Log in

View Full Version : Yet Another TOS Battlestar WIP


Pages : [1] 2

maudib
December 6th, 2009, 09:35 PM
Hello all, just wanted to share some eye candy. I haven't used lighwave in 10 years, so my modeling skills are a bit rusty. I recently got up the energy to take on a high poly mesh of the original Galactica. I'm looking for a 10-20 million poly range. I hope to include separate interior landing bay and launch tube meshes for specialized renders. I anticipate taking 2 years working on and off in my spare time (which isn't much). This is turning out to be a fun and enjoyable hobby!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/11-26-09c.339200146_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-1-09e.339200925_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-2-09.339195559_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-6-09.339195515_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-6-09a.339195535_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-6-09b.339201153_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/12-1-09a.339213424_large.jpg

My goal is NOT to make the mesh 100% true to original, so I added details to my own tastes. Hope this doesn't offend any from the purist camp. Cheers...

Titon
December 7th, 2009, 04:18 AM
Looking good.

You might want to try and reduce some of the smoothing you have across a few of the nurnies but other than that nice start!

:)

David Kerin
December 7th, 2009, 04:19 AM
Looking beautiful!!!! Will be watching for updates!

maudib
December 7th, 2009, 08:49 AM
Thanks. Sorry about the smoothing, left over bad habit from low poly game modeling over the years ( did a lot of meshes for the HOMEWORLD community). I forgot just how much "rounder" pisses me off! Getting faster as it though.

Titon
December 8th, 2009, 04:53 PM
Rounder?

Are you using Lightwave?

maudib
December 8th, 2009, 05:36 PM
Yes, I'm using LW. That's all I know how to use. I spent a lot of money on it years ago and don't feel like buying the latest and greatest app out there. LW works just fine for my needs. I also invested in a small render array of 20 pc's to make animations practical, but I never spent enough time to learn LW to achieve anything near to professional SFX. I also spent a ton of money on 3rd party plugins to help with partical effects and hypervorxels, but I see the newer versions of LW pretty much able to do the same thing.

http://www.youtube.com/watch?v=QEtVafkCC4A

Embarrassing compared to the new stuff people are doing, but I was going to do a BSG Homeworld game mod where the story line needed short sequences of animation.

ernie90125
December 9th, 2009, 12:41 PM
Hi,

Great images !

If you ever make an TOS animation, please consider submitting it to me site www.battlestarfanfilms.com

Stunning shots of the Big G !

Athene
December 15th, 2009, 04:13 PM
Very, very nice! Looking forward to seeing more. :salute:

gmd3d
December 16th, 2009, 03:31 AM
welcome aboard maudib from a fellow Lightwave user .. very solid modeling I am looking forward to watching this build..

maudib
December 16th, 2009, 04:17 PM
Hello all! Getting a bit faster at modeling polys. Hard to judge when adding polys and not go overboard. I've done a little work lately.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-16-09b.349230446_large.jpg
Playing around here. Just a sneek peek at how she looks in a simple scene...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-16-09a.349223440_large.jpg

Added some hull plating, pipes and beams and started on the nose-cap. What is obvious here is that I am NOT re-creating an exact copy of the original. A lot of the plastic model parts glued on just doesn't make sense to me. And I HATE asymmetry in a ship design. Seeing an exhaust manifold or muffler shamelessly tacked on to the framework is embarassing, so I altered things a bit. I wish I had better reference pictures to work with. Cheers!

David Kerin
December 16th, 2009, 04:32 PM
That is looking beautiful.

On an artistic side, I can fully understand the symmetry approach, but myself if started to bug me (and trust me, your work aint bugging me) because if I was building a... well... building, and I placed the air conditioning unit on the east side of the roof, would I need one on the west side? I think sometimes asymmetry may add some realism because it could be where they decided to place it at the time of construction.

And again... not putting down your work, and I understand your thinking, and I am going to enjoy watching this build go along. There can sometimes be something very human about asymmetry. After all, even humans are not completely symmetrical... got a mole on one side, there's not a mole on the other.

mikala
December 16th, 2009, 09:21 PM
Okay who took our parking spot?
Someone get a towbarge out and get that space station out of here!
Nice chunk of work so far.

maudib
December 24th, 2009, 01:49 AM
Little more work done to the nosecap area.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-23-09d.356213330_large.jpg
Had to add more RAM to get this scene to render without crashing Lightwave.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-25-09.358194832_large.jpg
Mesh is around 5580 feet long, and I'm working with 1/2 inch tolerance in some greebles in the details. This is going to take years. But I'm not giving up.

Happy holidays everyone!
Maudib

gmd3d
December 24th, 2009, 02:04 AM
magnificent. I am enjoying this build.. as for taking years . we have all been caught by this design

peter noble
December 24th, 2009, 05:36 AM
I wish I had better reference pictures to work with. Cheers!


What. these aren't good enough?

http://www.modelermagic.com/?p=4124

gmd3d
December 24th, 2009, 06:52 AM
http://www.galactica.tv/battlestar-galactica-1978-news/schematics-of-the-nova-class-battlestar-galactica.html

check out Jim Stevenson´s latest blueprints .. the best out there

Titon
December 24th, 2009, 02:40 PM
This is going to take years. But I'm not giving up

AMEN Brother!

