Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Raven Night on September 28, 2009, 05:24:29 pm
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Hello everyone. Just decided to share one ship Im working on ATM.
I conceived this ship as a replacement for the aging D-7 Cruisers (downgraded from battlecruisers due to the deployment of the E-7).
The ship is the same overall length of the D-7, and has about the same volume although the distribution of internals is very different. It also sits at about the same armament, with more powerful wing cannons, more torpedoes and heavier armor as upgrades over the previous design.
The ship is much more maneuverable at impulse.
I still dont have all of the details worked out yet. The model sits around 5500 polys, with no mesh errors. I have a war version (called E-6X) which I will show shortly once I get the smoothing done on the additional parts.
Once I do that Ill get to work on the textures. Im thinking some cross between the E-7 textures and the TNG D-7. Maybe ill make sure she is more greyish then green. Let me know what you think.
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It fits in with your TNG klingons - but to be honest I'm not big on the boxified underhead. I wish I could think of how to make it better, but I can't - but i know its off.
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I agree with FoaS. I can picture it with a very streamlined lower command area. Possibly even with "stepping" like you see on a compound boat hull. I like the way you've integrated the engines. I don't typically like it, but it works with Klingons. Instead of mounting disruptors to the engines you've reversed the overall feel.
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I think I know what you are asking for. The E-7 had a more round crew module with a flat bottom. I went in the direction of the C-9, but probably should have made it more like the E-7.
Here is one with the channel removed...it is still a globe, just a bit defined with a flatter bottom. The launcher is now set into the globe.
Tell me if this works. If not I can round it out more, or even make it much closer to the D-7 globe if necessary.
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I think going closer to the D7 globe would be better.
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Ok, well, how does it look now? Still too boxy?
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Yeah, I think so - btw, I liked the channel for the torp launcher. A spherical bulb with a channel cut into it would be neat, I think.
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Id like to see some pics of your ship FW :)
Before I change the globe further, Id like to bounce this off you.....but changing the orientation of the launcher there was a side benefit...the ability to add the standard wreath around the launcher.
Let me know if you like it...I am of course still willing to round this out more if necessary.
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The wreath makes no difference - the cubeness of the head still doesn't look right.
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Thats a good looking ship FW :)
Looks a bit like the original BaQ concept.
As to the "globe", here is what I came up with. I have to tell you guys I dont like it, but ill see if it grows on me. Here's a pic, tell me what you think now.
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See, now that I do like. I wouldn't make quite as "tall" but I like it.
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OMG he finally posted something again... :laugh:
maybe avoid the bulbous head and streamline it into a seamless peice?
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Well, I stopped for a little while because there was some difficulty getting my stuff converted. I figured you could convert the Mod to Nif, but I had noone to convert to Mod.
I could have probably did the Mod conversion myself eventually (I used to do them in the old SFC1 days) but was working on improving my modeling skills (especially with respect to working on textures).
Im having alot of trouble with this crew module, so I think im going to put it to a vote. I am leaning toward the second version...I really dont like the third one.
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Ok, here are more pics. I wanted to show the E-6 compared to the ship it is replacing, the aging D-7. There are actually three versions of this ship, one is the standard E-6, the other an E-6 with a larger crew compartment globe (the one that you guys like better) and different color scheme, and the E-6 war refit.
The refit has 4 cannons in the nose (2 pods), 4 heavy cannons on the wings (2 pods) and 2 cannons to the rear added to the standard armament of one fore and aft torp launcher, two heavy wing cannons and 6 medium disruptor casters (the small round green pods you see on the wing top/sensor pod...there are three more on the bottom of the hull).
It also has canards on the globe like the Neghvar, as well a blister in the wing and a tail extension on the upper sensor pod, all part of the enchanced sensor/targeting system for the new weapons.
Finally, wing extensions are added port and starboard near the engines. They contain shield generators that further protect the warp engines.
Let me know what you think of the refit.
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I think I have figured out how to use the rounder globe and still get the square globe in there that I like. This is how I plan to do it.
The round globe will be the original E-6 since it is a smaller globe. That will be followed by a "globe refit", the more square globe since it is wider/larger, followed again by the war refit.
The rounder globe version will have a more traditional D-7 color scheme, and the refit crew module version will have a modernized color scheme along with the War refit.
Let me know if you like this idea. I could even go as far as to change the engines to make them more traditional as well on the original E-6.
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I think you should modernise the rear housing like the kvek or kron. and ditch the silly winglets on the front end....no respectable klingon would wanna fly that...lol
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To be honest I'm not a fan of the E-6X - I feel that the E-6 is a wonderful evolutionary bridge between the D-7 and the Negh'var as it is - adding too many Negh-var qualities pulls it too far away from the D-7.
