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Taldrenites => Starfleet Command Models => Topic started by: BOxSee on January 18, 2012, 09:19:01 am

Title: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee on January 18, 2012, 09:19:01 am
Greetings,

long time lurker here finally with my project to submit. I have a strict POLY count to adhere too, and when I say POLIES I do mean mesh TRIANGLES. So I will not say a model is 1500 Polies and then the computer sees 3700 triangles etc  :coolsmiley:

My plan is to build as many ships, all races that I can as low poly as possible.

StarTrek caught my imagination many many years ago, so I will start with a long time personal favorate the DY 100 SS Botany Bay, sits in the 100m mark so I have a poly limit of 750 here and 512 bitmap limit. After the DY 100 I would like to move up the series all the way up to the Constitution class TOS. I will stop on that model before moving onto the next race. Once an era is done I will then continue, for all races. A big project no doubt but the models will be released as soon as they are done, not as a pack. They will be housed in my own website to be viewed together as a ref.

I can texture, but if anyone has an itch to texture a model and has time let me know here, models come mapped  ;)

DY 100 SS Botany Bay complete in 740 Triangles (421 Polies) - Textures started.
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: Bernard Guignard on January 18, 2012, 01:20:14 pm
nice work there  ;D
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: atheorhaven on January 18, 2012, 01:46:24 pm
Interesting.. these going to be released for SFC 1, 2, or 3?  Or 1, 2, and/or 3?
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: BOxSee on January 18, 2012, 02:03:41 pm
Well, I am no expert, but  i assumed 1 & 2 were pretty much the same and 3 requires a .brk mod with the inclusion of LOD's if you can be bothered to make em?

So if thats the case.. 1,2 & 3
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: intermech on January 18, 2012, 03:57:40 pm
Looks really good. Great to see a low-poly modeller. WELCOME!

SFC 1 takes lods if you want but no light maps, textures are in *.bmp format, they do take break models.
SFC 2, OP are like SFC 1 but can take light maps, textures are in *.bmp format, they do take break models.
SFC 3 does NOT take lods, the hard points for heavy and primary weapons are reversed from previous versions, they take both light maps and damage textures, they do take break models. Texture maps can be in *.jpg, *.bmp, *.tga, and *.png. SFC 3 also takes several custom UI and glare files.

Scales are the same across the whole series. Think I read somewhere 20:1.

Feel free to ask questions, we are always excited to get an influx of fresh talent and ideas!
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: BOxSee on January 19, 2012, 08:23:29 am
Thanks for the detailed response.

I have no idea about break mods or lods, is there an ref material to help get me started?
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: Starfox1701 on January 19, 2012, 03:44:15 pm
She looks ver good man ;)
Title: Re: BOxSee - DY100 [Low Poly Classic]
Post by: BOxSee on January 19, 2012, 04:04:00 pm
She looks ver good man ;)

Thank you Starfox  :)

Scaling is a bit off, the mesh I have built is a few decks too high, so decided to go custom on the decals.
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: Rhaz on January 19, 2012, 07:22:09 pm
Excellent work!
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: Starfox1701 on January 19, 2012, 07:50:18 pm
I like the Airforce logo ;D
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: Norsehound on January 19, 2012, 09:23:11 pm
I think the burns on the nose are too pronounced. Either blend them gently in across the entire nose or remove them altogether (say there was an escape mast like on the apollo craft and it blew off during launch?)

And if you're going to use the USAF logo, you might as well go all the way and put North America at the center of the globe...
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: atheorhaven on January 20, 2012, 12:21:32 pm
Agreed on the burns.. blended in a bit more and you're good to go.  Are you going to go for some weathering on the texture as well?  I'd think you'd take some micrometeoroid "sanding" near the front of the ship and on your leading edges.  Doing a bit of reading, Khan took a prototype ship around 1996, so a production version of the ship in the Trek timeline would be somewhere around 2000 or so, which would make the ship part of the "secret program" done from reverse engineering alien craft (again according to what I was reading).  As such, I'd look at doing a black version of this as a suggestion with USAF markings (maybe tie this in as something like "UAS Aurora" to go along with some of the conspiracy theories about US military aircraft at the time?)