:D

I feel your pain.

maudib
December 24th, 2009, 06:33 PM
http://www.galactica.tv/battlestar-galactica-1978-news/schematics-of-the-nova-class-battlestar-galactica.html

check out Jim Stevenson´s latest blueprints .. the best out there

Thanks Taranis, I initially looked at them, and noticed a lot of descrepancies between the high res photos released and the schematics. I modeled the basic frame from them though. I'm building this model in the same process just like physical model. For example, there are only 3 usable photos of the nosecap, and 2 of them show a severely damaged model (poor thing). Most of them are badly out of focus and the lighting sucks. Other areas such as the bottom of the ship have really good photos taken. But I'm having a lot of fun making things up :thumbsup: I updated the 2nd photo on my last post.. added 2 more greebles ( or is it nurnies?). I've got 1 more week of time off before I head back to work again, so I'll try and put more work into it.

maudib
January 2nd, 2010, 02:00 AM
Happy New Year all! Started on the bridge(?) area last couple of days. I would like to model in the main viewport as seen in the tv show, but I don't know where it is located. Anyone with some suggestions? Cheers!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-1-10a.115223_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-2-10.114430_large.jpg

gmd3d
January 2nd, 2010, 02:23 AM
I would place it in somewhere in the central line of the bridge around the second or third level .. if you remember the episode where a Cylon Raider rams the bridge complex its around there....
look for a screen cap .. I post on if I can later

gmd3d
January 2nd, 2010, 02:37 AM
I´d place it here

maudib
January 2nd, 2010, 11:09 AM
Thanks Taranis, I want to be able to do a motion shot where the camera zooms all the way to the bridge viewport and moves right into the bridge room, similiar to the one done on the movie "Starship Troopers". To keep the poly count within reason, only areas where I plan extreme camera close ups will have that level of detail ( eg. launch tube exits, launch bay entrance, bridge area).

Also, any idea where the gun'missile launcher placements might be?

gmd3d
January 2nd, 2010, 01:08 PM
the most common shots where along the launch Bay landing bay trench .... place them here you think they should go I think ... they where never established in any episode ...

go ahead and enjoy yourself, your guesses are as good as anyones:) :)

maudib
January 5th, 2010, 10:45 PM
Okay, as per your guidelines, the bridge is in. I'm not sure about scale, but I'm guessing the window is at least the full height of a large human? I can always stretch it if need be. Some fine line plating added also.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-5-10g.4222748_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-5-10.4224147_large.jpg

I modeled in grooves approximately 6 feet in front of the window for the shield doors to drop down in animations. I'll add in more little details later as the build matures.

gmd3d
January 6th, 2010, 04:34 AM
excellent ... always wanted to see the bridge in .....

what is your poly count now

Amon Ra
January 6th, 2010, 10:32 AM
Looks great!

Are you modeling the panel lines, using textures or a combination of both?

Just curious.

maudib
January 6th, 2010, 10:32 AM
Poly count is 914,000 mixed polys, or 1,913,000 3 point polys. My iniital target was somewhere around 20 million, so I think it's about right. I concentrated most of the smoothing detail where I think most camera shots will be, and will back off in little filmed areas. All panel lines and surface details are modeled, no texture effects used.

gmd3d
January 6th, 2010, 11:31 AM
really ,, what kind of PC have you ??? it will be a rough to animate for many pc

maudib
January 6th, 2010, 05:03 PM
My current workstation is a Intel Q6700 quadcore, 8GB of DDR2 PC6400 RAM, Win7x64bit OP of course, and an old EVGA GX2 video card with 1024mb of memory running in SLI mode. It runs open GL pretty well in LW modeler, I don't experience lag when viewing 1 million polys. Nothing fancy by today's standards. Upgrading to the top of line i7 quadcore cpu and DDR3 memory would only give me @40 percent decrease in render time according to Tom's Hardware website, so I'm holding off. I do have a rendering array of 16 nodes which I put together 6 years ago, and use Butterfly Netrender to control it, but I have to upgrade all nodes to i7 quadcores with at least 4gb of DDR3 RAM when the time comes, and a better switchbox.

Without the rendering array, you're right, it would be near impossible to animate this mesh. For reference, this image on maximum antialiasing, at HDTV resolution (1920x1080) with radiosity on takes @5 minutes with the workstation I mention above.
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-6-10d.5162816_large.jpg.
Most CGI sequences I create are around 5 to 8 seconds ( I have done a 30 second unbroken sequence that took 5 days to render), so with the render array, I can usually get it done in 1 day (24 hours).

maudib
January 6th, 2010, 05:14 PM
Dup, sorry, don't know how to delete it...

gmd3d
January 7th, 2010, 06:28 AM
impressive :)

I have moved up recently to an 8 Gigs windows 7 .. but I use lightwave at 32 bit as I use a lot of plugins in modeling the only work on the 32 bit..

I think only the Mods can delete the double post

maudib
January 9th, 2010, 12:25 AM
1-9-10 update. Some work to the top done. Starting to look like something!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-9-10.801901_large.jpg

gmd3d
January 9th, 2010, 04:16 AM
Fantastic !!!!!!!!!!!!!

maudib
January 14th, 2010, 09:44 PM
1-14-10 update. More stuff added on top, and more pipes...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-14-10b.13213917_large.jpg
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-14-10c.13170642_large.jpg

maudib

maudib
January 17th, 2010, 04:37 PM
Update 1-17-10

Got bored of staying in one area too long, added some stuff below finally...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-18-10b.17174900_large.jpg
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/1-18-10.17174918_large.jpg

Starting to look more realistic...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/Fleet_Above_Caprica.16163056_large.jpg

Maudib

maudib
January 19th, 2010, 04:01 PM
Oh man.. I discovered a big error in Jim Stevenson's schematics, from which I based the overall proportions of my mesh. Look at the high resolution photos of the the studio model verses the same area in the schematics..

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/front_shape_error.18155837_large.jpg

Notice the plating outlines are accurate overall, EXCEPT the difference in the plating lines at the bottom outside corner within the area I outlined in red. Notice the angle of the lines almost parallel in the schematics verses a convergence in the actual model image. This means the angle of the taper in the front section is wrong, and any model created using the Stevenson schematics is wrong. Now I have to figure out how to correct my mesh and reposition all the many greebles already placed in adjacent areas. There are other areas in the schematics that don't match up with close examination of the high resolution images of the original studio model (not reproductions), but I thought to bring this one up since I was at the point of adding hull plating to the bottom.

Maudib

Merlin
January 19th, 2010, 05:42 PM
your model is wonderful ... I'm sorry to say this though .. I don't think any of the schematics out there on the internet are all that accurate.

