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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 12-31-2007, 05:18 AM   #11 (permalink)
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The design is interesting. However i'm not sure if it's right to use "runabout"-styled cockpit windows if your intent is on creating an actual bridge for this 120 meter long vessel. A runabout is only 20-30 meters in length.

Not sure about the nacelles either. TMP doesnt really fit with the design. I'd rather see a TNG-esque design of nacelles. Not necessarily identical to existing nacelles, but at least comparable in design. Your off to a great start, so I hope you nail the design soon. Now I got yet another thread to keep track of :P
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Old 12-31-2007, 12:36 PM   #12 (permalink)
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That does looks interesting...the new 'head' looks good, sorta Bird of Prey-ish

Last edited by Melak; 12-31-2007 at 12:38 PM. Reason: damn typos..
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Old 12-31-2007, 07:54 PM   #13 (permalink)
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The Runabout is just a shape idea. As the vessel grows, hopefully the bridge will blend with the overall shape and design of the ship.

As for the engines, I'll build something and try to blend design elements of both TNG and TMP. I already have something visualized in my mind, just still far away from that part.

Some more detailing. I rebuilt the deflector dish to make it look more interesting. Added some greebles to different areas, and added what could be sensors to the dome above the bridge location.

Also added in a "neck" to give me a starting point for the main body. Right now I'm thinking on what to do to add detail between the upper and lower decks.

-edit-

Oh yeah, also added two docking hatches based on the back end of a Travel Pod.

Last edited by Lizzy777; 05-01-2008 at 02:29 AM.
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Old 01-01-2008, 12:50 AM   #14 (permalink)
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Looks like a mix between a Klingon B'Rel-bridge and some Danube-cockpit.

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Old 01-01-2008, 04:24 AM   #15 (permalink)
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what program are you using?
you seem to have some errors around the windows. how'd you build them? I love the layout so far.

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Old 01-01-2008, 04:14 PM   #16 (permalink)
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I use trueSpace 6.6 since I'm most comfortable with it. I could use 3DS if I needed to.

That error looks like odd triangulation that created facets in my mesh. I'll have to go in and delete them all line by line...

To build the windows, (and all of the panels at that) I created an object by slicing off the polygons to form something of a sheet. That sheet conforms to the surface of the main object. Then I boolean away the window holes using a predetermined shape (or a jig if you prefer). After that, I extrude the cutout sheet into a panel using the sweep and bevel tools.

Another technique I tend to use is mostly done with booleans. Like if I want to cut lines, create panels, or the way I made the front windows.

First I clone my main object and reduce its size. Then I create a jig made out of primitives to cut out the lines and basic shapes from my main object.

Now I have a shaped object with a lot of holes and cuts. Not exactly what I want, right? This is where the clone comes in. Since it's slightly smaller than my original, it works as perfect filler for all of those holes and gaps. Weld the original and clone together and you have instant surface detail!

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Old 01-01-2008, 04:39 PM   #17 (permalink)
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cool. yea, I was just wondering where that pinching came from. I'm looking forward to more of this.

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Old 01-03-2008, 02:54 PM   #18 (permalink)
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Small update. Just extended the dorsal dome and started working on the neck part of the ship. Also thinking of adding another layer of panels on top of the existing level. I did something similar to my Dire Wolf/Daishi model: DireWolf Retextured by ~lady-die on deviantART

No idea why that triangulation over the windows is showing in the render. It isn't in the wireframe model.

- edit -
I think I'll remove those two forward windows on the side, too.

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Old 01-04-2008, 07:25 PM   #19 (permalink)
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Just started blocking out the main hull and the engines. Still need to figure out the shape of the upper half. The lower half of the "wings" seems too rounded to me. Mostly when compared to the front part of the ship. No matter. Right now it's mostly trying to match the line art by the line.

As this ship evolves into the 3D realm, it seems my over all design is a combination of gradual curves combined with sharp angles. Something I find a wee bit tricky!

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Old 01-04-2008, 07:56 PM   #20 (permalink)
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ah! another truespacer!
I think the errors are caused by nonplanar or overlapping vertices which could be a result of the bevel tool or booleans
booleans are always messy

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