ok folks the eargly awaited federation ship that i have desinged its an dhol class starship similar to intrepid but better and faster. also can anyone make a comment please
warp 9.9999
12 phaser arrarys and banks
30 torpedo launchers
ablative armour
corbomite reflector
Transwarp drive stolen from a Borg cube
and finaly a cloaking device
thats my first project but as you can see i need to add the real life texture to complete the ship id also like to thank major payne for the help but stil need one last thing the real life texture this is the kind of ship iv bin workin on for a while next will be klingon and romulan to help phantom but this is my pride n joy also this is my new Klingon cruiser hope its ok
Last edited by hms_custody on Tue Oct 07, 2008 7:52 pm, edited 9 times in total.
Were some of the forms on your ships originally spheres? It appears that a number were, and one thing that you should probably know if you're going for FT designing is that the staff tends to discourage the use of spheres, as they are un-necessarily polygon-heavy. I don't know how aware you are of the polygon restrictions in Future Tense, but as I have come to learn the hard way, they won't lightly accept anything over 2000 polygons. If you haven't already, you should read the first post "Announcement: Star Trek Future Tense Staff Opening Apply within *Spoilers*", as it spells out most of what Phantom expects and what he currently needs to bring FT closer to completion.
ok what can i use instead of spheres and stuff as i find it easier to use and make the ships. New futuristic design of klingon bird of prey just a thought also if i just send images like these on ere can you redesign them from scratch without using spheres n stuff and show me on ere?
Okay custody. A small tip here. Look at current designs for a particular class of ship your attempting to design a new one for. Currently, and dont' try to take this the wrong way, but this new one you've pictured here is of poor design. Remember a classi bird of prey had the following setup which is generic to ALL versions (both klink and romulan): head connected to neck of certain length which is attached to its engine/rear end/main body. Swept from this on either side is its wings which are tipped with its main armaments. Its from this you need to derive a design and then see about streamlining the design. For this look at the likes of the Enterprise. Its gone from a relatively primitive version (constitution and I'm not including the akiraprise) to the latest one (nemesis refit of the sovereign class). Notice in this its gone from being fairly bulky looking with a low amount of streamlining to being long, narrow, not to tall and with the saucer and nacelles lowered to give the impression of a highly streamlined design.
This is the kind of pattern that you would need to follow.
Now to the point in question of what you need. As already stated, spheres are not the way to go. A combination of cylinders and cubes is where you need to develope. Spheres are used only as a last resort. Your best bet is to get some of the models I've released which are unconverted and dissect them to see how they were constructed.
ok at the moment i am using milkshape 3d 1.7.0 this is probably why i aint got some of the stuff u mentioned as it is quite n old version if only i can find the disc with 3ds max again that would be great i think ill have to download the trail version of the new version of Milkshape 3d. But i gues the federation ship design was ok i suppose oblivion is right it does have the similarity of galaxy and intrepid mixed together but the main thing is iv managed to get this far. Also where can i get these advanced models u created?
milkshape 3d 1.7.0 should suffice foryour modelling needs. I know I have used 1.7.2 for a long time now and it does a good job with everything i want it to do. now don't get me wrong, its not max but then its not nearly as expensive either. lol
keep practicing. i might suggest you start with a know design to start with and try modeling that first to get the feel for the tool and for modelling in general.
get the stock importers and import some of the existing ship and look and how ther ships are made as you can learn a lot from these.
To oblivions question thats just a testing but should be much better the only thing im stuck on is adding those annoying real life texture by the way how do u curve the boxes because i just realised that the cubes are classed as boxes on 1.7.0 i want to cure the edges i was close on makin a soverign refit design but couldnt finished the nacelle part where it joins to the aft section of the ship.
Majorpayne just got message never realised i had one tried to reply back but (invalid session please resubmit you form error) ill need your email add sent over by message or you can add me on my 24 hour messenger service palvindersandhu@hotmail.com
Recommend that you also read some of the tutorials list under the MilkShape 3D 3rd Party Tutorials section as they will give you valuable insight into basics, preparing blueprints, modelling, uv-mapping, skinning, etc