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The USS Cavalier

Posted: Sat May 07, 2005 9:44 am
by l33tmodeler
Well, well, well. You thought I was just a newb eh? You thought I couldn't model eh? Didn't like mah recreation of the Halo Ring eh? Well check out my totally original, totally mine, totally from scratch capitol space cruiser!

I made it for a movie I might make. I have another ship I dreamt up I have yet to make. It will be sweet.

Pics:

The images need to be cropped in places, I used a region render to render parts. But My photoshop isn't working, so they are going to stay that way.

Thoughts? Opinions?

Posted: Sat May 07, 2005 10:40 am
by an emu
your ring is still a chamfered tube....

Posted: Sat May 07, 2005 11:16 am
by l33tmodeler
How about a comment on the fricking model?

Posted: Sat May 07, 2005 11:24 am
by Katarn
an emu wrote:your ring is still a chamfered tube....
Stop taking my comments, and the fact that you didn't take this model into consideration is bad. Anyways, this model is better, but still imo ugly, maybe it's just the renders tho.

Posted: Sat May 07, 2005 1:56 pm
by l33tmodeler
Aight, thanks Katarn. But waht is so ugly about it? A while ago today my friend said it needed some detail, so I added some which is what you see now. Every piece of the ship has a specific reason for being there. The big thingy sticking up out of the top of the bridge? You know, the big blocky thingy in front of the engines? That is a communications antennae.

The other protrusion sticking out of the top of the ship is the mooring mast (again, my friend couldn't stop being immature at the very mention of this part :lol: ) it's there, based on the principle that two very large ships could not dock together airlock to airlock. Reason being the forces affecting the ships would just tear the airlock off. Every piece of the ship and everything inside it would have to be weighed, and kept track of during maneuvers. So, ships would 'moor' or attach the giant skeletal mooring mast to each other using giant cables. All cargo and troops transfer would have to go through shuttles.

I bet you all think those giant prongs that stick out the back of ship are wings or some sort of decoration right?

WRONG! They are mass launchers. These house a long rail coming out from the two massloaders that can fling a ship, or mass block out at amazing speeds.

The blocks, are 8 ton solid blocks of metal, rock, or anything that can be fashioned to the rail sled. Why? It is incredibly hard to destroy, (being solid) has more than enough mass to punch through even the toughest warships armor, and continue through. Ships get launched through here. Well, fighters and things that need to go fast anyway. Shuttles can go out the docking hangars on the sides of the ship, as seen in the last render. That is also how the fighters get back inside the ship.

The giant tank on the abck of the ship? Between the engines? That is a coolant tank, kept just a few inches thick it houses special coolant to keep the reactor warm.

The giant tubes going into the ships nose thing? Those are torpedo tubes.

The things sticking out the sides of the nose? Ammo depots. They house a load of the torpedos and other weaponry inside them. Why is all the firepower of the ship housed in the nose? Why is the nose so thin and stick out so far? Because, if ruptured, a weapons cash can gut a ship. If this happens to the canisters sticking out the sid of the nose, damage is minimalized, and does not proceed through the ship.

There are no windows on the ship, they would be easy to destroy, exposing those inside to the vacuum of space. The only windows are on the communications and nav cache on the top of the ship (where the antennae sticks out of). The window is there in case a UNS goes down, and leaves everyone in the area lost.

UNS's are large space stations stuck inside Lagrange points at special locations in system. These space stations monitor all ships in the immediate area, and maintain a constant relay with the ships, providing their XYZ coordinates in the immediate explored universe. These stations are HUGE, bigger than a couple, of these ships. They are designed to be completely self reliant, hard to move, and defendable.

The information stored in one of these is enough to turn the tide of a war. Such as secret base locations, military outposts, planets, and where warships, trader ships and just about everything is located at. Destroying one would place a fleet in complete navigational hazard. Forcing the communications to be limited to a range, and Navigators to rely on visual star mapping.
The location of UNS's are unknown to all but top military officials and the people who live and operate the facilities.

Ships that come within range of a station are warned to proceed on a different course or be destroyed.

UNS's are also long range communications hubs, allowing universal communicaton almost instantaneously.

Warp drive does not exist to be on large ships. Such as Warships. Or even large trading vessels. 'Warp' (not what it is going to be called later on) is achieved through going through a 'warpgate'. These are large circular 'gates' that allow a ships inertia to be nulled out, allowing for a ship to travel at revelantational speeds with ease.

Why aren't 'warp drives' on large ships? The energy demands for such warp drives are far to great for a large ship to handle. A joule/foot of mass ratio produces enormous energy needs. Small ships, IE fighters, civilian ships, and small traders can use these drives. The location of UNS's are unknown to all but top military officials and the people who live and operate the facilities. Commercial warpgates and UNS's do exist, but require a toll, and locations are widely known.

UNS stands for Universal Navigations Sattelite.

All rules and restrictions to this universe I have dreamt up are meant to be as realistic a possible, and are based on actual principles. Which and how I know, I cannot tell you.

