MILKSHAPE TUTORIAL - Federation Bradbury Class (TNG)

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MILKSHAPE TUTORIAL - Federation Bradbury Class (TNG)

Post by Phantom » Mon Jan 19, 2004 2:02 am


First of the Tutorials is the Federation Bradbury Class,

This Tutorial will show you how to create the Bradbury Class

Programs Required
Milkshape 3D 1.4.5 Registered

(Please Note: if Milkshape isnt registered you will have only 30 days to either attempt this tutorial or to be able to use Milkshape)


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Post by Phantom » Mon Jan 19, 2004 2:06 am

First thing is first, because the model is equipped with a set of schematics
it is important to theorise how to build such a ship. For the first stage, mentally
draw the red lines in your head for these will provide you insight into constructing
this vessel
bb01.jpg (14.38 KiB) Viewed 349 times
bb02.jpg (35.05 KiB) Viewed 349 times

From the pre-production planning, we can see points along the construction lines,
so because I can see 14 plots and 2 rows, I create a 2 * 14 Cylinder and create
in Milkshape’s Top (or bottom) view mode as illustrated below
bb03.jpg (46.99 KiB) Viewed 349 times

Using the specs as a guide, create the shape but plotting the plotters roughly
where they are in the spec to create the following shape:
bb04.jpg (40.94 KiB) Viewed 349 times

This is where it gets a little complicated, raise the upper stack by a factor
of about 2, and select the lower points as highlighted in the figure below,
using the Axis crusher, flatten the points into a perfectly flat line, this
is achieved by pressing Control + Shift then an Axis (either X,Y or Z)
bb05.jpg (41.82 KiB) Viewed 349 times

Once done scale the saucer tips on the upper level and place using the Axis
crusher again to get perfect edges, then with the lower level which is your
deck depth, scale out by a fraction as the saucers lower deck is slanted slightly
bb06.jpg (44.35 KiB) Viewed 349 times

Use the Select Face option by pressing SELECT then the button entitled FACE
and select the upper saucer areas, if you select incorrect points, hold SHIFT
and with the right mouse button select the incorrect faces, since it is right
click, it acts as a DESELECT, and in conjunction with the Shift you will not
loose the correctly positioned faces. Once fully selected, Duplicated the object.
This can be done by pressing Control + D which will create a copy of the object.
bb07.jpg (52.61 KiB) Viewed 349 times

Duplicate the Duplicate again so you have 2 copies, and delete the original
polys on the saucer section so you have a hole being very careful not to destroy
the under saucer area, if you do, this can be reversed by UNDOing the alterations
by Control + Z
bb08.jpg (59.48 KiB) Viewed 349 times

This is the hard part, Saucer Detail, the spec clearly illustrates, that like
an Intrepid, the messhall area, is sunk inside the saucer hull, to do this,
use one of the two copies, doesn’t matter which and attach the upper points
(the ones more condense) to the matching points on the upper area of the saucer
section. Once done, using the deselect function with SELECT VERTICES selected,
deselect the upper points, and now, drag the more condensed parts about a third
of the way up the hole. You will notice that it has become a large mesh error,
so don’t panic, to correct, use the SCALE function and using the Top or Bottom
view as a guide, gently condense the points so they are on the line of the newly
positioned areas, use the side views to create a clean cut, this is done by
moving the lower point to meet the upper point, but keeping on the tram line
as illustrated below
bb09.jpg (57.88 KiB) Viewed 349 times

Do exactly the same with the bottom section like you have just done, but instead,
use the 2nd copy, and reverse the points, this time, you keep the uncondensed
area and bring the condensed area down and place into position as shown below
bb10.jpg (60.79 KiB) Viewed 349 times

Hopefully you are still with me, create a duplicate of the lower most saucer
detail section constructed in Task 9, and using the Axis Crusher, flatten it
on the Y-Axis, this will make it perfectly flat as illustrated next thing is
to position it so that it locks into place, use the plot welding tool Control
+ N on these points as it will lock together and ensure no mesh errors
bb11.jpg (58.11 KiB) Viewed 349 times
bb12.jpg (58.49 KiB) Viewed 349 times

