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[WIP] Hur'q Warship

  • Thread starter february32nd
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february32nd

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In Star Trek, the Hur'q invaded the Klingon Homeworld, an event which continues to shape Klingon foreign policy. We never see them in the show so I made a warship for them. This is about 1.5 times the size of the NCC-1701's Secondary Hull and the wings are as thick as the Constitution's Shuttlebay.

I did this in Blender using pretty simple tools as I am a newbie. I don't know how textures work. Since this is Star Trek, it seems appropriate to add some kind of glowy **** to the Nacelles and I currently don't know how to do so. I also need to figure out how to add a background starfield & nebula. I think I want to add interferometers to the Disruptor Turrets and flare the base of the neck. More importantly, I still need to include shuttle bays, and secondary weapons.

I figured the Klingons had tried to emulate Hur'q technology so it has the head/neck deflector arrangement, Disruptors, Magnetic Pulsars (a Klingon torpedo from TOS), and a Stasis Projector. The Hur'q were in space for a long time, so maybe the thought through there designs a tad bit more than the plucked chickens of Star Trek. :rolleyes: The bridge is buried in the hull. I've never seen any disruptor strips so I figured they had to be emplacements and accordingly put them in turrets.

What do you think?
 
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Majestic

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Image removed, as imageshack links aren't allowed on MSFC, as stated in the rules. Please use the attachment feature.

But it sure is a nice model. :cool:
 
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Katala

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Since this is Star Trek, it seems appropriate to add some kind of glowy **** to the Nacelles and I currently don't know how to do so.

Also please watch your language, the **** are automatically put in place by our filter, but you should re-read the rules as this is a family friendly site to which children visit and we wish to keep it that way.
 
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february32nd

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hurq_dds3.png

Alright kids, don't be like your Uncle February; two strikes in one swing is bad baseball.


Thanks Majestic!
 

Styer_Crisis

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Nice model, and it deffinately shows you got talent, more so than i have. My only Niche is that the Cannons/Turrets don't seem very star trek to me. IDk though, maybe the ships is done in the spirt of the new movie. I look forward tto seeing more of your work soon.
 
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february32nd

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hurq_dds4.png
I added the Magnetic Pulsar launchers to the wing tips, flared the neck base, added interferometers to the turrets, and added Stasis Projectors (spikes) to the head.

Comments?
 

Majestic

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Thanks for the vid HK, I never got the opportunity to play Invasion. :thumbsup:
 

Hellkite

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then you misses out on a really good game my friend
 
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february32nd

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hurq_dds5.png hurq_dds6.png
I changed the paint scheme, that's all I can think of for now.

fedgunship1.png
Here is a take on a Federation Fighter Bomber with a BIG phaser.

Suggestions?
 

Majestic

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then you misses out on a really good game my friend

Yeah, it's a real shame it wasn't for the Xbox or PC as well.

View attachment 4720 View attachment 4721
I changed the paint scheme, that's all I can think of for now.

View attachment 4719
Here is a take on a Federation Fighter Bomber with a BIG phaser.

Suggestions?

Looking good, a good start. I don't use Blender so I really can't give you any tips with that program, I only know I think I person here that does use it.
 
A

Atlantisbase

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That's pretty good. Nice to see some fellow Blender users creeping out of the wood work.

A few suggestions.
  1. Use Smooth shading, that will get rid of all those ugly faces. It can be found on the Tool shelf on the left of the 3D view in Object mode

  2. Use a "Subdivision Surface" modifier on rounded objects. If you want a more realistic look use subsurfs on the square things too and then use loop cuts (Ctrl+R) to sharpen the edges. This takes off the perfect, razor sharp 90 degree corner and makes it look far more realistic. Subsurfing and loops cuts is a great way to quickly make your model high-poly while still using simple geometry

  3. From one of your renderings it looks like you are doing a sky by taking an image and using it on a flat plane or something. Either way the image isn't mapped right or well and you're getting all that stretching.

    When doing skys you can do it one of two ways. One way is to take a big UV sphere and flip the normals so that the textures show up on the inside then apply your texture using generated coordinates and sphere mapping. The only catch here is that the image should really be designed to map onto a sphere, otherwise you get stretching and distortion at the poles.

    A slightly more complicated method is to use an HDR light probe image (also sometimes called a fisheye image) and apply it as a world texture with "Ang Map" coordinate mapping, mapped to "Horizon", and "Real Sky" enabled in the World Settings. The complicated bit comes in that there aren't really any HDR images of space, so you have to make one. I do it using a combination of a program called Spacescape to make the actual sky, GIMP to stitch the skybox export into a vertical cross, and then HDRShop to turn that into an HDR probe. If you make the final image 2048x2048 or better you get a descent looking sky, but it does take some work.

  4. You're materials could use work. Play around with the specularity, it doesn't look very good right now. Also try using some of the procedural (i.e. built in) textures to add subtle color variations.

    Honestly, if you want to get a realistic look, it will be very hard using Blender's internal render engine. For realistic results use an external engine like LuxRender. It has a pretty steep learning curve, but gives great results.

    If you would rather stick with the internal engine then you'll have to UV unwrap your model and make textures to get it looking really good.
 
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