Posted: Sat May 07, 2005 5:40 pm
by crimson4245
Nice d00d. Thats awsome, it was kinda ugly at first >.< but after you
kept showing me ur uber-models it was startin to turn uber-cool.
Uber-Dood!

Posted: Sat May 07, 2005 8:05 pm
by l33tmodeler
Thanks man, I am not working on the other ship. That ship I think I will call the 'arrowstar'. It is kind of odd right now, and needs detailing. And lots of it! Arg, can someone give me some tips on angled surfaces? Like a beveled box, that has some cuts between the ends? I have to make the cuts perfectly even side to side, but when I work with the axis, it makes the angle/slant sort of not slant. It bends in the middle. I want it to still have the cuts, but not bend like it does.

Posted: Sun May 08, 2005 4:17 am
by Darkstorm995
The concept is alright, you need more detail and maybe chamfer the edges so it looks smoother on the sides.

add in details like armor plates or something

Posted: Sun May 08, 2005 8:13 am
by griffenmaster
Some things don't need much detail, but a space ship should be packed with detail. Every time I look at it, I should find something new. However, I don't mean to offend you or your work, but it looks like a couple of boxes stuck together. Not bad, but your name should be changed. I don't claim to be great at modeling, in fact I don't claim to be much better than you, but I'm sure your name offends the actual Elite group of people who make amazing, jaw-dropping models.

Posted: Sun May 08, 2005 9:15 am
by SnaFuBAR
good concept. finish it up with details (A LOT OF DETAILS) and a skin. without details it looks like a toy.

keep working on it.

Posted: Sun May 08, 2005 9:20 am
by l33tmodeler
but I'm sure your name offends the actual Elite group of people who make amazing, jaw-dropping models.
Now that, is just plain mean. :x That, I consider and insult. But, no I didn't know what to call myself when I came here and just decided to call myself this after, modeling being one of my favorite things to do.

It's not a bunch of boxes either. I can prove it. The only bit that wasn't sealed into the model would be the engines and the tank at the back. They had so many sides I just said screw it, and moved em in place.



However, I did come up with a name a while back. I'll change it to that.

Posted: Sun May 08, 2005 9:42 am
by Sonictag
Ok, its not bad, for improvements I think you should chamfer some of the really blocky parts, maybe just a little, but it shows you have payed some attention to it. Also I think you should improve your renders, for this, I would do a simply clay render:

1. Place a Grey plane under your model, then place your model so it is just about ontop of it, or floating a bit.

2. Go to your Create tab, then go to lights, then place a sky light somewhere a bit above your model as a light source.

3. Select your whole model and give it a while material, or just change its color to all white.

4. Press F10, go to Advanced Lighting, then pick Lighttracer.

5. Press 8 and where it says "no exposure control" change that to "automatic exposure control".

6. Pick a good view in your perspective viewport, then press F9.

Posted: Sun May 08, 2005 10:13 am
by Patrickssj6
i think there are fucking many polys.so whats the poly count?

Posted: Sun May 08, 2005 12:09 pm
by Gavel
I've never really known anything about lighting, or anything. But thanks for the help on that! I think I will try that! And yes it is me.

Aight, I did it, and WOW. UN FREAKIN BELIEVABLE. My friend is going to freak out. The poly count is 3510 Poly's. But that is mostly due to the amount of polys I put into the torpedo tubes, and round objects. My poor computer can barely handle the render! It takes like 2 mins for it to render! LOL!


It's so beautiful! Thank you SO much SonicTag! I never really knew anything about max outside making models, and fixing errors! Now I know something! :D :D :D

BTW I don't know aobut you guys, but I just love the look of hard edged flat surfaced machinery. Like the bridge, I LOVE how blocky it is.

EDIT: Chamfering is almost impossible. Whenever I try it acts and does weird stuff. Plus, I like the model the way it is.

Posted: Sun May 08, 2005 1:45 pm
by Sonictag
Well, I guess up to a point it is what you like that counts, glad i could help. Im a curv lover myself, as I mostly model characters and cars i do like curved surfaces for everything.

Posted: Sun May 08, 2005 1:52 pm
by Patrickssj6
the polycount is good

Posted: Sun May 08, 2005 2:49 pm
by Gavel
Thanks Patrick! I would chamfer the top of the nose sticking out of the front, and the mass launcher bottoms, but they just seem to do weird things when I chamfer em. I'm to tired to do anything today anyway...

I have been working on the other ship (now dubbed 'the arrowstar') for a while now. Progress has been slow on it. I guess I'm just less as enthusiastic about it... it has the main torpedo tubes, turret, and point defense urrets on it already. Well, most of the PDT's anyway.

Detail is just killing me right now. The turret's, look pretty plain. Agh, the sloped angled surfaces are killing me! >_<

Every Night I come up with another creation :twisted: Just as I fall asleep they pop into my head. Lol.