Apparently retconning has been happening now that we're past this time where the "Eugenics War" has become terrorist actions and hidden history from the general public (ala Us), so you can play with this a bit.  Military-wise this'd be like the "Stargate" program in the SGUniverse, and these ships would be hidden from public.  All we're supposed to know about being the ISS and Constellation/Apollo reboot tech.  So I'd have a bit of fun with it if I were you.. ;)
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: Starforce2 on January 21, 2012, 11:51:39 pm
there is a whole series of Dy class ships on a chart somewhere. It would be kinda cool to see them all if thats what your suggesting by doing the whole series of them. I love some of the older ships like bonaventure and wasp, so I'll be watching your stuff for sure. And for being low poly, thats a good lookin DY.
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: intermech on January 22, 2012, 09:12:20 pm
Ex-Astris-Scientia.org has some good DY designs. The first entry has a speculative chart:

http://www.treknology.org/dy.htm (http://www.treknology.org/dy.htm)
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: knightstorm on January 24, 2012, 12:34:35 pm
Doing a bit of reading, Khan took a prototype ship around 1996, so a production version of the ship in the Trek timeline would be somewhere around 2000 or so, which would make the ship part of the "secret program" done from reverse engineering alien craft (again according to what I was reading).

I thought the explanation was that Kahn was retconned from the 1990s to the 2050s.
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: BOxSee on January 25, 2012, 07:14:43 am
Can anybody help with a problem I am having. I am no longer able to open the file, I was finishing off with a render last night and when it got about half way through it crashed, I had to turn my laptop off and then back on and when i tried to load the file i got the error message shown.

"File open failed!"

Then 3dsmax opens but with no model.

Im using 3ds max 2012 student licence.
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: Tus-XC on January 25, 2012, 06:33:36 pm
File probably got corrupted. do you have a previous save to try?
Title: Re: BOxSee - DY100 [Low Poly Re-emagined]
Post by: BOxSee on January 26, 2012, 03:10:29 am
I do, but on that version I had barely started the model.

Edit:

I am moving onto another DY Project in the hope that someone can fix my max file for me  :-\
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee on January 26, 2012, 11:49:10 am
DY-1200

Circa: 2160
Length: 263m

Refs Used:  http://images.wikia.com/stexpanded/images/5/5a/Dy-class_chart.jpg (http://images.wikia.com/stexpanded/images/5/5a/Dy-class_chart.jpg)   &     http://www.treknology.org/dy-1200b.gif (http://www.treknology.org/dy-1200b.gif)

So considering the NX-01 was released in 2151 I have decided to use the designs I have seen for the DY-1200 as a better starting point for the DY class of ships, I am going to make this with more polies as this is more of an experiment if you like. I would like to build some early klingon, Romulan, Cardassian and Dominion ships in this era too.

Although the DY-1200 design I am using is 2160, I am going to push it back to 2120 or so. That would make the development more believable.

If you look at the comparrisons in scale and deck height below you will see that this design has a huge amount of potential.

New render background was shown here and I liked the idea: http://www.dynaverse.net/forum/index.php/topic,163392372.0.html (http://www.dynaverse.net/forum/index.php/topic,163392372.0.html)

After building the DY-100 and looking at your comments, I followed the links you presented and this design fitted the time line the best in my opinion, and also looked the most feasible.

Should the DY-1200 be the DY-100 with the release of Enterprise and the timeline it threw out?    -   I like that idea  ;) im sure most of you wont  :knuppel2:
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee on January 26, 2012, 12:14:24 pm
Looking at the NX link again, the dome deflector area seems wrong, so a traditional style deflector is not too much of a push.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee 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.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Starfox1701 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
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: atheorhaven 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
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Panzergranate 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.

Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee 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.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Starfox1701 on February 06, 2012, 02:56:31 pm
I don't see any wasted polies so I would say great job man 8)
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Kreeargh 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 .
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Tus-XC 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.

Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Kreeargh 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,  :-[.

Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: intermech 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.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Tus-XC 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.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Bernard Guignard on February 08, 2012, 10:41:55 am
very nice work there  ;D
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee 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.

UPDATE
Thanks for the tips: 3500 Polies
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: BOxSee 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.
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Starfox1701 on February 10, 2012, 12:52:08 am
Yes she does. Can't wait to see here fully skinned
Title: Re: BOxSee - DY1200 [Feasible Modified Concept]
Post by: Panzergranate 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!!