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Author Topic: WIP of TheUnknown - Reimagined Kessok Heavy Concept  (Read 13703 times)
X_TheUnknown_X
Kessok Ambassador

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« Reply #300 on: February 19, 2010, 04:41:17 PM »

Could you post a top ortho with a galaxy class beside it for comparison?

Certainly. In this picture, however, I have not yet applied the revised window size, if needed.
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bankruptstudios
Show Creator

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« Reply #301 on: February 19, 2010, 05:02:04 PM »

Thats sweet, cookie time!!!!
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Bones

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« Reply #302 on: February 19, 2010, 05:07:53 PM »

it's perfect, amazing, cool, outstanding shocked cookie !
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Adonis
Da Death Squad ™®©

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« Reply #303 on: February 20, 2010, 02:56:57 AM »

Could you post a top ortho with a galaxy class beside it for comparison?

Certainly. In this picture, however, I have not yet applied the revised window size, if needed.

Then the bulk of your windows need to be a lot smaller and a lot more of them around. You would not be seeing much 2,3 or more deck high windows on anything, Starbases included. Don't forget that this thing is massive. The size of the Galaxy besides the Starbase just proves how big your windows actually are and don't forget that Galaxy class starships have 42 decks! This is the only gripe I have with your model, fix those, and she'll be really good looking.
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Easy is the path to wisdom for those not blinded by themselves.

Aeries

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« Reply #304 on: February 20, 2010, 03:39:54 AM »

Love it, though the windows look to be the size of a Galaxy Class Starship's whole bridge, and then a little moreso. The rest is pretty cool tho, keep up the good work.

Edit: Woops, missed the "not applied new window size" part. My bad. cheeky
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eclipse74569

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« Reply #305 on: February 21, 2010, 12:51:44 AM »

Certainly looking great.  even without the revised windows smile.  Once you rescale them I think that it'll look even better grin
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Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really belived that to be the world's one and only truth~Alphonse Elric
 
Darkthunder
the Wise

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« Reply #306 on: February 21, 2010, 03:29:53 AM »

Reducing the window size by 50-60%, and increasing the amount by double should help alot to prove it's scale.
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RifleMan80
Bridge Commander Machinima

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« Reply #307 on: February 21, 2010, 10:30:27 AM »

Looks great! Hasn't been a good 24th century starbase made in quite some time! I'm glad someone took up the job of making a new one. Insta-cookie!
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X_TheUnknown_X
Kessok Ambassador

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« Reply #308 on: February 21, 2010, 07:07:34 PM »

Once you rescale them I think that it'll look even better

Well, thy will be done. I've reduced the window size to about a half of the original, and added at least double what there used to be. The windows on the inside (not pictured) might need some rescaling too, but things look OK so far. The only thing now is, do I add windows to the inside of the dome (not the pillar in the inside centre  cheeky )? From a design point-of-view; would they even be necessary? (Just to stare into the docking area).

On an unrelated note, I recently dowloaded the the new Blender 2.5 Alpha release (the two picutres below are rendered from there). From the looks of things, Blender's moving up there with the big boys of 3D Modelling.

Here's some pictures, see what you think:
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Billz
Planet-sized brain, lol.

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« Reply #309 on: February 21, 2010, 08:27:02 PM »

 shocked

Awesome.

About the inside windows, I wouldn't bother with having them on the inside of the 'mushroom'. It is probably a good idea to leave on the interior stalk though, purely for screenshots and whatnot.
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majormagna

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« Reply #310 on: February 22, 2010, 01:06:42 AM »

Don't forget to leave some larger 'windows' where the aux shuttlebays are, if this is possible. (Evidence below)

Also some parts of the inside of the 'shroom should have windows, also shown below.
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Kirk

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« Reply #311 on: February 22, 2010, 02:08:17 AM »

Don't forget to animate the landing strips!
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CptBenSisko

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« Reply #312 on: February 22, 2010, 01:16:11 PM »

How about two versions? one with the doubled up, half sized windows for the TNG era...and one with the original windows and sized for the TMP era...would go great with Wiley's TMP Constiution for the 'Stealing the Enterprise' scene from STIII
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X_TheUnknown_X
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« Reply #313 on: February 27, 2010, 12:23:58 PM »

More textures on the Dome's inside completed. The windows might look a bit big, but if I make them smaller I'm not sure the texture resolution will define them enough. If you want smaller windows, just say and I'll look into it.

From now, I'm building the Alpha channels into outer dock textures - so is anything needs to be done there now is the time to say.

Don't forget to animate the landing strips!
I was thinking about using some finely-timed blinkers to show the docking ports.
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Nebula
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« Reply #314 on: February 27, 2010, 02:22:07 PM »

hmm don't forget about the docking-arms/gangways!!

*hint "11001001"*
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Canon is what people argue exists on ships that don't exist.
Kirk

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« Reply #315 on: February 27, 2010, 02:39:38 PM »

I was thinking about using some finely-timed blinkers to show the docking ports.
You can't time blinkers, that's the thing. For the landing strip lights, you would only need to make the landing strip a separate part of the mesh and apply animated textures using cordanilus' new tutorial.
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GMunoz

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« Reply #316 on: February 27, 2010, 03:13:07 PM »

Wow, this is impressive.  I have always loved flying into the spacedock and can't wait to download this one.
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Billz
Planet-sized brain, lol.

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« Reply #317 on: February 27, 2010, 09:03:35 PM »

Will there be high res textures for users with more powerful computers? The interior looks very low res to me.
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Captain_D

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« Reply #318 on: March 05, 2010, 04:34:44 AM »

The progress on this thing is great. The more you do the better it gets,

I would have another suggestion you might want to consider about the outside, at the door entrance.

 If you watch ST3 ,when Enterprise approaches spacedock, there are a set of blinkers at the bottom of the doors at the ring of the mushroom outside that cascade from the ring up to the bottom of the door. They blink in a cascade that point to the door outside. always thought they looked neat. They sort of say, "here's the door!" as you approach from a distance. funny

You are really doing some wonderful work here, Keep it up.
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X_TheUnknown_X
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« Reply #319 on: March 05, 2010, 07:28:24 PM »

Will there be high res textures for users with more powerful computers? The interior looks very low res to me.

The files were already fairly high-res for those model sections (512x512's), it's just that I used a quite low-res method for creating the windows. That has now been fixed, and the interior window size has been reduced by about 25%.

I think I can now say the texturing phase is complete, below is a render of the station (complete with some post-processing  wink ). Unless there are any objections I will spend tomorrow exporting to nif format.
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