We have impulse engines, plus some underside panelling and other various detail bits dotted around.
Lewis.
Friday, 28 June 2019
Tuesday, 25 June 2019
More windows...
Windows all cut in the saucer underside, phaser strips added, and some detailing added to the insides of the nacelles.
Lewis.
Lewis.
Thursday, 20 June 2019
Re-route power from the deflector
Now that we have one! I re-did the deflector, using the Enterprise E deflector as a the basis. It needs a bit of tweaking but the idea is there. I didn't go wild on the geometry because it'll never resolve at anything other than hyper close range.
Lewis
Lewis
Tuesday, 18 June 2019
Playing with some temporary materials
Had a play with setting up some base materials, and trying to dial in a look. The Enterprise-E is surprisingly 'white' when brightly lit (in First Contact anyway), whereas the Akira looks very dark in FC, but again that could be due to lighting, so I need to decide how I'm going to play this;
Lewis.
Lens flare to hide the awful first pass at the deflector |
I feel like this is almost certainly too dark |
Lewis.
Monday, 17 June 2019
More phaser & nacelle detail
I made the strip a bit 'humpier' (that's a word right?) and rebuilt the detail, also added the caps on either end, plus some other bits on the nacelles done.
Lewis
Lewis
Friday, 14 June 2019
Phaser Strips
I need to play with the profile a bit but as a test for the array-along-a-curve theory I'm happy with the result;
Lewis.
Lewis.
Thursday, 13 June 2019
Details, panels and bussards...
I'm sort of darting about the ship filling in various bits and bobs, just so as not too get to burnt out on one section, but it's slowly getting there...
Lewis
Lewis
Saturday, 8 June 2019
Friday, 7 June 2019
So I decided to re-model the whole thing...
I seem to have fallen in to re-modelling the Akira class from scratch.
This is my first 'large' model in Blender so I'm learning a lot as I go
but happy with the progress so far. Getting the shape of the catamarans
right is by far the trickest part but I think they're about as close as
I'm going to get.
Given how low poly the production mesh was I'm allowing myself a little bit of creative licence with some of the details, approaching at as I would were it a 'hero' ship in some cases.
Lewis
Given how low poly the production mesh was I'm allowing myself a little bit of creative licence with some of the details, approaching at as I would were it a 'hero' ship in some cases.
Lewis
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