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On The Horizon Working on something? With a 2D or 3D app? Is it SF - Fantasy - Real world? Let's see it!
To post art for Battlestar Galactica, go to our sister site- Colonial Fleets |
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December 12th, 2013, 08:17 AM
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#61
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: ulimann644´s Fleetyard
The ship is looking great.
Quote:
Originally Posted by ulimann644
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).
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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.
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December 13th, 2013, 03:40 AM
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#62
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Starships are my hobby!
Join Date: Nov 2000
Location: São Paulo - SP - Brasil
Posts: 301
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Re: ulimann644´s Fleetyard
It´s an excellent work my friend!
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December 17th, 2013, 11:58 AM
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#63
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
The ship is looking great.
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Many thanx.
Quote:
Originally Posted by evil_genius_180
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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True. But... I by myself be faster by modelling names as by painting it with PS - don´t know why...
Quote:
Originally Posted by Starship
It´s an excellent work my friend!
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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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December 17th, 2013, 06:59 PM
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#64
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: ulimann644´s Fleetyard
Those wallpapers are fantastic and the ISS version is looking great.
Quote:
Originally Posted by ulimann644
True. But... I by myself be faster by modelling names as by painting it with PS - don´t know why...
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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.
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December 18th, 2013, 02:22 AM
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#65
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
Those wallpapers are fantastic and the ISS version is looking great.
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Many thanx for this compliment.
Quote:
Originally Posted by evil_genius_180
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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I´ll take a closer look at it next time.
Thank you for this hint.
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December 24th, 2013, 07:04 PM
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#66
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
here is another Wallpaper with a little more action:
Original Size:
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January 6th, 2014, 04:46 AM
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#67
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Shuttle Pilot
Join Date: Dec 2013
Location: Nixa, MO
Posts: 5
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Re: ulimann644´s Fleetyard
Incredible work!!
Rob
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February 1st, 2014, 03:58 PM
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#68
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3DG Administrator Emeritus
Join Date: Oct 1999
Location: Jackson, MS
Posts: 1,960
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Re: ulimann644´s Fleetyard
Agreed - she's a beauty. Can't wait to see those ISS-version wallpapers.
__________________
-= 3D Gladiators Administrator Emeritus and Long-Suffering Dallas Cowboys Fan =-
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February 1st, 2014, 04:39 PM
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#69
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: ulimann644´s Fleetyard
I apparently missed that last image. Great stuff.
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February 2nd, 2014, 08:16 AM
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#70
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,918
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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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February 24th, 2014, 09:17 AM
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#71
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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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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February 24th, 2014, 10:13 AM
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#72
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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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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February 24th, 2014, 11:16 PM
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#73
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
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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Not for Starfleet-Captain Stalwart (and his/her Crew)...
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February 26th, 2014, 05:08 AM
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#74
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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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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February 26th, 2014, 07:00 AM
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#75
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,918
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Re: ulimann644´s Fleetyard
excellent!!
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February 26th, 2014, 09:13 AM
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#76
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: ulimann644´s Fleetyard
Sweet. The textures look great. How did you make the phaser beams?
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February 26th, 2014, 11:23 AM
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#77
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Shuttle Pilot
Join Date: Dec 2012
Location: Nebraska
Posts: 5
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Re: ulimann644´s Fleetyard
Beautiful work! Very vibrant lighting effects. Thanks for sharing!
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February 26th, 2014, 11:14 PM
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#78
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
Sweet. The textures look great. How did you make the phaser beams?
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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...
Quote:
Originally Posted by jerriecan
Beautiful work! Very vibrant lighting effects. Thanks for sharing!
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Many thanx... (Also many thanx, Taranis)
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March 2nd, 2014, 08:49 AM
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#79
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
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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March 2nd, 2014, 09:19 AM
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#80
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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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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March 2nd, 2014, 09:40 AM
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#81
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
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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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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March 2nd, 2014, 10:47 AM
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#82
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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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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March 4th, 2014, 01:42 AM
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#83
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
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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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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March 4th, 2014, 01:58 AM
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#84
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,918
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Re: ulimann644´s Fleetyard
nice work.. the DAEDALUS looks great .. I have a fondness for this design
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March 4th, 2014, 02:11 AM
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#85
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by Taranis
nice work.. the DAEDALUS looks great .. I have a fondness for this design
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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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March 4th, 2014, 09:34 AM
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#86
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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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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March 5th, 2014, 11:34 AM
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#87
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
Quote:
Originally Posted by evil_genius_180
I guess we just have to live with the triangles on imported meshes.
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Unfortunately...
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March 16th, 2014, 03:48 PM
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#88
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
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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March 18th, 2014, 05:23 PM
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#89
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Code Blue
Join Date: May 2008
Location: Hagen - Germany
Posts: 545
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Re: ulimann644´s Fleetyard
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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March 20th, 2014, 08:45 AM
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#90
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,918
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Re: ulimann644´s Fleetyard
I always spend far much time cleaning up errors regardless of the time and care I make to not too
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