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3D-Pangel

ST III Spacedock

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Well...this will be a first for me...actually creating and updating a thread on a current WIP.    Probably a first, because I never really know if I will be able to finish a project when I start it, but I feel pretty confident about this one.  

The project will be the space station from Star Trek III --- highly inspired by listening to the music from the movie.  I am a huge fan of movie music and one my favorite composers is James Horner (Avatar, Field of Dreams, Apollo 13, Titanic, ST II and ST III, etc.).  Sadly, he passed away in 2015 in a private plane accident.  Just lately, I have been listening to his soundtracks.

The station I hope to create is this one:

USS_Enterprise_approaches_the_Earth_Spacedock.thumb.jpg.c7b1f8bc454ebf9c4ef3a6fb0e03de58.jpg

At first glance, it did not seem to offer too much a challenge as it really is about 10 primitives (cones, spheres and cylinders) stacked on top of each other, but as I do research on the web, finding any and all images, it is actually not that simple.  So it should offer some fun challenges.  I also plan to model the interior docking area  as well: 

USS_Enterprise_and_USS_Excelsior_in_Spacedock.thumb.jpg.94f4e6aa42406092381625638c3dbb2f.jpg

....and finally, here is where I am  so far - 

 

58b35b16ed1bf_Progress1.thumb.JPG.ab3068e3d622339a6385e5510ba1daf8.JPG

 

Okay....is it just me or does this look like a giant mushroom?  ;-)

Dave

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Dave, so far so good. :) Keep us posted...who doesn't love ST!!!!!? :D


| MAXON Quality Assurance Specialist | 3D Asset Creator | C4D Cafe Manager |

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Great idea for a project. Looks like you got Extrudifier just in time !

CBR

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  • Finally found some time to get back to this WIP and make some progress.  As C4D is a hobby, I do bounce around a lot with my projects -- trying, experimenting, learning, but never completing.  I wanted one big project for this summer because all that jumping around was not giving a sense of satisfaction of accomplishing something.

     

    STIII_a.thumb.JPG.e4a72c10c97ef82060f1e94698fc3d80.JPG

     

    Here is some of the mesh details:

    STIII_b.thumb.JPG.fbe1c636c25944d2793256f2ed99832f.JPGSTIII_c.thumb.JPG.89f1e4ed57864126d23f60d64d476cc9.JPG

     

    The model is huge because it will be seen with Star Trek ship models as well.  The works of Robert Wilde is the inspiration for this and I have over 66 reference images found from searching the web.  I finally got the shape/dimensions/proportions correct because rarely are there any orthogonal views to work with for every element of this model.   Now that the basic shape is done, next is to insure that I have the just the right texture with the appropriate specular highlights.  Here is an example of what I hope to achieve (for me it is a lot harder than it looks):

     

    STIII_example.thumb.JPG.e12582ab427f56c58257fa2b34add099.JPG

     

    Any ideas on how to get this affect?

     

    Thanks,

    Dave

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    I'll do some experiments later to find where best to put it, but I can tell you straight away where to go to get your cool hi-res panel maps.

    JSPlacement from Windmill Arts is extremely helpful in this regard when used with displacement, but works equally well (albeit more subtly) used in bump... you want the 'classic' mode here I think...

     

    CBR

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    Here we go - I made a quick JS map, made a new Beckmann reflectance layer with these settings - basically turning reflection off, and just using the specular (use other layers to do reflectance if needed), then the JS map went in the specular map slot. In the test shot below I have a normal omni light on the left, and an ambient illumination light on the right (not that it matters where that is) crucially with its specular component turned off. Were I to add another JS map (this time in lights mode) to the luminance channel I'd be well on the way to a decent space station...

     

    5af07d26bc3bd_Specplanels.thumb.JPG.88d02b4a64df86bc4457728312bab216.JPG

     

    The ONLY reason you can still see a bit of the panels in the dark bit is because I also used the map in the bump channel (albeit with only 6% depth) but I think you should do that anyway for better realism. In fact now I think about it, displacement is way overkill for objects this large so probably avoid that...

     

    CBR

     

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    Nice progress dave, btw i think your inbox may be full

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  • 13 hours ago, VECTOR said:

    Nice progress dave, btw i think your inbox may be full

    Wow.....I wonder how long it has been full as there were no alerts from the forum software....or any that I can remember.   I had messages dating back to 2013 so it is very likely I did get some warnings but completely ignored them.  I cleaned a few out so now it is 75% full.

     

    Thank you for letting me know!

     

    Dave

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    19 hours ago, Cerbera said:

    JSPlacement from Windmill Arts is extremely helpful in this regard 

     

     

    I also love how on their page under 'Tutorials; they have a recipe for Stuffed Bell Peppers.. One of the most random things I've seen in a while :)

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  • On ‎5‎/‎7‎/‎2018 at 11:41 AM, Cerbera said:

    I'll do some experiments later to find where best to put it, but I can tell you straight away where to go to get your cool hi-res panel maps.

    JSPlacement from Windmill Arts is extremely helpful in this regard when used with displacement, but works equally well (albeit more subtly) used in bump... you want the 'classic' mode here I think...

     

    CBR

    Jay,

     

    I did checkout JSPlacement some time ago, but it was a little glitchy on my old Win 7 machine.  I tried it again on my newer Win10 machine and it works well.  I have been doing some texture tests on the top dome using maps for specular and luminance from JSPlacement.  The base texture is an old deathstar texture that was originally much darker but I passed it through the Colorizer shader (I love that shader) to lighten it up a bit.  Here are the results of my testing:

    5af746832456c_Texturetest1.thumb.JPG.d41a4e64d9c44090326fa561c4cd9a53.JPG

     

     

    Getting there!  Thanks for your help!

     

    Dave

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