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Old December 12th, 2013, 08:17 AM   #61
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Default Re: ulimann644´s Fleetyard

The ship is looking great.

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I guess by planning different Versions of one Ship it´s better to modelling it (especially Reg and Name. USS DEFIANT with NCC-1764, ISS DEFIANT with NCC-1764, ISS DEFIANT with ICC-1764 after 2165...)
BTW: ICC = Imperial Construction Contract.

This is the ship so far - I guess, I´ll model the Reg. at the Narcelles again (the Spaces between the line and the NCC/1764 aren´t looking good).
I've actually done multiple ships both ways, with textured text and modeled text and it's not really easier or better one way or the other. Either way, there's some work involved. As long as you don't have the text permanently attached to the hull, you can swap out modeled text fairly quickly. I had it worked out in TrueSpace to where I could whip up a new set of markings for a Connie in about five minutes. Meanwhile, with textures, as long as you have them saved in layers somewhere, you can swap out text on those and whip up a new batch fairly quickly also. I only modeled them on mine because I was doing HD quality textures anyway.
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Old December 13th, 2013, 03:40 AM   #62
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Default Re: ulimann644´s Fleetyard

It´s an excellent work my friend!
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Old December 17th, 2013, 11:58 AM   #63
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The ship is looking great.
Many thanx.

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I've actually done multiple ships both ways, with textured text and modeled text and it's not really easier or better one way or the other. Either way, there's some work involved. As long as you don't have the text permanently attached to the hull, you can swap out modeled text fairly quickly. I had it worked out in TrueSpace to where I could whip up a new set of markings for a Connie in about five minutes. Meanwhile, with textures, as long as you have them saved in layers somewhere, you can swap out text on those and whip up a new batch fairly quickly also. I only modeled them on mine because I was doing HD quality textures anyway.
True. But... I by myself be faster by modelling names as by painting it with PS - don´t know why...

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It´s an excellent work my friend!
Thank you.

@All:

I´ve added the yellow marks and the Logo of the Terran Empire:






And here are three Wallpapers with the USS-Version.
I´ll uplode the Pics in Original-FullHD-Size in the Gallery soon. Some Wallpapers with the ISS-Version will follow.





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Old December 17th, 2013, 06:59 PM   #64
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Default Re: ulimann644´s Fleetyard

Those wallpapers are fantastic and the ISS version is looking great.

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True. But... I by myself be faster by modelling names as by painting it with PS - don´t know why...
Well, part of the problem in that is using Photoshop. Photoshop isn't really a drawing program. I use Inkscape to do that stuff, which is a free alternative to Adobe and Corel drawing programs, which would also be better than Photoshop.
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Old December 18th, 2013, 02:22 AM   #65
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Those wallpapers are fantastic and the ISS version is looking great.
Many thanx for this compliment.

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Well, part of the problem in that is using Photoshop. Photoshop isn't really a drawing program. I use Inkscape to do that stuff, which is a free alternative to Adobe and Corel drawing programs, which would also be better than Photoshop.
I´ll take a closer look at it next time.
Thank you for this hint.
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Old December 24th, 2013, 07:04 PM   #66
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Default Re: ulimann644´s Fleetyard

here is another Wallpaper with a little more action:


Original Size:

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Old January 6th, 2014, 04:46 AM   #67
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Default Re: ulimann644´s Fleetyard

Incredible work!!

Rob
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Old February 1st, 2014, 03:58 PM   #68
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Default Re: ulimann644´s Fleetyard

Agreed - she's a beauty. Can't wait to see those ISS-version wallpapers.
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Old February 1st, 2014, 04:39 PM   #69
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Default Re: ulimann644´s Fleetyard

I apparently missed that last image. Great stuff.
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Old February 2nd, 2014, 08:16 AM   #70
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Default Re: ulimann644´s Fleetyard

wow I missed these too.. it must have been the Xmas season and I was out somewhere...

excellent work on all..
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Old February 24th, 2014, 09:17 AM   #71
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Default Re: ulimann644´s Fleetyard

The next Connie has leaving the drydock.
I played a little bit with the textures and I´ll texturing the ISS DEFIANT the next few days the same way. Hope she´s ready for some action this WE.







And a Wallpaper with the EXETER and the LEXINGTON.

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Old February 24th, 2014, 10:13 AM   #72
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Default Re: ulimann644´s Fleetyard

Nice work. Ah, the ill fated Exeter. Or, at least its crew as ill fated. Technically, the ship was still in working order, so they could tow it back to a starbase and put a new crew aboard, but that's kind of creepy.
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Old February 24th, 2014, 11:16 PM   #73
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Technically, the ship was still in working order, so they could tow it back to a starbase and put a new crew aboard, but that's kind of creepy.
Not for Starfleet-Captain Stalwart (and his/her Crew)...
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Old February 26th, 2014, 05:08 AM   #74
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Default Re: ulimann644´s Fleetyard

BTT:
The ISS DEFIANT has it´s final textures and now she´s ready to "go for it"...











Last Weapons-Test. Everything looks good...