Would it be possible to get an underview of the bridge globe with some more lighting than just a GI-Pass. It's hard to see the shape of it without some shadows and highlights draping across it.
Futher - I disagree with Starforce, the rear housing is perfect as is.
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that looks great
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way cool
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Ok, what I think I will do is poll it out........I like the E-6X myself, and since it is only a planned version (I plan on releasing base, crew module refit and E-6X) it will not interfere with the base version.
I am leaning toward a more traditional D-7 color scheme for the round globe E-6, something more like the E-7 for the crew module refit and E-6X versions.
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Ok, I have a small problem of sorts...or more accurately a question.
What I want to do is this...create extra parts that can be exchanged on the model so that you can have three different versions. Now, for the War refit this is easy enough I think...create solid objects that will simply appear on the full mesh, abet intersect parts of the model here and there. You guys can let me know if that will be ok, or if it will cause errors.
But my conundrum is the crew module (globe). I created 2 different globes...one rounder, slimmer globe for those that like a look closer to the original D-7 and one that is sort of a globe/Neghvar cross for the refit.
I thought about creating two separate front ends, both one-piece meshes that would appear at the end of the neck, and you can choose which one you want. I can still have the meshes intersect so they would be whole objects...
Here is my question....should I include the parts (including the two globes) with the original model, along with texture sets, to give you a choice? Or should I release three complete models, each one set up for different versions.
Let me know what you think.
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Ok, fooling around with some ideas, how about this...
This would be the base E-6 before the crew module refit. I would be closer to the D-7 with the engines oriented this way. Let me know if this interests anyone. If so, I can make this the base, the crew refit with the warp nacelles in the wing (and the cannons in front of the engines) followed by the E-6X war refit.
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I think the mesh looks great, but from the head to the main body it lacks depth, looks a little flat.
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Holy moly Raven! I log on for the first time in months and see that you are back in a bold fresh way with another awesome Klink in the works!
That last version is a PERFECT upgrade of the origninal K'Tinga. I especially like the way the engines are left at the end of the wing in a "bend" vs. "integrated" into the wing like in the previous versions. AWESOME work!
I've had quite a few challenges over the past year and I'd let SFC drop out of my priority list - this ship fired me up so much I believe I have the motivation to reallocate some of my time and finish my Shadow Ships.
Well done Raven thanks for shring the pics and for the chance for input. I like them all but... please release a version of your last proposal - I can't wait to put her in a skirmish in game. I nearly always play Feds but not his time.
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Thanks all.
I think I will do as advised and release each mesh separately.
Ok, here is an update, just to give you an idea of where I am going with the TNG version. As I said before, im leaning toward something like the D-7 look, so ill go with the red highlights like the original D-7 with a more modern look, and try to keep it greyish-green, a bit washed out overall so the detail fades at a distance.
The NE version (new era, post nemesis) will have textures closer to the vorcha/neghvar in appearance.
Note: I realize i have the NE engines on the pic right now...put the wrong ones on there.
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Ok, here is the hue correction, as well as a rework of some of the panels, most notably the wing pattern so it matches the original D-7 pattern a little better. Note, of course, that alot of detail is still raw. Im just getting the overall feel down. But at least you can see where I am going color and pattern wise here.
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Raven,
I'd be very interested in learning your texturing technique, what with my own klingons on the horizon.
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Actually - since klingon blood is pink, it could be very menacing for a klingon ship
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Fair enough....It was washed out red like you see on the show/CGI, but I can make it more red.
I will send you exact details as to how I do up my klingon panels Fury. Ill send it tonight. I use PSP btw...if you use something else it should be similar however.
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Fair enough....It was washed out red like you see on the show/CGI, but I can make it more red.
I will send you exact details as to how I do up my klingon panels Fury. Ill send it tonight. I use PSP btw...if you use something else it should be similar however.
try less for washed out and more for chipped and dirty, grundgy tends to look more aged versus what actualy would happen in space ;)
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Fair enough....It was washed out red like you see on the show/CGI, but I can make it more red.
I will send you exact details as to how I do up my klingon panels Fury. Ill send it tonight. I use PSP btw...if you use something else it should be similar however.
If you are sending out how you do things I will take a copy to Raven, always will to learn more, and a Fellow PSP user to as is WZ I beleive
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Ok, I tried putting something together, and I found that it was so large it might be better just to make it a thread.
