums/k263/007bashir/thatsit1_zpsb0d54344.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/thatsit3_zps64f21537.jpg)
(http://i90.photobucket.com/albums/k263/007bashir/thatsit2_zps72996fea.jpg)

I need someone who can export and HP my Oberth Class Kelvin/JJ Style. Alternatively, is there a tutorial?
Title: Re: JJ/Kelvin-type Oberth Class
Post by: KrrKs on July 31, 2014, 04:38:55 AM
I thought there was a HP tutorial either here or at the Filefront forums, but I can't find it anymore.
-If you want to HP it yourself, the 'modelpropertyeditor.html' file that comes with the SDK has an overview->the Q&A is important.

Alternatively, I could try to HP the ship (but Hobbs is likely better at that than I am). I have some free time in august.
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on August 04, 2014, 05:23:23 PM
she is ingame and being hardpointed by Hobbs:

(http://i90.photobucket.com/albums/k263/007bashir/ScreenShot016_zpsa3b6327d.png)

Oh, and much earned cookie for Hoobs
Title: Re: JJ/Kelvin-type Oberth Class
Post by: moed on August 05, 2014, 02:41:04 PM
Pretty nice Bashir!
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on August 13, 2014, 05:56:18 PM
thanks.

The ship is in pre-betatest. I will call out for testers i a couple of days.
Meanwhile:

Sovereign/saber hybrid
(http://i90.photobucket.com/albums/k263/007bashir/soviesaberhybrid_zpsd29e30e0.jpg)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: hobbs on August 14, 2014, 05:01:04 PM
oooo.... i like that :)
Title: Re: JJ/Kelvin-type Oberth Class
Post by: 007bashir on August 16, 2014, 02:19:01 PM
some progress:

(http://i90.photobucket.com/albums/k263/007bashir/soviesaberhybrid1_zps77694b79.jpg)
Title: Sovie/Saber Crossover
Post by: 007bashir on August 19, 2014, 12:57:17 PM
She stands now at 26k polys. Need to reduce that furder till finished. What do you guys think of it?

(http://i90.photobucket.com/albums/k263/007bashir/soviesaber1_zps4ec17ba4.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/soviesaber2_zpsf4c01443.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/soviesaber3_zps4fb0b37f.jpg)

The bottom pod serves as a torpedo pod and a third impulse drive but can be refited or replaced with other modules.
Title: Re: Sovie/Saber Crossover
Post by: hobbs on August 19, 2014, 05:31:45 PM
she is looking great 007Bashir very nice little ship :) i want to fly her :D
Title: Re: Sovie/Saber Crossover
Post by: 007bashir on August 26, 2014, 07:45:37 AM
thanks hobbs. Now, update:

(http://i90.photobucket.com/albums/k263/007bashir/soviesaber4_zps5af7d13b.jpg)

(http://i90.photobucket.com/albums/k263/007bashir/soviesaber5_zpsd68a7ff7.jpg)

She stands just under 11'000 Polys. Is that good enough for BC?
Title: Re: Sovie/Saber Crossover
Post by: King Class Scout on August 26, 2014, 10:16:41 AM
c'mon, I could handle Baz's 54k JJprise refit with a texture reduction on a crappy stock graphics card.  it's fine.
Title: Re: Sovie/Saber Crossover
Post by: baz1701 on September 03, 2014, 10:03:41 AM
Agreed with KSC anything under 20K with 1024 textures will run fine.
Title: Re: Sovie/Saber Crossover
Post by: 007bashir on January 26, 2015, 03:31:00 AM
I am looking for two or three testers for my JJ/TOS Oberth Class ship? Please PM