I think it is best to use all the different schematics, images and what ever other resources you can find, then work out what you think is best ...

Still ... your model is very, very impressive !!!!!

Excellent work !!!!!

gmd3d
January 20th, 2010, 01:47 AM
its not really a big problem mate ... your over all work is excellent .. :) no one will hold the error against you :) but as a modeler I understand your need to get it right ......

Titon
January 20th, 2010, 09:01 AM
Don't try to be perfect, it will never work. You have to remember that the studio model was wacky to begin with. There was nothing a symetrical about it at all and to be quite honest in the cg world you'll never really see that anyways.

For one i quit trying to be accurate with parts of the ship since by the time you get close to finishing it it will already be a resource hog.

Those lines won't make a bit of difference.

:)

Andromeda
January 20th, 2010, 05:15 PM
That is some seriously awesome work :salute: I wouldn't worry to much about
panel lines, unless you were looking for faults you wouldn't see them.
battlestars over the planet picture, you could almost see that on the cover
of a dvd.
will be watching this build :)

cheers.

maudib
January 20th, 2010, 05:46 PM
Thanks all for the experienced feedback :thumbsup: That's why I came here for help with this build since people around here are more knowledgeable about BSG than elsewhere. Yes, I've found a lot of weirdness in studying this model. Seems not much engineering and scientific thought went in to its design, or even plain old horse sense. I'm trying to keep a realistic perspective about a 30+ year old model. I managed to spend a not unpleasant day readjusting the mesh before installing the corrected hull plates. This amounted to hacking off 40 feet of battlestar! I had to delete the top side cutouts to make room. I'll put them back in later when I'm ready to model that area.

The hull plate is in...finally..whew... the build continues.
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-22-10c.21213953_large.jpg

Maudib

gmd3d
January 21st, 2010, 01:33 AM
stunning work mate

maudib
January 25th, 2010, 11:12 PM
Update 1-25-10

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-26-10.25182155_large.jpg

I wanted to ask opinions about what kind of major weapons columbia-class battlestars might have. I found only one site that gave a plausible list of weapons. I added 2 gun turrets (I think these are guns) to the corners borrowed from the one topside and behind the main bridge complex. I'm assuming they are mega pulsar-type guns or similar. When commander Adama destroyed a cylon basestar using some kind of beam weapon, I assumed the battlestar had this ability, but I don't see any such weapons modelled. This placement would provide a firing solution for at least one turret. What do you think? If enough people hate it, I'll restore the area as originally modelled.

Maudib

Andromeda
January 26th, 2010, 12:56 AM
I personally don't have a problem with the turrets you've put in, plus it makes sense
and ties in well with whats seen in T.H.O.G. Also I think you've got it well thought out.

cheers.

Merlin
January 26th, 2010, 05:18 PM
That's really a great Idea !!!!

Also I've sort of added in an Idea that is going to be on my Battlestar ...

(Note the Blue arrows) Maybe have them be laser cannons or even ... what I'm going to have.... RAVASHOL PULSARS ... they run along the main axis of the ship and tie right in to where I figured the Main Reactors are ... I've attached and older rendering of my model showing the location of the reactors ...

GOOD LUCK !!!

maudib
January 29th, 2010, 03:24 PM
Interesting ideas, but I don't think Battlestars were really massively armed warships, they were more like aircraft carrier/assault ship hybrids. But along your lines of thought, I converted these weird looking nurnies into the missile launch tubes. In the episode "The Living Legend", Commander Caine destroyed 2 baseships using a broadside barrage of heavy range missiles. So like the pulsars, I added them in using some artistic license. This would give a Columbia class Battlestar the ability to launch 28 nuclear armed missiles ( Not that impressive in this day and age considering a US Ohio-class submarine can launch 24 missiles). That ought to take care of those toasters! Didn't see any use for 14 holes on each side of the Battlestar otherwise...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-29-10.28150051_large.jpg

Also a few more bottom side nurnies added

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-30-10.29144239_large.jpg

Maudib

djwajda
January 30th, 2010, 09:07 AM
incredible detail

gmd3d
January 30th, 2010, 02:16 PM
I love your attention to details mate

maudib
February 11th, 2010, 09:17 AM
Update 2-11-10

Not as much done this time.. few more details added to bottom groove. Working front to back slowly. This area has a lot of weird, seemingly pointless parts glued on to the hull frame. I have to figure out what to do with the inner and outer sides of the groove. I hate the original with all those bizarre "thingy's".

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_2-21-10a.51121456_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_2-11-10b.41194735_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_2-21-10.51121443_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_2-24-10.54213047_large.jpg

Trying to keep the mesh smooth and detailed allowing for future close up shots without showing sharp/rough polygon edges ( a dead give away that this is a CGI model and not a real model). The poly count so far is around 1.9 million polys

gmd3d
February 11th, 2010, 09:34 AM
stunning work all the same ..

maudib
March 13th, 2010, 05:06 PM
Update 3-13-10

I added filler to the sides and bottom of the trench. I don't really like using the secondary plating trick too much, but it fills up space quickly and with less poly counts piling up than modeling in dozens of greeble filler. Good enough for now... time to move on to the side coves and finish up the front hull plating. Then it's on to the neck and mid-section!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_3-13-10.71165534_large.jpg

Whew.. finally. Get's boring and tedious working for months on a single area and takes a lot of discipline to keep on track.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_3-13-10a.71165550_large.jpg

mikala
March 13th, 2010, 05:18 PM
Bloody pretty looking mesh.

Punisher454
March 13th, 2010, 08:37 PM
Incredible, I really like the way you've done the guns and missile tubes.

Are you taking any incremental renders from a fixed camera? If so it would be cool to watch a time-laps video of the progress.

This thing is truly epic.

gmd3d
March 14th, 2010, 03:15 AM
magnificent mesh

Andromeda
March 23rd, 2010, 05:22 AM
What can i say that hasn't been said already :) mighty fine work! :salute:

ernie90125
March 24th, 2010, 05:49 AM
Stunning images !

