Commander
Join Date: Jun 2012
Posts: 321
# 21
05-20-2013, 09:23 AM
very nice, and while this goes against the kudos from everyone else, i feel the following is necessary.

a few points, don't make non-uniform bump/normals maps/tesselation maps/displacement on the floor that isn't carpeting for any tech style flooring. while it looks spiffy, no ship or any technologically advanced race would have such an uneven surface. same for the walls that appear metal...this also saves in the texture dept. (if displacement shader, was unnecessary)

both should be smooth as glass, or if you want a tex for the floor use something that would give people traction, uniform in appearance. something you might actually find here on earth :p such as raised diamonds, small scalloped circles, etc.

no one (real world) wants bumpy metal for anything, it's weak, the rough surface creates potential fracture points, last thing you'd want in an engine room with such explosive power >.<

do love the lighting of and off the warp core however, first rate that
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Starfleet Veteran
Join Date: Dec 2012
Posts: 32
# 22
05-20-2013, 09:31 AM
Quote:
Originally Posted by deadspacex64 View Post
very nice, and while this goes against the kudos from everyone else, i feel the following is necessary.

a few points, don't make non-uniform bump/normals maps/tesselation maps/displacement on the floor that isn't carpeting for any tech style flooring. while it looks spiffy, no ship or any technologically advanced race would have such an uneven surface. same for the walls that appear metal...this also saves in the texture dept. (if displacement shader, was unnecessary)

both should be smooth as glass, or if you want a tex for the floor use something that would give people traction, uniform in appearance. something you might actually find here on earth :p such as raised diamonds, small scalloped circles, etc.

no one (real world) wants bumpy metal for anything, it's weak, the rough surface creates potential fracture points, last thing you'd want in an engine room with such explosive power >.<

do love the lighting of and off the warp core however, first rate that
It's fine I appreciate your feedback. Yeah I agree about the floor. The original plan was to with a vinyl type surface that was seen in TNG but it came out looking incredibly. After looking through elements of the environments in STO I quite liked the look of the brushed metal look.

One of first things that took some getting used to from my perspective is that I can unrwrap a model fine with proper UV's but in the case of creating a large modular environment was to use seamless repeating textures, which was a first for me.

In the beginning the surface was completely flat and it was decided to add a base bump map to it as well as the cube map reflection just hint at some detail.

But yes I think I should probably have tried the diamond metal plating to see how it would look.
Career Officer
Join Date: Jul 2012
Posts: 574
# 23
05-20-2013, 09:38 AM
Very well done... my compliments to you sir.
Starfleet Veteran
Join Date: Jun 2012
Posts: 28
# 24
05-20-2013, 10:10 AM
Oh myyyyyyy! That looks incredible, man. I'd love to see your work in a Star Trek game.
Formerly known as Khannnnn
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Career Officer
Join Date: Jun 2012
Posts: 44
# 25
05-20-2013, 01:44 PM
To go along with the floor texture comment, a so-called "coin grip" flooring material might work better (look for that term on Google Images for examples). A diamond plating might look too industrial for Starfleet's cleanliness.

One other thing I noticed is that the reflections on the Pool Table are odd. On the near end (as the camera approaches), the reflection of the warp core shows it to be to the left, then on the far end of the table, the warp core appears to be to the right, but in fact, the warp core is centered beyond the far end of the table. Not being all that familiar with the Unreal Engine, I don't know if these reflections are something that can be controlled, however -- I'm assuming they are pre-generated reflection maps applied to the Pool Table's surfaces?

Other than that, the whole thing looks amazing. I've always loved John Eaves' work, and 3D models based on his original drawings are always fun to see.
Survivor of Remus
Join Date: Dec 2012
Posts: 318
# 26
05-20-2013, 01:54 PM
Two things:

Thing the first - This is an excellent job! Technically speaking, this is really well done.

Thing the second - I never realized how odd the "engineering" section set was. It looks like an office building with a bunch of touch-screens all over the place and some sort of glowy art-deco piece in the middle. Everything's tucked neatly away behind carpeted wall panels. Vast amounts of empty space with no obvious use. It's so strange.
Captain
Join Date: Jul 2012
Posts: 1,807
# 27
05-20-2013, 03:00 PM
Wow.. that was very very impressive.

I wonder how a crewmember or even a Borg would look like with this engine..

Again, great job sir
Rihannsu
Join Date: Oct 2012
Posts: 70
# 28
05-20-2013, 04:35 PM
WOW. Absolutely AMAZING work! You deserve top marks
Captain
Join Date: Jun 2012
Posts: 4,254
# 29
05-20-2013, 04:43 PM
Eeeeeeeeeeeeeeeeeeeeeeeeepic!
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Career Officer
Join Date: Jun 2012
Posts: 1,448
# 30
05-21-2013, 06:45 AM
Very well realized indeed. Awesome stuff.
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