chrono Posted January 28, 2005 Author Posted January 28, 2005 I've finished the lower engine piece and added some further details(the last 7 thrusters are on). Next up is the black areas and small indent that the lower engine has above it. Hopefully then I can finally begin the surface detailing! Quote
chrono Posted January 31, 2005 Author Posted January 31, 2005 (edited) Finally broke down a got a Photobucket account. There are a total of 3 images right now. http://img.photobucket.com/albums/v648/chr...pdate12905f.jpg This is the END of the OFFICAL version. All other details that I add will be subjective and simple guess work. Edited February 3, 2005 by chrono Quote
chrono Posted February 13, 2005 Author Posted February 13, 2005 Old News: Level 1: Major panel lines Status: cleaning up errors and finalizing That's right Level 1. Altogether their are 4 total levels of addtional detail. Level 1 Major panel lines Level 2 Minor panel lines Level 3 Weapons intergration Level 4 Trench details New News: Current Status Level 1: Complete Level 2: 70% finished with pass 1(out of 6) I got tired of building panel details(and the repeated crashs) and did some material testing. Ignore the errors on the right side of the ship, they are mirroring light artifacts caused by the engines materials. The hull material I'm not exactly happy with but it's fairly close to what I want. Also I finally bought a new 3D program so I can finally fix some of the annoying errors on this ship. It also means that all of the other ships(or nearly anything else for that matter) will be built in that program. Quote
AncientAngel Posted February 13, 2005 Posted February 13, 2005 Dam man that is just plainly stunning! I hate to even ask what the poly count is on that baby. Quote
chrono Posted February 13, 2005 Author Posted February 13, 2005 YOU hate to ask! How do you think I feel! I almost never work at the full polycount. Mainly because I only have a low-end video card. The current count is roughly 619K. I plan on subtracting about 100k, or so, but I'm gonna be adding that and more right back in various other details. Quote
chrono Posted February 13, 2005 Author Posted February 13, 2005 Oh and just to give you an idea of my real insanity.... I've scaled the ship up and the major panel lines are ONE meter wide. The current panels are inbetween 7-10 centimeters wide. Quote
chrono Posted February 14, 2005 Author Posted February 14, 2005 (edited) >EXO<, thanks! '' Well after a MASSIVE program clusterF^CK and 8 hours of redoing everything that I had lost I've finished laying in the minor panel lines. I also found a VERY quick way of applying the next 5 greeble passes(Thank you Geometery Paint!), so I should have the Level 2 details finished by Wednesday and maybe earlier if things go well! Anyways here's a Level 2 detail scale VS distance test. The large image is about 50 meters away from the hull and the small image is roughly 350. Edited February 14, 2005 by chrono Quote
Mr March Posted February 14, 2005 Posted February 14, 2005 Oh...my...gawd! I can't wait for this ship to be complete. This is the most exciting 3D fan model I've seen in years. A very, VERY welcome change from all the tired Trek designs plauging the net and a nice break from the Star Wars and Babylon 5 stuff as well. Can I beg for 1600x1200 beauty shots of this lovely, ugly behemoth? Cause I will Quote
chrono Posted February 14, 2005 Author Posted February 14, 2005 Don't worry. I'll be doing a Large(4000*4000) render after I get the last bit of the Level 2 details in place. Quote
AncientAngel Posted February 14, 2005 Posted February 14, 2005 Man I would almost be willing to given up my first child for a low poly version Hehehe, low poly Quote
Lestat Posted February 16, 2005 Posted February 16, 2005 Hah... check out the Macross DYRL TC thread then. In the last one or two pages. Quote
chrono Posted February 17, 2005 Author Posted February 17, 2005 Status Level 2 Detail is 90% complete Most of the ships hull is finished detail-wise except for the larger bits, the trench sensors, and some greebles for the large black areas on the upper hull. Those will be tricky and take time to do right. I'll probably not do anymore large renders until it's finished, modeling-wise, because all of that new detail has pushed the poly count to 936,000 faces and is making large renders time consuming! Now I'm gonna work on correcting several errors that have popped up on the hull's mesh and finalizing the Level 2 details. Level 3 details come next. Quote
THOR Posted February 18, 2005 Posted February 18, 2005 WOWOWOW! Chrono, you kick major but! See now I just need a way to transform this polygon cloud into a nurbs solid so I can scale it down and cut it out of a block of resin on a 5-axis cnc router. What scale would everyone like? hehe! -THOR BTW, I think the world of Macross could take the world of Star Wars, Star Trek or Babylon 5. Quote
Rodavan Posted February 18, 2005 Posted February 18, 2005 Thor -- Try Rhino , has as mesh to nurbs converter Quote
chrono Posted February 18, 2005 Author Posted February 18, 2005 (edited) *rubs chin ponderingly* Reeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaallllllllllllly............. *has a few friends with Rhino* The ideal scale would be somewhere in the 25-35 centimeter range. I'll let you do the math. Ok before I sign off for the next few days, I'm gonna need trench detail information/screen captures before I even attempt any work on the trench! All I have is one example of such detail and it shows none of the weapons! Edited February 18, 2005 by chrono Quote
THOR Posted February 18, 2005 Posted February 18, 2005 Hmm, I'm sure a couple of my friends have Rhino. I have some time on this machine: Quote