Do you have any animations of her ?

maudib
March 24th, 2010, 07:55 PM
Thank you everyone for all the kind feedback. As I mentioned in a previous post, I plan to release this mesh on this site once finished, and to also to provide several "stock" gfx sequences as they are completed for anyone to use in creating their own films. I have no plans to create an entire movie at this time. I hope to have the next update in April since this is spring-time and my home and garden needs tending to.

maudib
April 27th, 2010, 08:40 AM
Update 4-27-10.

Not much done lately, too busy with work and home. I have been working on repairing a bad portion of the mesh. The basic hull was created when I had just started, and had not gotten the "feel" of making realistic high poly meshes yet ( now I go poly crazy!) This section disappoints me on close inspection, and won't do for a close-up shot sequence. I am adding more polys to smooth thing out at bit.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_4-26-10.11683306_large.jpg

G_Starkiller
April 27th, 2010, 03:39 PM
10 to 20 MILLION poly range?! (My computer groaned when I read this)
It look epic so far. I'd never try something like this. I'm sure my computer
would self destruct at the 4 million mark, or sooner. :)
Still, this is an inspiring work, and I'll been keeping tabs on it.
Might try a battlestar myself, someday. ^_-

Eric

maudib
April 29th, 2010, 10:22 AM
4-49-10

Little more work done.
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_4-27-10.11704307_large.jpg

Started on upper lateral hull plating. Don't get frustrated by a 10-20 million poly count. This figure is an estimate for ALL parts/areas ( inside and out). Depending on your lightwave skills, only a fraction of the mesh will ever be used during rendering in Layout.

gmd3d
April 29th, 2010, 12:13 PM
great update.. really stunning work

Slink-T-Ferret
April 30th, 2010, 05:01 PM
I'm really really liking the look of this so far. You do great work, hope to see more soon. :thumbsup: :D

maudib
May 4th, 2010, 01:02 AM
Update 5-3-10

Top lateral hull plating is half done... working front to back.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-3-10d.12305712_large.jpg
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-3-10c.12305724_large.jpg

gmd3d
May 4th, 2010, 01:54 AM
stunning work ..

maudib
May 5th, 2010, 09:10 PM
Taranis... whenever you start on your battlestar mesh, please post pics so I can get some ideas. Some areas of my mesh are a complete blank to me and I'm running low on inspiration. Just FYI

gmd3d
May 6th, 2010, 12:47 AM
Taranis... whenever you start on your battlestar mesh, please post pics so I can get some ideas. Some areas of my mesh are a complete blank to me and I'm running low on inspiration. Just FYI

I no where near ready to start ..... but check out the work done by Titon and Folkrm posted here ....... :salute:

gmd3d
May 12th, 2010, 01:20 PM
Hey maudib.. I am doing some early planing for the Galactica in lightwave ... its been so long since I worked on my last attempt I could use some advise on the forward Head area .. how to the the basic shape or how did you ..

Punisher454
May 12th, 2010, 01:57 PM
Usul no longer needs the weirding module!

This galactica is so awesome I usually cant even think of how to comment on it. Be cautious though, with both of you joining forces, the ram chips in your computer may explode!

gmd3d
May 12th, 2010, 02:05 PM
Usul no longer needs the weirding module!

This galactica is so awesome I usually cant even think of how to comment on it. Be cautious though, with both of you joining forces, the ram chips in your computer may explode!

I had a go at building the Galactica based roughly on the drawing of ralph mcquerry .. I never finished it .. the forward command area is one I like to get right and start with first .. and then work back ..


:)

I am hoping that maudib will point me in the right direction :)

maudib
May 12th, 2010, 07:07 PM
The battlestar is a tough design to wrap your mind around. I can now see why so many others have tried to model it and it doesn't come out looking quite right. I DO NOT recommend focusing on a particular area. I use my basic art training in painting (get the overall shapes defined first, and work in the details). I meshed in the basic shapes after studying the detailed images available to arrive at an overall configuration to my satisfaction. I am still tweaking the shapes as I view the mesh and compare it to the photos. I don't use schematics anymore, but directly use the original model images. I roughly model one section such as head section, render it exactly as taken in a corresponding photo and then composite them in photoshop to see where there are any variations. I am still not happy with the landing bays, but the way I am approaching this build ( also front to back), I can tweak it without too much trouble ( too much work! once is enough).

But I am just a novice 3d modeler compared to you and others here. I don't have much else to offer.:salute:

Punisher454
May 12th, 2010, 10:34 PM
But I am just a novice 3d modeler compared to you and others here. I don't have much else to offer.:salute:

Thats the biggest understatement I've ever read.
To my eye the biggest thing that sets your work apart from most others, is the way you can add in details that are either non-existent or just unknown. Not the fact that you have added some detail in, most anybody can do that, but the character and context of the details is what is so striking. Everything looks logical and functional, not just random junk to fill an area up like most people do (myself included).

gmd3d
May 13th, 2010, 02:01 AM
The battlestar is a tough design to wrap your mind around. I can now see why so many others have tried to model it and it doesn't come out looking quite right. I DO NOT recommend focusing on a particular area. I use my basic art training in painting (get the overall shapes defined first, and work in the details). I meshed in the basic shapes after studying the detailed images available to arrive at an overall configuration to my satisfaction. I am still tweaking the shapes as I view the mesh and compare it to the photos. I don't use schematics anymore, but directly use the original model images. I roughly model one section such as head section, render it exactly as taken in a corresponding photo and then composite them in photoshop to see where there are any variations. I am still not happy with the landing bays, but the way I am approaching this build ( also front to back), I can tweak it without too much trouble ( too much work! once is enough).