The Next step, is to create the slanted window, this is simply done by creating
a box, and deleting the back points, this will create a 2 poly sheet which is
what is needed to fill the hole
bb13.jpg (76.24 KiB) Viewed 349 times

Ensure that the window is at about a 40 degree angle and attached to the upper
2 plot points rather than the lower 2 as this will ensure no errors. The width
at this time doesn’t matter, but ensure the height is level with the upper and
lower areas filling the small breach’s back
bb14.jpg (75.61 KiB) Viewed 349 times

The next at fairly annoying stage, is creating the indent areas surroundings
as right now there is a gap that needs to be filled or when it is used in game,
it will appear as a hole so you can see the map inside the ship. To do this,
simply create a box
bb15.jpg (80.71 KiB) Viewed 349 times

Use the SELECT FACE option again, and delete the side and bottom of the box
as these are classed as invisible polys and will reduce the final count. Once
they are selected, simply hit the delete key on the keyboard. Next, scale the
width of the box so it is the same distance of the outer plot points as shown
in the image below
bb16.jpg (102.92 KiB) Viewed 349 times

Place on the outer area as shown below as this will begin the indent interior
bb17.jpg (83.76 KiB) Viewed 349 times

Due to the fact that the indent is angled, and this is a flat line, Duplicate
the box created and edited to make the first interior wall, and move it to be
in place with the original as shown below, once the two boxes, the original
and the copy match, you can drag the interior far points inward and this creates
the angled wall
bb18.jpg (67.9 KiB) Viewed 349 times

In the groups tab, select the two boxes, and Duplicate them, then Flip Right
to move the duplicate and place them on the opposite side, hopefully they should
fit, else you may need to do some adjustments
bb19.jpg (67.27 KiB) Viewed 349 times

The next thing is, to move the tilted box that will have the windows in and
scale it, so that is inside the points and lock it into place. Note the model
in this image is hidden so don’t delete the model to do this stage, it is simply
to show you in greater detail
bb20.jpg (64.95 KiB) Viewed 349 times

Current status report:
bb21.jpg (96.54 KiB) Viewed 349 times

Next up is the tedious star drive section, to do this, create a cylinder by
4 * 14 and duplicate it so you end up with 2 cylinders the same dimensions,
as shown below. This is simply because the drive section is built in two stages
bb22.jpg (100.93 KiB) Viewed 349 times

Move the other cylinder out the way or hide it in the groups section, and delete
the top half of the remaining cylinder and shape to that of the image provided
below in figure 23
bb23.jpg (57.62 KiB) Viewed 349 times

Once it is all shaped and smoothed, bring back the other cylinder, note, that
the dimensions will have changed as the other cylinder will be deeper, chunkier
and be angled in other places, so don’t worry, delete almost half the cylinder
as shown in the image and drag the left over cylinder over to the far point
as this will simply act as a bottom so you don’t see through it and get errors

bb24.jpg (56.72 KiB) Viewed 349 times

Now start modelling the upper star drive by looking at the specs provided in
the preproduction stage and the images in figure 25 and ensure that where the
two meet that the points are locked either via poly lock or by the axis crusher
or mesh errors may develop depends on the size of the gap
bb25.jpg (88.6 KiB) Viewed 349 times

The finished base of the star drive section

bb26.jpg (96.16 KiB) Viewed 349 times

This next step requires your input, as the next stage is to model the deflector
housing, use the images provided to construct this, the housing itself is made
up of a 3 * 14 cylinder, with the center plot deleted and the 2 upper plots
scaled inwards and then the very top being dragged back. Once complete, create
a 1 * 14, delete the back plots so you have a 14 plot face and angle it so that
it is inside the deflector housing as this is your deflector, but it is really
trial and error here
bb27.jpg (91.61 KiB) Viewed 349 times

Next is the top of the star drive, where the saucer connects, this is simply
done with a box and is scaled to match the width of the flat area on the saucers
upper area.
bb28.jpg (96.93 KiB) Viewed 349 times

