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Topic: KDF E-7 "Blood Honor" (quv 'lw) class battlecruiser wip...Need your help (Read 9236 times)
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Raven Night
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Though I wanted it more powerful than the current D-7...and we could discuss both canon and in-game weaponry to determine proper strength, I just determined what would be a good weapon level for this ship as the current battlecruiser.
If this ship was to be common, it would have to have heavy enough firepower to stand against a capital ship if in a group of three...I call it the "threes level".
Most ship battle groups seem to be limited in numbers, unless it is a large invasion fleet. When we have seen groups of ships travelling together, they would tend to be three...not sure if this was intended, so I assumed it was common.
Using that principle, this ship would have to have three vessels to stand against a Galaxy class, lets say. Now, it would be very strong at close range, but at that range a Galaxy would be even more dangerous.
So I imagined a scenario where three ships would fight straight on, with no cloak. Then based the weapons on that.
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Raven Night
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Ok, I have a few things to discuss.
First, I considered doing a bridge module similar to the original D-7 for a while, I even built one...but decided in the end to leave it off. Perhaps I will use it when I make the E-5. Instead I added a small slit on the forward dorsal hull to hold a few micro windows...I wanted to ask you guys if 1/4 windows are ok, or do I need to increase them to the size of the other windows.
Now, the windows on this ship are bigger than the originals on the D-7 (full size, almost ceiling to floor), creating some problems with scaling, but I think I have decided to make this ship about the size of the C-9a, or basically a ship between the D-7 and the Vorcha. I will work out the exact size later, but suffice to say it is bigger than originally conceived.
Therefore I had to make a few more changes...I modified the torp launchers fore and aft to fit a larger ship, and also modified the maps a bit to dress them up. I also put them farther back in the hull, closer to the original.
So, let me know what you think of the bridge window bar and the new design for the torp launchers. I am about 50 percent finished with the initial textures on the ventral hull.
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**M23**
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I think it looks great... additions are cool 
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"Live for nothing... or die for something!!!"  Who says you cant have abs and be a geek?
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Raven Night
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Thank you...looking for some more feedback, working on the bottom textures now as I wait for more opinions. I especially need feedback on the following...
SIZE OF THE SHIP
I am proposing this ship will be about 1.5x the size of the original D-7, with the E-5 closer to the size of the original battlecruiser.
TORP LAUNCHERS
Torp launchers are deeper and the graphics have been redesigned to match the movie and game models better (the shine). Let me know if you like it better this way.
BRIDGE WINDOW BAR
Does the bar work as the proposed bridge area (a buried bridge, compared to the original bulge on the D-7), and is the half-size windows an issue?
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I, Mudd.
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Actually, I like the Torpedo Launcher best of all ...
... change nothing, as it 'goes forth and rocks'.
JM.
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Raven Night
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Thanks for your input.
Anyone else? As long as it is ok with everyone, im going to move on to finishing up the ventral textures.
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Starforce2
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yes..or we'll still be discussing this next year... 
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Raven Night
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Ok, Im almost finished with the ventral hull. There are still some parts that are untextured, and of course I need to add the detailing and weathering to the base textures, but you get the idea. Note that I did in fact decide to change the plasma vent to green...first, to closer resemble the original D-7, and second because the red washed out the ventral hull too much...basically too much red with the panels.
Here are the current pics.
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GotAFarmYet?
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The outline is a bit too green
They should be a glow effect on the actual hull for that area, so the engine grills should glow more than the outlined area.
I also agree with Mudd the trop launcher is pure beauty at its best
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 “The American people will never knowingly adopt socialism. But, under the name of ‘liberalism,’ they will adopt every fragment of the socialist program, until one day America will be a socialist nation, without knowing how it happened.” - Norman Thomas, U.S. Socialist Party presidential candidate 1940, 1944 and 1948
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Shadowfleet
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Holy crap! She'll be an instant classic! Nice work RN.
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Raven Night
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Ok, I made a few adjustments to the nacelle vent glows..
First, I removed the outer bright line, and adjusted the overall glow a bit to look like it is inside the nacelle. Then I changed the hue and brightness to better match what was seen on screen. This was the result..I can tweak it further if needed.
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Fedman NCC-3758
Brother Fedrico, the Feducator And Lord High Mokus
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Looking awesome .....  Now taking bets. Odds: two to one. Which happens first: The models release or the thread reaches twenty pages. 
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"Islam is a religion in which Allah requires you to send your son to die for him...... Christianity is a faith in which God sent His Son to die for you."  When a civilized people can no longer stand the horrors of war, they shall eventually lose to those who can.