But I am just a novice 3d modeler compared to you and others here. I don't have much else to offer.:salute:

you sell yourself short .. I´am still just plodding through CGI and your approach to the big G is great. thanks anyway .. I´ll plodded on and see if I can remember the way I did it before .
:salute:

Titon
May 13th, 2010, 03:50 AM
The battlestar is a tough design to wrap your mind around. I can now see why so many others have tried to model it and it doesn't come out looking quite right. I DO NOT recommend focusing on a particular area. I use my basic art training in painting (get the overall shapes defined first, and work in the details). I meshed in the basic shapes after studying the detailed images available to arrive at an overall configuration to my satisfaction. I am still tweaking the shapes as I view the mesh and compare it to the photos. I don't use schematics anymore, but directly use the original model images. I roughly model one section such as head section, render it exactly as taken in a corresponding photo and then composite them in photoshop to see where there are any variations. I am still not happy with the landing bays, but the way I am approaching this build ( also front to back), I can tweak it without too much trouble ( too much work! once is enough).

But I am just a novice 3d modeler compared to you and others here. I don't have much else to offer.:salute:

Like other's have said, don't sell yourself short. You've accomplished a lot in the short time you've worked on the G. Take if from someone that still is trying to perfect her it takes a boat load of patience and even more time in order to get it right. The "making it look right" problem exist's for all of us but in the end it should alway's be an artist's satisfaction that you gave it your best no matter how it turns out in the end. That's how we become better.

:)

gmd3d
May 13th, 2010, 04:01 AM
[QUOTE=Titon;300608Take if from someone that still is trying to perfect her it takes a boat load of patience and even more time in order to get it right. The "making it look right" problem exist's for all of us but in the end it should alway's be an artist's satisfaction that you gave it your best no matter how it turns out in the end. That's how we become better.

:)[/QUOTE]

that's how I see the difference between your approach maudib... and Titon hit the nail on the head .. Patience !!!!!!! something I lack ..

keep at it bro your inspiring me back into action toward the Big G :)

maudib
May 16th, 2010, 12:17 AM
Update 5-15-10. The side plating on the front section is done! I added the side cubby holes ( don't know what else to call then) back in in preparation for all the silly little greebles and pipes to be added. Total poly count is 2,105,000 polys. Half of what I though it would be by this stage...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10d.13503432_large.jpg

Modeling in hull plating is SO BORING and tedious. It takes a lot of hours of high precision work for not a lot of eye candy to show for it. But this is something I feel is very important to get right. I don't feel texture effects can reproduce the same results with radiosity rendering.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10e.134234801_large.jpg

Now she looks complete from the front end finally. End in sight! I don't plan to doodle in countless details for now. That is bad practice in any art form. I will first complete the entire model, then go back and fill in necessary details only. By necessary, I mean detailing in areas where I anticipate close-up shots will occur. Can't wait to start on the neck area. There are a lot of fascinating details there that catch my eye.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10f.134234818_large.jpg

I agree with all of your feedback on the patience part :thumbsup: And I'm glad the website is back! Enjoy the eye candy :salute:

gmd3d
May 16th, 2010, 01:21 AM
Update 5-15-10. The side plating on the front section is done! I added the side cubby holes ( don't know what else to call then) back in in preparation for all the silly little greebles and pipes to be added. Total poly count is 2,105,000 polys. Half of what I though it would be by this stage...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10d.13503432_large.jpg

Modeling in hull plating is SO BORING and tedious. It takes a lot of hours of high precision work for not a lot of eye candy to show for it. But this is something I feel is very important to get right. I don't feel texture effects can reproduce the same results with radiosity rendering.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10e.134234801_large.jpg

Now she looks complete from the front end finally. End in sight! I don't plan to doodle in countless details for now. That is bad practice in any art form. I will first complete the entire model, then go back and fill in necessary details only. By necessary, I mean detailing in areas where I anticipate close-up shots will occur. Can't wait to start on the neck area. There are a lot of fascinating details there that catch my eye.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_5-15-10f.134234818_large.jpg

I agree with all of your feedback on the patience part :thumbsup: And I'm glad the website is back! Enjoy the eye candy :salute:

yeah the hull details tend to be boring and just adding the nurnies and other bits and pieces just as boring.... I have restarted the Millennium Falcon and now that I have the shape right .. I am casting a weary eye at the hull plating..


you work on the Big G is great .. keep going :)

Folkrm
June 7th, 2010, 08:55 AM
Little more work done to the nosecap area.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-23-09d.356213330_large.jpg
Had to add more RAM to get this scene to render without crashing Lightwave.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-25-09.358194832_large.jpg
Mesh is around 5580 feet long, and I'm working with 1/2 inch tolerance in some greebles in the details. This is going to take years. But I'm not giving up.

Happy holidays everyone!
Maudib


VERY IMPRESSIVE work! I would love to know how you do your Hull-Plating, and how you got all your surfaces soniceley rounded "beveled"

Folkrm

maudib
June 7th, 2010, 08:38 PM
There is nothing clever in my modeling technique. Unfortunately the answer is LOTS AND LOTS OF POLYS. Every single edge is rounded ( not beveled) using Lightwave's "Rounder" app. Some of the more complex greebles are modelled using spline-patching techniques, like the car guys use in modeling car bodies.

The hull plating is more tedious, but straight forward. I use high res images and personal taste to locate the plating lines. Then create primitive shapes to use as stencils to mark where the plate lines are on the base surface. I then use the bevel tool to inset the hull surface the depth I want. I then stencil in the plate lines, use the bevel tool again to create channels between the plates. I then use the extrude tool to create a 2nd set of shapes from the beveled lines that match the hull plates perfectly. Then stencil these final shapes into the inset hull surface. I then extrude these sections upward to be level with the original surface. I finish by using ROUNDER to round off all edges. The end result is that each hull plate perfectly matches the compound curves on the original hull surface. My method is simple hard work and lots of hours.

jewels
June 8th, 2010, 07:05 PM
Wow.

drwatson55
June 20th, 2010, 03:31 PM
I think I would have a devil of a time trying to model like this with my computer (cheap laptop I got for school) but I think that an upgrade to my old desktop is in order now. I can't wait to see the finished Galactica. The model looks awesome (and I mean that in a literal sense) with only the front part done.

