Hi folks. I’ve posted these elsewhere but for some reason I never seem to post here at BlenderArtists. I guess I figure Star Trek would bore you.
This is a ship from a 1970’s book call the Star Trek Technical Manual. This was a dreadnought class starship. You could tell it was tough since it had two sensor dishes and three engines! (That’s sarcasm, btw.)
I’d done the lion’s share of the work on this ship many years ago. But going back to it I had been increasingly unhappy with them from an topology perspective. So I’m retackling it with an eye towards mesh effeciency. So far I have used zero booleans on this so I hope it’s a much tidier mesh. It’s almost entirely quads (there are a couple of tris that I’m not bothering to remove, yet).
I’m also changing my work flow so that when I get a piece done I do the texture unwrapping at the same time. I hope this will prevent my usual process of “modeling is done time to start texturing mesh is never seen again”.
So far that’s been MOSTLY effective. I’ve had to do some tweaking to the UV maps and I never did finalize the textures, so the mesh is still in “texturing limbo” even thought the modeling is done. I’m using Blender and GIMP to make the texture maps.
Cycles is terrific, btw.
Let me know what you think.