Let me finish it up and perhaps put it up in a post for you guys....btw, Im very flattered considering my modeling is subpar at best. You guys are marqi modders, Im honored.
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..btw, Im very flattered considering my modeling is subpar at best. You guys are marqi modders, Im honored.
PLEASE. Your texture set skills are fantastic and your modelling skills are excellent.
Personally, I have yet to note a design of yours that wasn't well thought out. They don't tend to be like the TNG/post TNG ADHD Fed fanboy ships that can't have the paint scratched on them by a direct hit with a spread of anti-matter missiles...
That said, non-Federation ships are in high demand and in low supply compared to the number of Flat head ships out there...
Thank you for sharing your work with the community!
Qapla'
KF
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Thanks, but I think I have a ways to go yet before I match those guys.
Ok, I posted my tutorial, It has the basics on how I create Klingon textures. I will add more tutorials later if desired.
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When you go to make your TMP model, please subdo the armorment. When making models for TOS, the lack of visible armorment was not simply because there was no need for detail, but they actually made a conscious decision to have clean hulls. A TMP warship should be a transition from a clean hull to having exposed rifles. Pesonally, I've always found it a breech in starship architecture where the Federation is required to mount huge headlights on their ships, while the Klingons get to have an enormous torpedo tube, but that's just me.
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Well, I wasnt planning on a TOS version of this ship, though I do intend on doing some tos models at some point.
This is actually going to be a TMP/TNG ship with a NE (New Era, post Nemesis) version that will have darker textures, much like the E-7.
Here is my progress sofar, some changes on some details. I decided to subdue the textures overall just a bit more.
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But still.. awsome work mate ;)
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Well, it was meant to be built late TMP, put into service early TNG. Not widely used until late TNG, when it received its first refit and began to replace the D-7. Received another refit, including new engines, crew module and armor late TNG, and another during the Dominion war.
The model textures you see here are the TNG textures just before the first refit.
Here is the progress on the windows/bridge. I will add another window band on the crew module and the inboard on both wings.
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Here is an overall shot sofar. Still working on some fill-ins, almost done with the dorsal hull.
Note that this ship, like the E-7, will have house panels you can apply so you can choose the house you want to display, or make your own.
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awsome 8)
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Thanks. Im almost finished with the top hull, working a bit on the engines. I should have this done in a few weeks if all goes to plan.
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I can't help but feel that the textures look washed out. I would darken it a tad but then up the contrast - getting your dark parts darker, but your light parts the same.
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I could do that...Im going to finish them first, then I will show a few different pics with the current wash outs and the higher contrast ones and let the community decided. I would prefer more contrast, but at a distance the details are supposed to wash out completely like the original D-7.
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A lot depends on lighting too. Ships are often darker in game than the standard lighting when you render (At least it is in the aps I use.)
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That depends on your ambient lighting in game (set in your INI file)
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Here is the current update. Working on the aft section, then a few touch ups, finish the nacelles and its on to the ventral hull.
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Thanks...there is still alot to add, little detail lines in the hull panels, some discolored panels, etc.
I wanted to post a shot of my current nacelle work. Let me know what you think, note that it is a work in progress, so there are areas that are not fully textured yet...but this gives you the idea of where I am going.
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Looks good, even though I'm not big on using green for klingons
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I could definitely do that.
Here is the work sofar on the crew module/forward torp. I tried to keep a traditional D-7 look (plainish hull, a few raised panels, yellow around the launcher). Let me know if you think this is the right direction to go.
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Works well :)
Good luck on getting those seams to line up
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I could try the orange-red windows....I just noticed on most late TMP/Early TNG the windows on Klingon vessels were greenish-white, whereas late TNG they were either pure white or redish orange. I was going to go with a red hue for the late TNG version (which will have textures closer to the E-7 BTW).
And here is the lineup...I think it matches ok, but you guys be the judge.
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Seam looks good.
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Thanks.
Here is a forward shot. Almost done with the crew module.
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;D Almost looks like a studio model...
Nicely done for a post/TNG Klingon ship.
Qapla'
KF
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Yes, this would be late TMP, just when the armor changes were beginning. If it was earlier I would have had much more of the hull with no paneling at all. I might still do a pure TMP version, but I prefer to plug the places where there was never a show or movie.
The second texture set I do with the more modern engines will be the early/late TNG to NE (new era) vessel.
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Your welcome :)
Ok, I decided to make the windows pure white, after seeing some vid caps that showed them in white. Let me know if you think this is better than greenish.
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I think so, yes.
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actualy technicly the interior lighting of a klingon would be orange hue of some kind. I don't think we've ever seen a bright or white lit klingon interior.