THOR Posted February 18, 2005 Posted February 18, 2005 (edited) Hello, The perfect world would be that I'd get a solid model from someone and I'd make dust on the router. My computer modeling skills/experience and time are limited. I'd be more than willing to cut something out for someone. -THOR Edited February 18, 2005 by THOR Quote
Lestat Posted February 21, 2005 Posted February 21, 2005 Awesome Scale. I think about 1/1450 should be around the early 30s in cms... Would be awesome. Of course, I'd take a 1/1250 (exactly 40 cm), or at least I would, if I had the money... Quote
Hiriyu Posted February 22, 2005 Posted February 22, 2005 Ok before I sign off for the next few days, I'm gonna need trench detail information/screen captures before I even attempt any work on the trench! All I have is one example of such detail and it shows none of the weapons! chrono, amazingly beautiful work! I checked all of my books and materials (including the TIAS books) for any sort of trench detail to scan, but can find nothing of relevance. Your 'fabricated' trench looks good enough to suffice though. Please don't hesitate to ask if you need any other visual samples - I'm sure that we would all be more than happy to help. Keep up the excellent work! Quote
chrono Posted February 23, 2005 Author Posted February 23, 2005 Thanks Hiriyu! It's a labor of love, so I'm doing the best I can with what I have. After reviewing my research imagery, and hearing you say that it's pretty rare, I've figured that the trench I designed will work out well with some adjustments and additions without becomes largely different from offical material. Quote
chrono Posted February 27, 2005 Author Posted February 27, 2005 Well I've been in a lovely little place called vertex editing hell. I've fixed all of the known errors and have have started work on weapon placement(soooooo don't ask for a weapons exposed shot until the end) and trench greebling. Also I've kicked that stupid phong shader to the street and it's back to white/gray for awhile. Besides it was killing the render times. :/ Ok now with the imagery I've gotten the trench missile silo's (built to be animatable) and their greebles done and am working on the under nose and areas around the white area. This image was a test render to see if the new greebles blended with the reat of the details. Oh and how they do!!! Now on to the rest of the work. Quote
Mr March Posted February 27, 2005 Posted February 27, 2005 I'm more amazed with every shot. Well done! Quote
chrono Posted March 9, 2005 Author Posted March 9, 2005 *dances in a happy circle* It's DONE! Well at least model building-wise that is. I've decided after lots of viewing and weighing of various factors that I'll not build in the hull weapons. I decided this mainly after seeing the final non-weaponed face count. Which is just a touch over 1.35 million and still thier is faceting on the model! If I dealt with the faceting and added the weapons then the final count would be over 3.28 million. A totally unacceptable number given my computers capicity. I won't be texturing it anytime soon and may revisit the mesh later and build it in NURBS instead of polys. Soooo enjoy the following final images. And please don't complain about the links, all of these images are over 190kb and are 2400*1800 in size so there is no way I'll be posting them in image tags here. http://img.photobucket.com/albums/v648/chr...TopFINISHED.jpg http://img.photobucket.com/albums/v648/chr...PerFINISHED.jpg http://img.photobucket.com/albums/v648/chr...PerFINISHED.jpg http://img.photobucket.com/albums/v648/chr...earFINISHED.jpg http://img.photobucket.com/albums/v648/chr...ideFINISHED.jpg http://img.photobucket.com/albums/v648/chr...ontFINISHED.jpg . .. ... .... ...... ... *begins pondering just which Zen to build next* Quote
Phyrox Posted March 9, 2005 Posted March 9, 2005 Amazing. seriously. how did you give it such a sense of scale? It really looks as big as it's supposed to...not like a model. Quote
chrono Posted March 9, 2005 Author Posted March 9, 2005 You wouldn't believe how happy that statement makes me feel Phyrox!! That was on of the largest worry's I had when I started building this ship. I'm very glad that it came through! To answer your question: Scale can be brought out by simply working downwards, by using few large details and as you get smaller with your details you increase their amount. The key is to limit yourself since it's very easy to get crazy with the small details and to make those smaller details fade into the whole with distance. That means smaller and swallower panels(from 3D and Real Life models) or thinner and more same toned paint as the models base color. However my style of detailing is borne thru MANY comic book influences. Quote
Mr March Posted March 9, 2005 Posted March 9, 2005 This is great! It's everything I'd hoped it would be. THe detail is amazing and really gives the ship a grand sense of scale. I can't wait for some huge space scene pictures of this ship. ANy plans to make some big tiffs of this fella. Always hate the compression loss of jpgs. Quote
chrono Posted May 22, 2005 Author Posted May 22, 2005 Well I've been playing around with this for several months now and need some feedback on it. Video in DIVX 5.11 Beam4.avi Quote
Lestat Posted May 22, 2005 Posted May 22, 2005 Wow, looking good Chrono. I think there's a few things. It's too bad you can't really control the width of the beam. It would be great to start it smaller in the recess, and have it expand later. I think the energy particles prior to firing need to be a little longer, and more random perhaps? It's kind of lightning-like in the show. But I don't know how easy particle effects are to get to look right, so, don't take it to heart if it's beyond possible. Keep it up. Your work is awesome. Quote
Mechmaster Posted May 22, 2005 Posted May 22, 2005 Why have I only just found this thread? Awesome work Chrono. The model is gorgeous and the cannon firing looks great. Quote
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