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Raven Night
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Hehe. Sorry guys. It takes me a while. Once I retire ill have much more time on my hands, so I should be able to knock them out quicker.
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marstone
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Hehe. Sorry guys. It takes me a while. Once I retire ill have much more time on my hands, so I should be able to knock them out quicker.
Its not you it is how almost all of them are released (or to put it, are not released, alot are teased and then shealved it seems). But there is always a healthy debate on each of them. Now as for the ship, 'tis not my tastes so it doesn't appeal to me, but it is a darn good ship, will make a great addition to the fleets.
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Tink, Tink, Tink *SMACK* - OW!
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GotAFarmYet?
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Ok, I made a few adjustments to the nacelle vent glows..
First, I removed the outer bright line, and adjusted the overall glow a bit to look like it is inside the nacelle. Then I changed the hue and brightness to better match what was seen on screen. This was the result..I can tweak it further if needed.
I would say prefect on it now! Think you hit it right on this version of the warp areas
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 “The American people will never knowingly adopt socialism. But, under the name of ‘liberalism,’ they will adopt every fragment of the socialist program, until one day America will be a socialist nation, without knowing how it happened.” - Norman Thomas, U.S. Socialist Party presidential candidate 1940, 1944 and 1948
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GotAFarmYet?
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Hehe. Sorry guys. It takes me a while. Once I retire ill have much more time on my hands, so I should be able to knock them out quicker.
Its not you it is how almost all of them are released (or to put it, are not released, alot are teased and then shealved it seems). But there is always a healthy debate on each of them. Now as for the ship, 'tis not my tastes so it doesn't appeal to me, but it is a darn good ship, will make a great addition to the fleets. Well I do have to agree some projects get shelved or lost, PC dies or gets replaced. I would also say that most ppl who do not do this or tried it, do not realize how much time and effort go into it. Making the Model, unwraping it (this is harder to do than anything else) and finally making textures for it, the more detailed the longer it takes, all take a toll. Ask Cent when motivated and working on it diligently it can take 3 to 6 months just to get the textures right for the ship. Now add HPs and DPs Damage textures Spec maps, bump maps and other files for multi game releases and each ship takes a year or more to actually do to complete a project. If you treated it as a full time job 8-10 hours a day you could probably do it in 3-6 months but most of us can not devote that much time to it. It takes as much time as it takes! oh yeah and thanks for the updates Raven, and for allowing our opinions onto your ship. I know it is not always easy to keep up with a forum and the work you are doing.
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 “The American people will never knowingly adopt socialism. But, under the name of ‘liberalism,’ they will adopt every fragment of the socialist program, until one day America will be a socialist nation, without knowing how it happened.” - Norman Thomas, U.S. Socialist Party presidential candidate 1940, 1944 and 1948
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marstone
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Well I do have to agree some projects get shelved or lost, PC dies or gets replaced. I would also say that most ppl who do not do this or tried it, do not realize how much time and effort go into it. Making the Model, unwraping it (this is harder to do than anything else) and finally making textures for it, the more detailed the longer it takes, all take a toll. Ask Cent when motivated and working on it diligently it can take 3 to 6 months just to get the textures right for the ship. Now add HPs and DPs Damage textures Spec maps, bump maps and other files for multi game releases and each ship takes a year or more to actually do to complete a project. If you treated it as a full time job 8-10 hours a day you could probably do it in 3-6 months but most of us can not devote that much time to it.
It takes as much time as it takes!
oh yeah and thanks for the updates Raven, and for allowing our opinions onto your ship. I know it is not always easy to keep up with a forum and the work you are doing.
I know, it takes a darn long time. I have started to diddle on making a ship myself. I have no time and it is frustrating when you can't work on your projects. As these are done as a hobby and not for pay, they take way longer then most of us would figure (but when looking into the details some put on there ships I wonder how you could get them done as fast as they do). a point I missed on it was these posts can grow way faster then a project can get done, 'specially if the project is tre' cool looking.
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Tink, Tink, Tink *SMACK* - OW!
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SYLAR
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I dont bite..
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I was about to say those engine grills should be modelled in. but the latter wip proved me completely wrong. i think you nailed it with that effort and this looks fantastic.
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I tend to p*ss people off, and normally shake things up a little. So dont take it to heart when i create waves.
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Raven Night
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Thanks, I appreciate the comments and opinions. Keep em coming.
Im working on the pods under the wing, the only things left to texture. Then ill add the detailing/weathering, try my hand at making some hardpoints and then release her.
BTW, here is a shot of the E-7 with the old D-7 for scale, so you get the idea of what size I am shooting for.