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Very nicely done looking forward to its release .
would make a nice X ship
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That's bad ass. Model rocks. My vote is for green or orange windows. Orange preferably. White windows look too clean on a klink ship... Green kinda seems too Romish, Orange is just right for a klink. Either that or a redish hue.
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White has a precedence: take a look at the K'Tinga models, which would link this back to that ship. Not everything has to be hued, too much color can be overwhelming.
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I will try changing the hue on a few of them and see how it looks.
Here are the warp engines complete. I might touch them up a bit here and there, but you get the idea.
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Thatīs what I call a beautifull Klingon ship!
Hey Raven, have you checked your pmīs? ;)
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Ah, I havent checked my pms yet, ill take a look. Sorry about that.
Here are some reduced lighting shots, to give it a more natural "in game" look. I wanted you guys to see what she looked like lit up. On a side note, I scoured the net for pics of lit D-7s and Ktingas, and all of them had white windows, even into DS9 (you can look at the battle between the klingons and DS9 for reference, lots of white windows on D-7s there). The more modern version will probably have different colored windows.
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Impressive ship, and well executed modelling and textures. :)
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Thanks.
Ok, I need some help guys.
Im still sorting out the textures, but im close to being done. I have a few issues to clarify before I complete this model, however.
What I need to know is the base stats for a D-7 as they pertain to SFC...weapons, locations, strength of weapons, speed, shields, etc. I also need the stats on the BOP, Vorcha, and the Negh'var.
If someone could provide that I would appreciate it.
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Ok, here is a quick shot of the ventral hull, so you get an idea of the pattern I am using for the wing armor on the belly, as well as the klingon symbol on the bulge. Let me know if you think it works.
BTW: I know that the Klingon symbol is backwards, its already been fixed.
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She continues to look awesome Raven. The olive green flanges (maybe impulse engines) on the back seem a bit mismatched from the overall color scheme but I'm not a Klingon expert. I do know that the incredible textures you build make your models look like they have 10x more polies than they really do. That skill in itself is amazing.
I hope you have her ready for release by Christmas vacation so we can spend some spare time flying her (or blowing her up) depending on which side you're on :D
Thanks for sharing updates on another great Raven Night design!
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yea raven check yur pm's..I'm sick (again) so if I hafta end up scalning back my christmas release pack for BC the next 2 up are those C9 variants..cuz I want those in for sure. This one if ya can make it.
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what are you using for rendering? If i may suggest a lighting rig (for max)
Skylight (tis a light, use it for general illumination)
Intensity:.25-.5
1 direct spot, with the following settings:
General params
-Ray trace on
intensity/color/attenuation
-multiplier (intensity) 1.15
-color it slightly if you wish
Directiona params
-I like the hotspot big enough to encompass the whole ship
advanced effects
-contrast:25
-Soften diff edges: 100
-enable difuse and specular
raytraced shadow params
-ray bias: .05-.1
When rendering, enable Light tracer (i use default settings, but they can be tweaked for better performance). I would also recommend enabling global super sampling and set it to super sample the maps using adaptive halton (higher the quality, better it looks, longer the rendering time)
I find that this set up gives a very 'spacey' shot as it produce high contrast similar to that of a single lighting source (say solar system)
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3 quick examples (not trying hijack) 1st one took 9 mins (bells and whistles, also not optimized really as i didn't care to fiddle with it, super sampling causes it to go long), 2nd 41 secs (w/ aa enabled, light tracer enabled, no super sampling), 3rd 20 sec (aa enabled, no light tracer or super sampling)
(http://xenocorp.net/tus/images/tex1_9min.jpg) (http://xenocorp.net/tus/images2/ex1_9min.jpg) (http://xenocorp.net/tus/images/tex2_41sec.jpg) (http://xenocorp.net/tus/images2/ex2_41sec.jpg) (http://xenocorp.net/tus/images/tex3_20sec.jpg) (http://xenocorp.net/tus/images2/ex3_20sec.jpg)
Now granted, there isn't a whole lot of differene between the bells and whistles and the 2nd one (which is why i do not use super sampling until i'm done), but if you campare the two you will notice that the first one is a lot crisper. Its also alot more visible on ships with saucers and alot of line work. the third one is more obvious, as the lighting look bland compared to the first two.
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raven, the 2 ships I got over here..C9 and HOK, they're supposed to be the same size as the currently released C9A correct? Just different weapons?
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Thanks Tus for the info. I will definitely give that setup a try.
I have posted the completed product in another thread, once someone responds that can convert it I will upload the file....somewhere lol.