137th Gebirg
June 20th, 2010, 09:10 PM
My God - I think you finally got this right. Or are getting it right, I should say.

By that statement, I mean that I've seen a lot of attempts at modeling this thing and, while elaborate and good and worthy attempts all in their own right, they've always seemed a little "off" to me.

This...I think this is the new gold standard.

Seriously.

gmd3d
June 21st, 2010, 02:34 AM
it will be a monster to animate .. rendering images would be easier. along with folkrm´s model is magnificent work ..

maudib
June 23rd, 2010, 06:29 PM
Thanks for the good and bad reviews. I am learning as I go along. I haven't had much time to work on the mesh this month. I'm in the middle of building a 1937 Herman Hauser classical guitar reproduction in my workshop and doing a lightwave mesh for a prototype 13 string classical guitar so that I can play J.S. Bach and L. Weiss music as originally written for the 13 course lute. This image is a mesh I made of a Rodgers single tuner used for my 13 string guitar design.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/rogers_single_tuner_2.173182518_std.jpg

I know this has nothing to do with BSG or SciFi, but I wanted to explain the dead silence lately. I originally said that this project would take 2 years, and I meant it :D Oh, and about this mesh being a monster to render... yeah but it will be released here and available for FREE with no restrictions. Kit bash it all you like or use as is if you've got the resources to render it, I don't care. I hope to finish the sides of the front section soon.

gmd3d
June 24th, 2010, 01:39 AM
wow . nice work on the guitar.

regarding the animation time etc .. that the price payed with such a stunning build that your doing ..... and if as you say it will take 2 years... by then .. PC may make short work of a couple of million polys easily:)

that been said it fun to watch your updates :)

Punisher454
June 24th, 2010, 07:47 AM
Being super high on the polycount wont be a deal breaker for me when the time comes.
It would certianly take some time, but it would be totally possible to do some poly reduction here and there.
Perhaps divide up the ship into layers,based on detail size, and within the layers group the components according to their geographic locations on the ship. That way you can hide/unhide layers and objects groups that are unseen in any particular camera shot.
Taking that a step further you could duplicate some layers and do polygon reduction either procedurally or by hand for distant shots where you have massive numbers of polys that are completely sub-pixel. Basically an LOD system.
There are several modelers here that have the capability to do this, while maintaining the integrity and majesty of this incredible model.
Plus as Taranis was saying, two years from now (assuming we have not had a major apocalypse) PC's will have a lot more rendering power. Consider also that there are also some high speed rendering engines out there too.
Anyhow i'm not worried about the multimillion polycount at all, it can be dealt with.

gmd3d
June 24th, 2010, 08:21 AM
well said ....

I have at times reduced poly counts of a few converted models with no loss of appearance. recently I did it for a trek fan film and the model turned out fantastic .
I build a simple hanger bay for some scenes where it was required to have one.
personal super computers are on there way I am sure where polys counts will mean very little ..

peter noble
October 4th, 2010, 12:43 PM
Updates?

dilbertman
October 23rd, 2010, 02:01 AM
Hoping to see updates of this soon.

Jim;)

maudib
November 27th, 2010, 10:34 PM
Small update 11-27-10

It's been 6 months... been very busy in my free time working on guitars and pen making as gifts... sorry about the delay! I started on these side greebles, and then next the greebles in the little coves. Hope to get these finished during the holiday season. Cheers. :)

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_11-28-10a.331165805_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_11-27-10.330222400_large.jpg

mikala
November 27th, 2010, 11:34 PM
While it is great seeing regular updates on this it is your project...post 'em when you got 'em :)
Glad to see she's not dead in space.

gmd3d
November 28th, 2010, 01:48 AM
hate to repeat myself .. ahh what the hell

"Stunning"

there I said it :)

Punisher454
November 28th, 2010, 02:21 AM
Great to see this is still being worked on. This thing still knocks my socks off when I see it.

dilbertman
November 28th, 2010, 05:42 PM
Nice update, found these ref images sometime back. Hope it will help you.

http://www.modelermagic.com/?p=4124

http://www.resinilluminati.com/attachment.php?attachmentid=10385&d=1208745093

http://www.perthmilitarymodelling.com/reviews/vehicles/tamiya/images/tam35297d.jpg

Jim

maudib
November 28th, 2010, 09:13 PM
I'm using the pics from the modelermagic website, didn't know about the resin illumanati pics. Thanks for any good reference material :salute: For any new viewers to this thread... my goals for this build were not to be dogmatically fussy in duplicating the original studio model. My build differs in the "filler" greebles used. However, I have tried to maintain the overall layout and proportions from close scrutiny of the reference images. As for the asymmetry of the original, I am making only 1/2 of the model along the lengthwise axis, then mirror imaging the mesh to complete the other half. That means I only have to build 1/2 the model! Saves huge amounts of time to complete the build.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_11-29-10.332231308_large.jpg

Punisher454
November 29th, 2010, 12:06 AM
I think it makes perfect sense to vary from the studio modeld on the smaller greebles. You are working at a much finer scale than the physical model was intended for. What I like is that at far and medium distances (like the original was filmed at) you cant really tell any differences on your model vs the studiomodel. But if you zoomed in on the studio model very much (especially now days with high definition) you'd see glue spots, and plastic parts that didnt fit the hull exactly, all sorts of UNWANTED details. The fine scale of your greebles would easily allow camera zooms starting at extreme distance and moving all the way into people in the windows or individual hatches.
Dont get me wrong, I have total respect for physical models, but there are some things they just cant do. To try and duplicate them TOO closely would cause the CGI model to inherit the same limitations.

Matador
November 30th, 2010, 07:01 AM
Your detail work is awesome...

Are all the components created seperatly then attached. Or are you molding that into your model as one piece.

I've been trying to figure out if I want to mold the componenets into the model or create them seperatly, then just attach them.

The benefits to attaching them, is that, say I wanted to animate an explosion, I can have the components, like the water tank looking things, fly off. Or have damaged pipes and so on.

