Topic: BOxSee - DY1200 [Feasible Modified Concept]  (Read 7038 times)

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Offline BOxSee

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #20 on: January 26, 2012, 01:14:00 pm »
I believe the design works in the 3d sence, so the 2D artist can take KUDOS here  :)

Just the pylons and necelle detail to finish.
« Last Edit: February 06, 2012, 02:52:26 pm by BOxSee »

Offline Starfox1701

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #21 on: January 26, 2012, 04:19:31 pm »
The dome is a nod to the traditional Deadalus class. Not the NXified Legacy version. also I think that the DY1200 is from a tim when the ship could either take off and land or was built entierly in space. Either way I doubt that convetional rocket boasters would have been used in the 2130's Model looks good though

Offline atheorhaven

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #22 on: January 26, 2012, 05:59:52 pm »
Looking at the .max file tonight, have a couple of programs that might allow me to open it, but no promises.  :)

(edit: Nope, nothing is new enough.. :p  Try this though, something I read..

Create a new .MAX file with nothing in it, and then Merge the DY-100 .max file with it, sometimes that will fix it.  :D
« Last Edit: January 26, 2012, 10:46:47 pm by atheorhaven »
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Offline Panzergranate

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #23 on: January 26, 2012, 10:51:44 pm »
DY-100 Technical Specifications.

In service 1995 - 2020

Length = 145 metres.
Beam = 33 metres.
Draught = 47 metres.
Mass = 4.17 million kilogrammes.

Cargo Modules = each 19.8 metres x  10.7 metres (2,900 cubic metres useable volume).

Engine Section Diameter = 8.2 metres.
                      Length = 24.7 metres.

Fuel Tanks (6) = each 33 metres x 8.5 metres x  4.2 metres.

Command Conning Tower = 12.35 metres x 16.5 metres x 5 metres.

Living Unit (2 decks) = 36.25 metres x 20.6 metres x 17 metres.

Sensor Nosecone / Lifeboat Maximum Diameter = 20.6 metres.
                          Length = 24.7 metres.

Ships Complement (36) = Captain, Lieutenant, Engineer and 33 Crew / Passengers.

Propulsion = 5 x Amjet Fission Thrusters in Quincaux configuration.
Maximum Thrust = 33,000 kilogrammes per fission engine.
Cruising Velocity = 135,000 kilometres per hour.
On-board Power = 1 x Magnetohydrodynamic Electric generator.

Maximum Range = 1.15 billion kilometres.
Maximum Sustainance Duration = 424 days with standard ships crew of 36.

Nosecone Lifeboat Propulsion = 1 x liquid hydrogen fueled thruster.

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Offline BOxSee

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #24 on: February 06, 2012, 02:51:07 pm »
Its been difficult to bring the polies down on the 1200 but I have got her too 4082 POLIES leaving a triangle count of 8k or so.

But the mesh is finished, so I will start the mapping this eve.

Offline Starfox1701

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #25 on: February 06, 2012, 02:56:31 pm »
I don't see any wasted polies so I would say great job man 8)

Offline Kreeargh

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #26 on: February 06, 2012, 11:33:50 pm »
Its been difficult to bring the polies down on the 1200 but I have got her too 4082 POLIES leaving a triangle count of 8k or so.

But the mesh is finished, so I will start the mapping this eve.

To save the poly on round objects , Create a geo sphere not the standard sphere or 1/2sphere   , Poly cut by almost half and in the smoothing world of SFC it still works good.  Any Cylnders /warps can be created with the same 1/2 effect and be real low in poly .
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Offline Tus-XC

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #27 on: February 06, 2012, 11:44:03 pm »
Geospheres are fine, but for the mesh he is doing it wouldn't work as everything is seemless.  In this case a geospheres lack of perfect symmetry causes havok in trying to keep things clean.  However there are a few areas that i think can shave  some polies on.  Even though some of the edges meet your extrustions as long as you leave suffiecient buffer it shouldn't cause any smoothign issues if you were to weld them.  I know its prolly a bit late, but the bridge is uber detailed in comparison to the rest of the ship.  it looks good, but you could probably shave about a 3rd of the polies off of it.

Rob

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Offline Kreeargh

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #28 on: February 07, 2012, 12:37:19 am »
Geospheres are fine, but for the mesh he is doing it wouldn't work as everything is seemless.  In this case a geospheres lack of perfect symmetry causes havok in trying to keep things clean.  However there are a few areas that i think can shave  some polies on.  Even though some of the edges meet your extrustions as long as you leave suffiecient buffer it shouldn't cause any smoothign issues if you were to weld them.  I know its prolly a bit late, but the bridge is uber detailed in comparison to the rest of the ship.  it looks good, but you could probably shave about a 3rd of the polies off of it.

Tus I will agree and not, Geo meshes perfect with the mirror effect to keep poly low!  Any other sphere is just a waist of poly. I only know what  can be low not the Now the wow so,  :-[.

« Last Edit: February 07, 2012, 12:55:13 am by Kreeargh »
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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #29 on: February 07, 2012, 10:49:04 am »
WOW! What a nice model. I would take the polygons in the deflector down quite abit. I usually just use a flat cone, because the edges are recessed, you really won't be able to tell the difference. Also, the "slices" on the stem on the deflector could be taken down as far as three. The stems on the buzzards should be no more than 3 slices because they are so small.

Offline Tus-XC

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #30 on: February 07, 2012, 10:34:23 pm »
Geo meshes perfect with the mirror effect

but that only makes it symmetrical along one axis, which wouldn't work for what he is doing.  His needs to be slicable about the x axis (from front to back) like a orange is.  This provides even spacing of verts along the circumfrance of the cylinder. that is something that you cannot achieve withough alot of work on the geosphere, which in turn would most likely defeat the reasons you wanted to use it.    That is not to say it doesn't have its purposes, its great for making low poly spheres, but in the case of a seamless ship, not so much.
Rob

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Offline Bernard Guignard

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #31 on: February 08, 2012, 10:41:55 am »
very nice work there  ;D

Offline BOxSee

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #32 on: February 09, 2012, 01:39:18 pm »
OK,

some things there I did not know so I appreciate the input, I will pause on the mapping and continue to reduce the poly count.

UPDATEThanks for the tips: 3500 Polies
« Last Edit: February 09, 2012, 03:23:03 pm by BOxSee »

Offline BOxSee

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #33 on: February 09, 2012, 04:27:05 pm »
Here is the modified mesh, with mapping applied to the centre section. I think that the reduction in polies has not effected the model too much and it still looks good.

Thanks for the tips.

Offline Starfox1701

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #34 on: February 10, 2012, 12:52:08 am »
Yes she does. Can't wait to see here fully skinned

Offline Panzergranate

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Re: BOxSee - DY1200 [Feasible Modified Concept]
« Reply #35 on: February 15, 2012, 01:40:38 pm »
Your DY-1200 is incredibly similar in concept to the original Matt Jefferies sketch design for the SS Valiant for the second TOS pilot show "Where No Man Has Gone Before" back in 1966.

Both could have been designed by the same contractor and built in the same shipyard.

Uncanny!!

The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!