Another basic update to end the week. I completed the major textures along with bump and specular mapping. The render here is just that done to see how it looks. Moving on to the minor parts and then see how easily I can replicate the work to finish the cruiser that goes along with this.
Closing out the week.
Worked on the ‘hammer’ sections and some final tweaks on the main hull texture. Still just the diffuse map. Also applied color to the main sensors. Some detail cloning took place as well.
Have to do the bottom of the main hull and work on the shuttle / pinnace bay. Never finished one of those on other projects. Even on a couple of Trek models I had done complete shuttle bays but no textures to them. Will need it here.
A correct title sequence this time around :)
So, again, minor update on the texture. I have the ‘wrap’ for the sides and top / bottom section of the hull complete. Just need to add some minor details to consider the main hull diffuse map done. I’ll move on to the ‘hammer’ sections and then do-dads stuff. The two images show the tweaks. I added both a port and starboard view here. This particular ship has the main missile armament offset to accommodate the length of the launch tubes.
Started texture development for both ships. I created a ‘paneled’ base image to use everywhere then will overlay with major section lines and small access panel stuff. Splash of color and decals here and there. The attached image is just a quick application of the hull sides to see how it would look. Diffuse only, no bump or specular elements.
Editors note: 9/9/2014 – Oops on title (fixed)!
Small retreat on the redesign. Ended up not liking the laser (point defense) guns and went back to a version of my earlier design. On the destroyer I added the sidewall generator and sidewall emitters (not on the hammer sections yet). Cloned the escape hatches and point defense guns. This is 95% done so I have started with the texture base.
Also have a 75% complete basic cruiser class. No side by side for scale image yet. The GRASERs, missile tubes and side sensor platforms for this ship are the same dimensions as well as the ‘sail’ section of the access / docking bridge. You can see it is bigger. :D
Same base texture but detail elements will be different.
First, a brief interlude.
My opportunities with my 3D hobby modelling have been severely impacted with job commitments and work on the house. I have about 2 hours a day available to do anything outside the job and my wife, deservedly, would like those. Weekends are consumed with the house remodel (which has so far resulted in one crushed – seriously – finger). The house will hopefully be ‘done’ sometime in October.
After more than a month of nothing I have eked out some time to relax and CG model. I am back, as titled, to the Honorverse at the moment. I recently read House of Steel: The Honorverse Companion and a large section of the book is sort of a Jane’s Military review of ships in this series of books. From that, and with my own ideas of how to translate the ships from word to visual, I have started redoing my own (unfinished) designs. I am staying away from named classes as that just invites fan wrath. Also, I saw over at SFM a thread (MaxxRush) doing much the same thing under the BuNine banner (Honor fans know what that is). We clearly have differences of opinion on certain design elements which is fine. This is for fun.
Attached image shows how I have changed things a bit and I started at the bottom with a destroyer. I have mocked in every ship type up to super dreadnaughts but here I have started adding detail.
1) Missile hatch no longer recessed but more like contemporary sub hatches. In the books they make reference to being able to easily blow these off if jammed. Recessed hatches are more work (real life) and would be more costly.
2) Point defense lasers on swivels. These are last defense and my original design, on pods, had too restrictive a field of fire.
3) Mainline engine / thruster smaller and attached to hammer. The forward and aft ‘hammers’ would not have been able to accommodate room for weapons and engines. These are only for station keeping and orbital ingress / egress and my original take was not in keeping with the book descriptions.
4) Impeller wedge guide. These (one seen in image) are like rigging to help form and maintain the wedge (which propels the ship).
5) Hatch for escape pods (just the one at this moment) and an example of secondary sensors for missile and energy weapons. The books talk to this capability of independent control if main targeting goes down.
6) Radar (or future analog).
7) GRASER no longer a recessed weapon. More a concession to having some widget look to the ship.
Not here (yet) various sensors for communication, counter missile hatches and POD tractor mounts. Obviously many of these items will be cloned to represent the various instances per ship.
Will never be seen – I roughed in the missile tubes, launcher, storage, energy weapons and shuttle bays. Everything fits with room for things like engines, power and life support, escape pods, storage for reactor mass, food stuff and – yes – crew! So the size and layouts I come up with seem to make sense if this were a real ship.
Here is another real world object that is a great visual study for textures. It is the absolutely incredible Lun-class Ekranoplan of the Soviet Navy. It’s NATO name was duck and for those unfamiliar it is a GEV (Ground Effect Vehicle) and not a plane or hovercraft. The Ekranoplan is actually a ship that happens to float above the water :) ! Only 1 was ever built but it was operational for many years. I would have loved to see this thing zooming across the water.
I came across this blog site (referenced on IO9) and was amazed at the enormous amount of hi-resolution photos – see Igor113 site here – of the Ekranoplan. The guys blog (in Russian) has lots of amazing stuff on it if your into planes. There are other entries later in his journal on the interior of this beast as well.
But back to it.
Here are two examples for the site I find as inspiration for texture design.