Either way, your work looks awesome...

maudib
November 30th, 2010, 09:54 AM
I work in Lightwave 3D. I use both techniques depending on the situation. The small greebles are modeled separately and simply applied. Welding them on to the hull increases the poly count dramatically. The hull platings are welded to the basic shape since there is no poly penalty for not doing so, and rounding the edges requires a completely enclosed shape for the Rounder app to work. Rounding all the edges consumes 80 percent of my time.

I have done explosions in Lightwave 3D using both welded and non-welded meshes. It's a big job either way to create a broken mesh ( you have to build 2 meshes) to use in the explosion sequence where various parts are flying away leaving the damaged surface exposed.

peter noble
December 1st, 2010, 03:54 AM
I'm using the pics from the modelermagic website, didn't know about the resin illumanati pics. Thanks for any good reference material :salute: For any new viewers to this thread... my goals for this build were not to be dogmatically fussy in duplicating the original studio model. My build differs in the "filler" greebles used. However, I have tried to maintain the overall layout and proportions from close scrutiny of the reference images. As for the asymmetry of the original, I am making only 1/2 of the model along the lengthwise axis, then mirror imaging the mesh to complete the other half. That means I only have to build 1/2 the model! Saves huge amounts of time to complete the build.

Excellent approach and keep up the good work!

Promethius3d
December 6th, 2010, 11:27 AM
Nice detail work. Keep it up.

maudib
December 6th, 2010, 03:05 PM
Update 12-6-10

I changed some of the greebles and started adding the pipes. Starting to look like something...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-6-10.339150109_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-6-10a.339150123_large.jpg

Matador
December 6th, 2010, 03:46 PM
So beautiful. Nice work... I'm jealous.

maudib
December 11th, 2010, 04:56 PM
Update 12-11-10

This module greeble is complete. Next are the details in the cove area. Cheers...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-11-10.344164603_large.jpg
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-11-10b.344164615_large.jpg

Matador
December 12th, 2010, 08:44 AM
Awesome work... Is this what the one on the original looked like or did you come up with just putting stuff in the greeble?

I've always had a hard time trying to figure out were I should put things like you have in your greeble. I think it's because I'm used to working on engines and I'm always trying to place things in a way that it looks functional, but then I think I'm spending way too much time on that.

I suppose I should just start looking at pictures from oil factories or jet engines... That will probably be a better Idea.

:salute:

maudib
December 12th, 2010, 11:36 AM
Thanks for the compliments. Here's a comparison photo showing the real model on top and my render on the bottom. I picture explains my modeling approach better than I could in words...

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/top_lateral_cove_greeble_comparison.345111251_large.jpg

The overall shape and large greebles are modeled faithfully from the original to keep the part visually familiar, but the little "filler" details are just added by me to create lots of light and dark shadows and shapes to add complexity. This fools your mind into thinking the image is more interesting because it's more complex.

Notice the size of the pipes... the original is much larger in diameter than my model. I chose to make it smaller because it looks less cumbersome and awkward to me when added to the overall model. The original is much larger because of the physical limitations in working/gluing on tiny plastic piping by hand on the studio model. The larger pipe size also distracts your eye from focusing too much on any smaller area in particular, so the builder can get away with adding less detail, which is much harder on a physical model than with CGI meshes. I have to add in more detail than the original to compensate for the smaller pipes, or the whole greeble looks rather "empty".

So that in a nut shell is my approach to doing BSG models. Doing something like the Serenity firefly ship, or Trek models is a very different "look".

gmd3d
December 13th, 2010, 01:29 AM
good idea ..... nice work :)

Punisher454
December 13th, 2010, 02:02 AM
I think its its a great idea to deviate from the physical model on these small details. The problem with the studio model is that if you zoom in close enough it looks like its
*made out of plastic model kit parts*. Your 3d model does not suffer from that limitation.

gmd3d
December 14th, 2010, 02:30 AM
I think its its a great idea to deviate from the physical model on these small details. The problem with the studio model is that if you zoom in close enough it looks like its
*made out of plastic model kit parts*. Your 3d model does not suffer from that limitation.
I agree ..... give parts reasons and design functions if possible. the Big G is in my top 5 designs from scifi.

Arkadios
December 16th, 2010, 06:53 AM
Wow, your model is absolutely stunning!

I love your attention to detail, and the renders are so good they make me want to cry. I can't wait to see more.
Amazing work! :salute:

It looks as if I could reach out and touch it.

gmd3d
December 16th, 2010, 07:44 AM
Arkadios first let me welcome you aboard and second your absolutely right. it is good.

there is another one by Folkrm that is really worth the look too.. but this is unique as its been built with a different intent not coping the original one exactly

maudib
December 23rd, 2010, 09:35 PM
Update 12-23-2010

A good, fun day's work. Coming along nicely!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-23-10b.356212813_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-23-10a.356212804_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-23-10.356213421_large.jpg

Arkadios
December 24th, 2010, 06:30 AM
Very Impressive.

For large detailed parts of the model that are curved to the hull, do you model them on a flat surface and then curve them to fit?

Matador
December 24th, 2010, 07:54 AM
Awesome Work.

maudib
December 24th, 2010, 10:01 AM
Hello,

The parts needing to be fitted to the hull surface are modeled by cutting out the portion of the hull surface where the greeble will sit. Then a basic block is extruded upwards at right angles to provide the starting shape to create the greeble.

For pipes, I use Lightwave's "spline draw" function by precisely placing points above the hull surface. The function then creates an accurately drawn spline curve defined by those points. Then I create a disc in another layer and position it at the end of the line. Finally, I use the "rail extrude" function to extrude the disc into a pipe defined by the path of the spline curve. The result is a perfectly fitted pipe.

Fitting a mesh to another mesh is far more difficult and time consuming, resulting in distortions of the original mesh. Some greebles are fitted manually in areas where the bends are very small and not noticeable.

