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Constitution Class Refit

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,137
Age
34
Looking great, keep up the good work! :thumbsup:
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,477
Age
42
Hello:
That is a huge update! But the Connie looks as sexier than ever!
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
Update time for the Enterprise - Biggest news, she is in game.. two 4096x4096 textures.. LODed down to 2048x2048 and 1024x1024... But those pics will be at the end.. incoming are more progress pics picking up where I left off a couple of weeks ago..

Started laying down the Aztec patterns using various sources from model kits and of course referencing Wiley's excellent Connie Refit. But making it my own as well.
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I wanted some extra detail for this model as well in order to make it decent for renders and some up close shot potentially.. So the Secondary Hull, Bridge and Torpedo Bay docking ports were cut in and textured. in a render engine, they will also throw light..

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Main hull aztecs are now finished in these images.. it went relatively smoothly.
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starting to turn some lights on now..
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new scratch made secondary hull strongback textures.. again referencing the studio model and wiley..

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So the goal with this build of course, was to make new textures for everything.. and replace any placeholder textures there are.. that includes impulse engine..

took an image of the photo etch parts for the refit connie from HDA modelworx..
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...and made this..
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.... the old WZ shuttle bay textures had to be updated, and needed to swap out the placeholder Wiley texture.. new shuttlebay alcove textures..
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And that is the end for this post, as I have reached he 20 image limit.. a second post is on its way
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
second post...
outdate gangway hatch from the WZ Connie
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...updated version from me..
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So i left one small detail for the very end of the model and that was the phaser bank bumps... I tried to make them as round as possible while also being as efficient as I could.. they ended up about 144 polies a piece.. which doesn't sound like much but when you have 18 of them they add up LOL
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It was time to do the botanical garden/arboretum.. wasn't sure about how I waned to attack this, whether to cut the windows in or do all texture.. in the end. i decided to do all textures..
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i then added a scene in behind the window texture to give it some life/depth.. up close it won't hold up.. but from afar it looks pretty good
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So i have been editing and updating and manipulating the WZ model for years.. so here is a comparison of my model, side-by-side with WZs..
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and the big moment.. the first ingame shots!!!
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I have to say, this has been quite the project thus far.. and im extremely happy with how this build turned out.. I still have some small texturing details to work on and adjust/fix.. Reliant is in a similar place and almost ready to be put ingame as well. Thank you to everyone who has supported and said such kind words as well..
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,326
Age
39
Impressive what was the final poly count?
 
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