Total newbie, please be gentle. . . .

Total newbie. Have followed BlenderGuru beginner tutorials and now starting to work on my own.

https://c1.staticflickr.com/5/4256/34687849860_5bc864a70a_c.jpgIW-NCC1701 -001 by Ian Waller, on Flickr

https://c1.staticflickr.com/5/4267/34944172731_1e820c61ea_c.jpgNCC1701 Wireframe 2017-06-03 at 19.20.16 by Ian Waller, on Flickr

The idea is to get to full space shot with planet, then maybe move to short animation.

Currently scratching my head on how to add lights in hull. Was thinking faces, but when I subdivide, I am losing the round shape?

Thanks for looking,

Ian.

What method are you using to subdivide your mesh?

I am have tried using edge loops and subdivide faces. But both created a square face on the round saucer section, I think this might still be the option, I might just need to re-align the vertices to get flush again?

Bit more. . . .

https://c1.staticflickr.com/5/4241/35077218725_e6d2a671e2_c.jpg
IW-NCC1701 -002 by Ian Waller, on Flickr

Need to get back on with the ship!!

Try using loop cut (Ctrl+R) unless thats what you mean by edge loops :slight_smile: in which case maybe the subdivision surface modifier set to simple subdivision might help.


Hard to know what you mean without giving a “before” and “after” image, so you can point out the things you don’t think work.

If you want to maintain the shape and just add more faces, you can also do that by using the “subdivision Surface” modifier. The only thing is that you need to change from “Catmull-Clark” to “Simple” and then press “Apply” to actual add it to the mesh, so you can edit them in edit mode.

Also, if it’s the top you are talking about and that is made out of one face, you can perhaps recreate it, using either a sphere, which will divide it in to faces that don’t get squared or create a cylinder, but in that case change the “Cap Fill Type” to “Triangle Fan” instead of using the NGon. this will also prevent you from getting things square at the top.

Thanks guys.

Yes I am using loop cuts, although I have got this better now by fine tuning vertices. Now I need to do some serious reading on textures!!

Done some modelling behind the front dish.

https://c1.staticflickr.com/5/4264/34969100011_c49e87b07e_c.jpg
IW-NCC1701 -003 by Ian Waller, on Flickr

Your fine tuning has made a small line in the lower part of the ship. My guess is that you have some duplicate vertices, so try to use “Remove Doubles” in Edit mode after you have selected everything and see if you get some removed that should not be there.

One more small thing…
If you aren’t already, you may want to use this material for your spaceship hull it may look more realistic.


Just change the diffuse color to whatever color you are using now and keep the glossy as white

Cheers, the lines are actually intentional this time, based on pictures from the show.

I will have a play with those nodes, thank you.

Picture below is from the TV series.

Attachments


Awesome texturing!

Err, if you are referring to the last image in post #9 that is not mine. :o

oh…:o It would be really cool if it was though.

An example .blend is needed for troubleshooting and communication. As presentation goes, don’t show wireframes with the wires showing through

(Since this is a WIP forum, I won’t include the image/thumbnail on the post but link to this)
http://pasteall.org/pic/show.php?id=116141

It’s much clearer to have wires over solid faces.

  • Object properties -> display: wire and draw all edges

How those show up depends on the background, viewmode and shading, contrast between wire color and the faces, and modifier visibility settings. 3D view properties -> display and shading panels could be useful to adjust those.

The wires are there to show the mesh structure. When dealing with subdivision surface issues, it’s the unmodified structure that is most useful, so could turn the subdivision surface modifier off.

In the screenshot I included, the cubes from left are:

  • subdivision result with all edges
  • subdivision result with optimal display on (original cage, subdivided)
  • without subdivision

That way the structure is readable, but if you have to show the other side, could make a linked duplicate (alt+d) and rotate it. If you want to show both subdivision result and the structure, could make more duplicates to show them side by side, or make another screenshot that shows the structure and then the surface. But usually don’t need that, screenshots are for explaining things and the .blend file you include contains the rest.

Sorry will do next time.