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Old 11-20-2006, 12:52 PM   #371 (permalink)
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I sized the arm section to the proper scale and positioned it on the model.





I made the arm thicker than needed and duplicated it three times, positioning each of the arms in their desired location (with one extra) and then Boolean added them to the hull (except for the extra).



The forward section of the arms will show inside the deflector cowling unless something is done about them so I created a "plug" shaped like the exterior cowling but slightly smaller. Placed it into position and Boolean subtracted it from the engineering hull.


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Old 11-20-2006, 12:53 PM   #372 (permalink)
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I made the extra arm as long as the entire "arm" section, including where it "bites" into the hull. Next, I created two more duplicates and positioned them to overlap the original arms and end where they go just past the hull. This takes careful positioning.



Next I Boolean subtracted the extra arms to leave the familiar three arms and their inset position in the engineering hull.





Next, I created a cylinder at the same resolution of the engineering hull, positioned it and beveled the forward end.


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Old 11-20-2006, 12:53 PM   #373 (permalink)
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The front cowling needs to hold up to a close camera for my model since I am going to use it to recreate some of the original shots in Star Trek episodes where the camera closes in on the deflector dish area. If you look at some of the images at Star Trek: NCC1701 "Enterprise" you will see that the ends of the cowling are rounded (I made mine too round, I'll have to go back and redo them). Instead of beveling, I created an outline of a cross section of the cowling with a plane and a circle (regular polygon). I Boolean added them together and selected the end of the plane with Point Edit: Edges. Then I lathed the cowling.



I repeated the process for all inner sections of the rear of the deflector array. This has the advantage of keeping all the sections the same thickness. All you have to do is tighten the radius of your lathe and reduce the number of segments.

This should be similar to what you have accomplished by following this tutorial:



Next: The shuttle bay and fantail.

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Old 11-20-2006, 01:14 PM   #374 (permalink)
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nice
can't wait to try it out . . . but school and work are dominating my life right now

school from 8AM-3PM and work from 4PM-11PM . . .
can't wait until I get a real job with normal hours

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Old 11-20-2006, 01:28 PM   #375 (permalink)
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yay! nice to see this continuing again!
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Old 11-21-2006, 12:30 AM   #376 (permalink)
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Thanks guys!

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Old 11-22-2006, 03:20 AM   #377 (permalink)
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Cinema4d

This is beautiful work Eric. I hope I can incorporate some of your tips into my Cinema 4D version.

Steve
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Old 11-23-2006, 01:37 AM   #378 (permalink)
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Thanks spsmyth! Good luck with your Cinema 4D project. I've been peeking in when you post. Keep up the good work!

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Old 11-28-2006, 10:18 PM   #379 (permalink)
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i tought i should post an update on my ent i finally got some neat windows in the engineering hull, with TOS interiors, and the shuttlebay has been finished (with far too much polygons, its like spaghetti, forced into position). Hope you guys like it.

P.S.: sorry Eric, i didnt use ur engineering tut for this. it was easier to think of something myself then to convert it this time. but dont worry; without ur tut i wouldnt have started it at all
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Old 01-14-2007, 07:00 PM   #380 (permalink)
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is this tut continuing or what? eric dont tease us!!
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