NX01 (enterprise) corridor.

craig

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This is a new model I'm working on (still largley incomplete), which I'm using to learn various modelling techniques. It's the corridor of the ship (or rather part of it) on 'Star Trek - Enterprise'.
 

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looking good :) i'd say u need alot more detail on the walls, but u probs already knew that as its a WIP :p
 
Are you going to Normal Map thoes walls with a lower poly version or just keep them the way they are?
 
eddie500 said:
looking good :) i'd say u need alot more detail on the walls, but u probs already knew that as its a WIP :p
I did indeed :)
SillyBilly said:
Are you going to Normal Map thoes walls with a lower poly version or just keep them the way they are?
This isn't intended for in-game usage, so I'm not overly concerning myself with polygon count.

Okay, todays update. I know it doesn't look like much but I've:

1. fixed the vents on the roof.
2. smoothed the lights on the roof off a lot more (even though it's not noticable far-away).
3. added panels to the walls.
4. added a bump-map to the wall (just a test)
5. removed the halogen lights (because they were just placeholders and looked shit anyway).
6. tweak, tweak, tweaked...
 
wow coming on really good, i don't know as i don't watch star trek or have seen your referance image, but maybe some pipes on the wall? just an idea. great work keep it up :)
 
Looking good. There are still parts that need beveling. Nothing is a 100% sharp. Maybe it's the lighting that fools me here? Keep that in mind when you do high-poly/mid-poly work and your mesh will look much more realistic. Just keep it up and we'll see a nice corridor here:)
 
Mikademius said:
Looking good. There are still parts that need beveling. Nothing is a 100% sharp. Maybe it's the lighting that fools me here? Keep that in mind when you do high-poly/mid-poly work and your mesh will look much more realistic. Just keep it up and we'll see a nice corridor here:)

Mikademius, the lighting was something I wanted to do last with it being the thing I'm wost at. You're also definitely right about the edges and whatnot (but with most stuff being extruded splines I just wanted to get the scale correct before the itsy work).

Here's a couple of references for you all to look at (the lighting I want to achieve is similar to 'sample.jpg').

3.jpeg is one of the refs I found which has more detail, but is awful quality.
 
craig said:
Mikademius, the lighting was something I wanted to do last with it being the thing I'm wost at. You're also definitely right about the edges and whatnot (but with most stuff being extruded splines I just wanted to get the scale correct before the itsy work).
Excellent thinking. That is the correct way of modeling ;) Just keep the edges in mind later and I'm happy.
 
Here we go, update number 3:

I've included both a lit version (or rather a version I've begun to play with the lighting with) and a version with no lights in the scene at all.

I'm getting pretty happy with it now, but I still have a lot of mesh work to do and a lot of material/lights work.
 
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