Last edited by ulimann644; February 26th, 2014 at 07:01 AM..
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Old February 26th, 2014, 07:00 AM   #75
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Default Re: ulimann644´s Fleetyard

excellent!!
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Old February 26th, 2014, 09:13 AM   #76
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Default Re: ulimann644´s Fleetyard

Sweet. The textures look great. How did you make the phaser beams?
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Old February 26th, 2014, 11:23 AM   #77
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Default Re: ulimann644´s Fleetyard

Beautiful work! Very vibrant lighting effects. Thanks for sharing!
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Old February 26th, 2014, 11:14 PM   #78
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Sweet. The textures look great. How did you make the phaser beams?
I´ve made two long open cylinders first (Length: 500m or yards).
For the inner Cylinder I used this parameters:



Parameters for the Color-Texture-Channel:



Glow Intensity at 55% and Additive Tranparency at 100%:



At last I used the Edge_Transparency-Shader:



For the outer Cylinder I used this parameters:



Parameters for the Color-Texture-Channel:



And the Parameters for the Transparency-Channel:



Glow-Intensity, Color-Highlights, and Additiv-Transparency up to 100% - Ready!



At last I´ve added a few Point-Lights (50% 70% 30% 10% Quad-Falloff - Lightrange 5m) at the beginning of the Beams (Distances: 1m, 1,5m, 2m, and 2,5m, from the Hull) and activate Glow with 50% and 8px for Rendering the pic.

You can also play with Lensflares for the Pointlights - but I´ve didn´t activated this effect for this Testrenderings...

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Beautiful work! Very vibrant lighting effects. Thanks for sharing!
Many thanx... (Also many thanx, Taranis)
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Old March 2nd, 2014, 08:49 AM   #79
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Hm... No action with the ISS DEFIANT, this WE...

But therefor I´ve converted the ANDROMEDA-CLASS from MAX into LW.
Next step: rounding a few edges and re-modelling the rear-parts of the Narcelles.

After that, I´ll continue the work on it.





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Old March 2nd, 2014, 09:19 AM   #80
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Default Re: ulimann644´s Fleetyard

Thanks for the info on the phaser effect. I'll have to try that sometime.

The Phoenix looks like it converted pretty cleanly. What software did you use for the conversion?
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Old March 2nd, 2014, 09:40 AM   #81
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Thanks for the info on the phaser effect. I'll have to try that sometime.

The Phoenix looks like it converted pretty cleanly. What software did you use for the conversion?
MAX itself.
It´s no problem to convert Models from MAX into .3DS and load it then with LW. But before converting the Mesh you have to kill mirrored MAX-objects and mirror that objects later in LW again, because they won´t be converted correctly. (Complex .OBJ Files makes problems sometimes.)
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Old March 2nd, 2014, 10:47 AM   #82
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Default Re: ulimann644´s Fleetyard

Ah, I see. I've used a program called AccuTrans to convert a few of my TrueSpace meshes. They look decent, but it always triangulates my ngons. It does it when I'm importing and I don't think I have an option to not do that. I'd like to have a conversion program that doesn't do that.
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Old March 4th, 2014, 01:42 AM   #83
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Ah, I see. I've used a program called AccuTrans to convert a few of my TrueSpace meshes. They look decent, but it always triangulates my ngons. It does it when I'm importing and I don't think I have an option to not do that. I'd like to have a conversion program that doesn't do that.
Me too...

MAX to 3DS triangulates all Polygons of a mesh.
MAX to OBJ generate Quads and N-Gons but sometimes also Mesh-Errors. So I´ve converted some Parts of the DAEDALUS into .3DS, some others into .OBJ, before I´ve loaded the different parts of the Ship into the LW-Editor.
A little more work on the Materials and Textures, and the LW-DAEDALUS is ready.






By converting my MARYLAND-CLASS into .OBJ I´ve had no problems...
Here´s the result:



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Old March 4th, 2014, 01:58 AM   #84
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Default Re: ulimann644´s Fleetyard

nice work.. the DAEDALUS looks great .. I have a fondness for this design
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Old March 4th, 2014, 02:11 AM   #85
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nice work.. the DAEDALUS looks great .. I have a fondness for this design
Many thanx.
I didn´t liked the Original-Design as I saw it the first time. But than I used this Ship-Class for my FF BREAKABLE and found - thank God - the great Design made by M. Christopher Freeman.
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Old March 4th, 2014, 09:34 AM   #86
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Default Re: ulimann644´s Fleetyard

The conversions look great.

I tried the Reduce Polys tool to remove the triangles. It worked great on one part, but it got rid of too much on a part with windows. I guess we just have to live with the triangles on imported meshes.
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Old March 5th, 2014, 11:34 AM   #87
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I guess we just have to live with the triangles on imported meshes.
Unfortunately...
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Old March 16th, 2014, 03:48 PM   #88
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I´ve continued the work on the rear-part of the narcelles - doing that, what I´ve learned by building the ISS DEFIANT.




And: I´ve rounded the front-part of the secondary-hull.


The next to do is rounding some edges and adding the Hangarpartition.
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Old March 18th, 2014, 05:23 PM   #89
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Today I´ve found some minor Polygon-Errors (mostly at the carved Parts) and fixed it. I´ve also rounded the edges at the curved lower part of the secondary-hull. (And welded a few points here, and merged a few polygons there, and deleted a few points no needed anymore, and... )


Okay - the mesh is clean now and I can begin now to continue the work on it.
Here a few pics from some different angles as usual:








This is a test for the blue glow from the narcelles:

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Old March 20th, 2014, 08:45 AM   #90
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I always spend far much time cleaning up errors regardless of the time and care I make to not too
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