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« Last Edit: July 27, 2008, 02:27:31 am by Raven Night »
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Raven Night
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Ok, I have the textures pretty much completed, need to do a few tweaks here and there, I started to add the weathering and detail. Should have her done in a few days. Then I will put the model together, seal her up and send her out for conversion.
Here is the finished ventral pattern. I made a few changes...added a ventral cargo door on the neck, and changed a few of the windows (bridge) and added the glowing deflector on the sensor pod as a nod to the original D-7 from the first Star Trek movie.
Let me know how you think it is shaping up.
Oh, and a side note....the larger pods I have changed into "shieldbusters", ala Neghvar. They will be short range high power disruptors with very long recharge times, say maybe 5 to 10 minutes. I based them on the shots seen coming from the Neghvar pods that disabled DS-9s shields. If you know of some contradictory information, please let me know. Note that these weapons would only be useful at almost point blank range, but would be able to collapse a shield pretty much in a single shot.
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Raven Night
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Bump for final feedback before I zip this one up.
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GotAFarmYet?
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Nope, I think you have this one pretty much covered for details on the modle and textures, Storys and ifo on the shows is more of MPs domain
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 “The American people will never knowingly adopt socialism. But, under the name of ‘liberalism,’ they will adopt every fragment of the socialist program, until one day America will be a socialist nation, without knowing how it happened.” - Norman Thomas, U.S. Socialist Party presidential candidate 1940, 1944 and 1948
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Shadowfleet
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I can't wait for the release. You've done a great job on this one Raven. You've always been a master at Klingon design. Although, your Fed WIPs over the past year or so look just as if not more promising.
I wish I had a 10th of your talent. THANKS for sharing!
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« Last Edit: July 31, 2008, 11:38:28 pm by Shadowfleet »
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Raven Night
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I can't wait for the release. You done a great job on this one Raven. You've always been a master at Klingon design. Although, your Fed WIPs over the past year or so look just as if not more promising.
I wish I had a 10th of your talent. THANKS for sharing!
Wow, you really need to see the crap I used to make just two years ago. You do have the talent I have, trust me. All it really takes is this.... Build crap. Then keep building more crap, experimenting, looking at other models, read tutorials and take in that knowledge, and develop your own style. Myself, BBarr and Moonraker got started by messing around with a hex editor with the Starfleet Command 1 models (anyone remember the FNCA?). That was 8 years ago. If you ask me, it took me too long. I for one am looking forward to retirement so I can become just another modeler.
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Bernard Guignard
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I remember the FNCA I thought it was a nice TMP variant design that I could see evolving Great work on that one 
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Raven Night
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Ok, almost finished, but im having a problem. Maybe someone here can help. Im using Max 5.5 right now, and my tutor is Awol.
Here is the problem...I have 4 sets of 3 maps each, diff, spec and glow. They have a base color assigned to the polys, so you can shut off the map and see which poly group applies to that particular diff map (useful for those that wish to see how each map is assigned). I also have MatIDs assigned (4 groups) in poly selection, so the major poly groups that each specific map is assigned to can be removed.
So 4 map sets, 4 MatID groups they are each assigned to. I want it to stay that way.
The problem I am having is that when I attach all 4 objects into one seamless mesh, then do a Unwrap UV all of the maps on all of the groups show up. Let me explain a bit further.
I have Map 1 assigned to poly group 1. It has a purple color. After attaching the group to the other groups, if I select the group by matID and do another unwrap, all the maps from all groups on the mesh show up. Even if I detach the group again it still shows all the maps.
What I want is the ability to assign a poly group to a map, and have only that map set (diffuse, glow, specular) show up when the poly group is selected in the combined mesh. At the very least I want to be able to remove the polys in the group and have only the maps assigned to it show up. I dont need the maps from the other groups clogging up the Unwrap UV dialog window.
Does anyone know how this can be done?
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Furyofaseraph
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If I'm following you, correctly... There should be a drop down thing at the bottom of the Edit UVW map dialog that allows you to display only that material. Do NOT use CTRL+A to select everything, because it will select even the hidden UV data.
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So let go, just get in oh, it's so amazing here 
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Raven Night
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I may not be explaining it right...I thihk I know what you mean, though.
Your talking about the drop down material ID box at the bottom? If you are, that displays the mapping for that particular group....when I first open it up, its a gaggle of poly lines of course, but when I use the drop down to choose, say one for instance, the polys that I assigned to MatID group 1 stay and the others hide.
What I am actually talking about is the drop-down texture display box at the top left, next to the "show map" and "UV" buttons. When I open that drop down box, all the textures for every single MatID group in the model are shown, instead of only the ones that belong to the MatID I selected using poly select. I wanted to find a way to display in that box only the maps assigned to that MatID poly group, if possible.
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