Hey everyone .
Long story short, I was bit by the modelling bug yesterday - and ended up having a browse through my Star Trek reference folder. In the end, I found this:
It's an old concept that Perpetual did for Star Trek Online; the Sacagawea class. I fell in love with the little thing, and after about five hours I had this:
But it didn't stop there - I made a version with the nacelles extended as well:
You may note that the texture looks a little different from that on the concept image. This was partly intentional, I wanted it to have a similar colour palette to the Fed ships here, and partly a result of my inexperience with Star Trek textures. As you may notice from the top of the hull and the bottom of the nacelles, I learned how to use paths and shape tools as I was finishing up. These work so much better than my method of copying over the UVWs, but I had no great desire to completely redo the texture so that I could use them.
All of that machinery and such like was removed from the top to save on polies; as she's already standing at 2014. I could possibly have put them in the texture, but it wouldn't have looked good at all.
My plan for today is to get this in game (FleetOps I'm afraid, though there's no reason why the .SOD shouldn't work. I don't use sprites). I'm still playing around with the new export script for Max, but I'd like to get some animation in as well. Not sure how I could do it though to be honest. Probably a replace weapon that increases top speed.
Long story short, I was bit by the modelling bug yesterday - and ended up having a browse through my Star Trek reference folder. In the end, I found this:
It's an old concept that Perpetual did for Star Trek Online; the Sacagawea class. I fell in love with the little thing, and after about five hours I had this:
But it didn't stop there - I made a version with the nacelles extended as well:
You may note that the texture looks a little different from that on the concept image. This was partly intentional, I wanted it to have a similar colour palette to the Fed ships here, and partly a result of my inexperience with Star Trek textures. As you may notice from the top of the hull and the bottom of the nacelles, I learned how to use paths and shape tools as I was finishing up. These work so much better than my method of copying over the UVWs, but I had no great desire to completely redo the texture so that I could use them.
All of that machinery and such like was removed from the top to save on polies; as she's already standing at 2014. I could possibly have put them in the texture, but it wouldn't have looked good at all.
My plan for today is to get this in game (FleetOps I'm afraid, though there's no reason why the .SOD shouldn't work. I don't use sprites). I'm still playing around with the new export script for Max, but I'd like to get some animation in as well. Not sure how I could do it though to be honest. Probably a replace weapon that increases top speed.