Because the bottom will hold the impulse engine, and the Shuttlebay, the back
top plots are crushed into the next lower point, this is done by selecting the
two upper points, and crushing their Y axis to create a perfect flat.
bb29.jpg (96.64 KiB) Viewed 349 times


With the Star drive now complete it is time for the warp engines, this is done
by creating a 5 * 12 cylinder. Rotate it is so that the sides are flat and the
top is flat as illustrated as this is important as to not create errors when
detail is added. The next step, is to scale the points inward, however leave
the side points as they are, so you are scaling down the highlighted plotters
on figure 30
bb30.jpg (78.28 KiB) Viewed 349 times

For the detail to work, it is important to have the SAME sort of positioned
groups as in the image below in figure 31
bb31.jpg (15.43 KiB) Viewed 349 times

You now have a section of the cylinder, where there is a long space, shape the
group on the right side to this shape in figure 32 as this is our Nacelle grill
position which is essential for the detail and possible light map feature that
Milkshape provides
bb32.jpg (27.23 KiB) Viewed 349 times

Now it is important to know what side the nacelle is, select the FACE in the
image but only on one side, delete both and you will mess up the strut locations,
so delete the outta faces ONLY!

bb33.jpg (90.28 KiB) Viewed 349 times

Once deleted of the faces, select to SELECT VERTICIES again, and shape the rest
of the nacelle to that illustrated in figure 34
bb34.jpg (63.27 KiB) Viewed 349 times

To create the Bussard Collector housing, Use the SELECT Face option and select
the upper faces and duplicate them. Then move them away so you can see what
you are doing as this will be our bussard holders
bb35.jpg (76.03 KiB) Viewed 349 times

Once the shape of the holder is sorted, flatten the section and the nacelle
points it follows to create the image in figure 36, remember if you cause a
mesh error, use Control + Z to undo

bb36.jpg (76.85 KiB) Viewed 349 times

Depending on your preference, create a 1*8 or a 3*8 cylinder (I used a 1*8)
and place it in the holder. Duplicate the upper holder, and flip it below and
match up like shown in stage 34, as this will give you the depth of what your
cylinder must be
bb37.jpg (79.64 KiB) Viewed 349 times

Next thing is to shape the bussard to match that shown on a galaxy class. Note
if you selected a 3*8, you can add smoothness to it like the galaxy, but to
save time on a not really noticed area when the textures are on, I didn’t bother
with the additional poly adding smoothness
bb38.jpg (80.33 KiB) Viewed 349 times

Now for the grill, but first, we must create the housing, using a similar method
to the saucer windows, create a box, and delete the back plotters to create
a sheet, and fill in the side gaps of both sides of the nacelle, or Armada will
discard them and make them 100% transparent
bb39.jpg (60.14 KiB) Viewed 349 times

Once the two sides are done, use another sheet and fill in the hole completely
as this new box is your nacelle grill
bb40.jpg (67.95 KiB) Viewed 349 times

Position the nacelle relevant to where it is on the ship herself and duplicate
it over, note the color is added to illustrate the parts and isn’t needed for
the construction of the model at this particular time

bb41.jpg (52.2 KiB) Viewed 349 times


To create the pylons, create a single box, and bevel the side facing the opposite
nacelle. Then add another box as this will be the actual pylon and angle it
into position as shown in the picture below, once you are happy with it, duplicate
it and flip it over to the other side to complete your pylons
bb42.jpg (70.51 KiB) Viewed 349 times


For added canoness to the initial design, create 2 boxes, angling the edges
at different widths points and dimensions to match that in the image in figure
bb43.jpg (87.83 KiB) Viewed 349 times

Once the nacelles are finished and you are happy, duplicate the whatever purpose
unit create in part 41 and flip it to the other nacelle
bb44.jpg (97.5 KiB) Viewed 349 times

Adding final touches to the underside of the saucer is done by a 1*14 cylinder
with the top faces deleted. Create a similar shape to that illustrated in figure
45 and place into position, again, the deflectors color is there for illustration
and isn’t needed for the models initial construction
bb45.jpg (113.53 KiB) Viewed 349 times

She is finaly taking shape, but wait! We need an impulse engine so she can actually
move! So to create this, create a simple box, and put at the base of the box
that holds the stardrive and the saucer sections together, and create a face
sheet for the impulse area itself, once again, color is for illustration usage
and doesn’t affect the outcome of your model
bb46.jpg (72.46 KiB) Viewed 349 times

Well its all there, all she needs is a command area, so to create the bridge,
simply create a 1*8 cylinder, with delete bottom faces, and shape into that
illustrated below, once the base part is done, duplicate it and flatten the
top plots using the axis crusher to create a flat line, then use a 1*6 cylinder,
and delete the bottom faces to save the count of polys and position and shape
it as illustrated, once the bridge is done, put it on the top of the saucer
bb47.jpg (95.78 KiB) Viewed 349 times

There, it is completed! And converted to SOD via the Sod A1 exporter plug in
provided by Assimview, the model should hopefully bear a striking resemblence
bb48.jpg (106.8 KiB) Viewed 349 times
Last edited by Phantom on Mon Jan 19, 2004 2:42 am, edited 4 times in total.

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Post by Phantom » Mon Jan 19, 2004 2:11 am


Axis Crushing
Flipping on Axis
Face selection, deletion and manipulation,
Poly reduction tactics for added mesh detail
Light map object assignments for easy use when texturing
Creating a model under 1200 polys
Last edited by Phantom on Mon Jan 19, 2004 2:43 am, edited 1 time in total.

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Post by Phantom » Mon Jan 19, 2004 2:15 am


Post any attempts you made, even if it doesnt really look like it, or you have used techniques illustrated here in this tutorial and show us what you can model !

Last edited by Phantom on Mon Jan 19, 2004 2:44 am, edited 1 time in total.

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Post by pepperman » Mon Jan 19, 2004 4:39 am


First, I want to take you for taking the time to produce what appears to be a fantastic guide.

Second, would it be asking too much to ask for this in a downloadable Word document.



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Post by newbieofallnewbs » Tue Aug 03, 2004 1:46 pm

this is great since im starting to try stuff with milkshape but i believe you left somthing that ihave problems with later on, apllying the tga files really troubles me can you give me a short summary of what or how to do it. and also how to convert the ms3d file to a sod file.

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Post by Hardyous » Tue Aug 03, 2004 4:25 pm

i thought the bradbury class was a bit like an excelsior with the nacelles fused into the saucer like a steamrunner


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Post by newbieofallnewbs » Wed Aug 04, 2004 3:12 am

that is a nice slick ship but i mean how do you convert it to a sod file i do not understand.

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Post by Phantom » Sat Aug 07, 2004 8:48 pm

You need to log either onto the Milkshape Homepage (Do a google search as I cant rememebr what it is off the top of my head) and then download the Armada SOD Exporter (It is Armada 1. But A1 sods work in A2. It was designed intentionally so that any mesh created in Milkshape could be used by the whole community as it should be)

As for the Bradbury Class, I know 4. that one was on the i believe


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Post by pepperman » Fri Nov 12, 2004 4:27 pm

What happen to all the images here?

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Post by jnddepew » Fri Dec 24, 2004 4:51 am

I can't see them so I can't do them :lol:

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Post by Elrond » Fri Feb 11, 2005 7:26 am

I'd like to see them too, as I just made a model last night and I'd like to see the images so I can get a picture of what I'm going to do now. My ship moves in the game, but there are apparently no hp's or something because the weapons don't fire - or maybe that's an odf file problem - that's the one thing I have to learn now is about hardpoints. Once that's finished, all I've got to do is develop more experience modelling and then find my style of modeling the ships and that's it - then my mod will take shape (hopefully). :P The ship looks great, and moves as it should, but I'll still try playing around with it a little to get the weapons online - maybe I just need more power! :P

Sulu: "Sir, Klingons off the port bow."
Kirk: "Oh God, Klingons again; Mr. SCOTT give me full POWER!"
Scotty: "It's not good, Cap'n! I cannot reach the control panel!"

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Post by Landoboy » Tue Feb 15, 2005 1:57 am

You need to add hardpoints with a nodule tool. I can't remember where it is, but try googling for it.

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