[Edit] 12-24-10: 1 more greeble added today!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-24-10a.357211549_large.jpg

I hope all this helps. Cheers...

maudib
December 25th, 2010, 06:49 PM
Update 12-25-10

I Wasn't happy with the triangle greeble on top, it looked too plain. So I added more details than the original had. Now it looks much better! A second smaller greeble at lower left finally connects with the older top one done last year.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-25-10.358184237_large.jpg

maudib
December 26th, 2010, 09:25 PM
Update 12-26-10

Several pipes and 3 more greebles added today. Lightwave crashed ruining 2 hour of work :thumbdown Nvidia's 64 bit Open GL drivers doesn't work very well with my video card and crashes constantly. I usually save my work with every step, but forgot this time.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-26-10.359211041_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_12-26-10c.359211016_large.jpg

martok2112
December 27th, 2010, 09:10 AM
To use a phrase from DUNE: Kull Wahad! (I am profoundly stirred.)
Muad'dib, that is an awesome looking model. Incredible detail and greebling! I hope to get THAT good someday. :) Keep it up!

Matador
December 27th, 2010, 09:30 AM
Update 12-26-10

Lightwave crashed ruining 2 hour of work :thumbdown Nvidia's 64 bit Open GL drivers doesn't work very well with my video card and crashes constantly.

I feel your pain... I started having similar issue with Max... I had to cut down on my greebles because my system was starting to do the same thing.

Awesome work.

Punisher454
December 27th, 2010, 10:17 PM
Its not just your system, I think they mostly all do it. Most of us use our computers for a lot of stuff and have a lot of programs installed. I try to wipe my system at least once a year and re-format and install everything. Once I get a clean system running again I find I have a lot fewer crashes for a while.
I have learned to enable the autosave feature and have it set at 10 minutes with a 10 save pipeline. Frequently in a bad crash the last autosave may be corrupt, but I dont get much done in 20 minutes, so its usually not much of a loss.
I use Max but surely LW has a similar autosave feature?

Matador
December 28th, 2010, 07:25 AM
Yes, the autosave feature is very nice... I'm a max user myself and that has come in very handy.

maudib
December 28th, 2010, 10:13 AM
Thanks, I did activate the autosave feature after I posted. It was bothering me by making Lightwave sluggish while I was trying to work. Not anymore! It's not Lightwave that is crashing, but Open GL as it tries to draw millions of polys in real time as I manipulate the mesh in 3D as I model. when I make too many clicks and movements too fast, the app crashes. I think I need more graphics memory than my current card ( and old EVGA GX2 with 1024mb) to handle manipulating the increasing number of polys on screen as my build progresses.

I should start to break up the mesh into much smaller modules by now as I intended, but I am just too lazy! Also, I like to see how the new greebles "look" against the background of the surrounding structure while working. It helps me to decide on the overall size and detail to add.

Well, it's been a nice 5 day holiday, back to work :cry:

Punisher454
December 28th, 2010, 12:37 PM
In max there is a feature which will automatically reduce the model to a wireframe or I think even simple bounding boxes while manipulating the view. Once your camera translation id finished it will re-draw the model.
In max You can also use lower poly proxy models while working on complex scenes (like your battlestar) then at render time all the proxy's will be replaced with the high res versions. Its a feature I have rarely used, since my models are not nearly as detailed as this battlestar is.
Good luck, I hope this workflow adjustment does not impeded your progress too much.

Titon
December 28th, 2010, 03:53 PM
You won't have to worry about opengl with Lightwave 10 and the new VPR is quite amazing. So long Fprime.

:)

gmd3d
December 29th, 2010, 02:09 AM
I won´t be upgrading to LW 10 for a while ..

but good to know.

maudib
January 3rd, 2011, 07:29 PM
Update 1-3-11 Happy New Year!

I'm finished with this area for now. Now just the greebles within the actual cove area to complete!

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-3-11.2191010_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-3-11a.2191024_large.jpg

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-3-11c.2192810_large.jpg

I'll have to look into upgrading my LW to version 10. I only do modeling and not much rendering, so upgrading hasn't been necessary. A poly is still just a poly...

Matador
January 3rd, 2011, 10:37 PM
Very awesome work. So how long has it taken you to get this far?

maudib
January 4th, 2011, 11:02 AM
Thanks. I have spent between 200-300 hours so far. The hardest part has been in the beginning where all of the greebles had to created from scratch. As the build progresses, I can reuse and modify the previously created greebles making the process go faster.

I said in the beginning that this project would take at least 2 years, but it looks more like a 5 year project with the free time I have to work on it. But I haven't seen anyone else producing a Galactica mesh for free public distribution like this one, so I feel the time it takes to build it is time well spent.

Matador
January 4th, 2011, 05:40 PM
Wow... Lot's of work. I had followed your advise from earlier and I too started with a hand full of greebles that I premade and worked off of those.

Problem is I got too impatient and I want to start animating some of my stuff. Anyhew, totally look forward to seeing the finished product.

I may post my model soon. Not sure if anyone would be interested in it because it isn't excatly like the one on the show.

Apolloisall
January 5th, 2011, 08:07 AM
I'm finished with this area for now.

Awesome....:yikes:

martok2112
January 5th, 2011, 12:37 PM
:yikes: indeed!

Punisher454
January 10th, 2011, 01:42 AM
Matador wrote:
I may post my model soon. Not sure if anyone would be interested in it because it isn't excatly like the one on the show.

Do post. The variety of different interpretations of galactica artwork makes things interesting.

martok2112
January 10th, 2011, 01:51 AM
Do post. The variety of different interpretations of galactica artwork makes things interesting.
D'accord, mein amigo! :)

Punisher454
January 10th, 2011, 01:53 AM
I said in the beginning that this project would take at least 2 years, but it looks more like a 5 year project with the free time I have to work on it. But I haven't seen anyone else producing a Galactica mesh for free public distribution like this one, so I feel the time it takes to build it is time well spent.

Glad to see you are still considering releasing this.

maudib
January 10th, 2011, 07:28 PM
I am definitely going to release this mesh when finished. I got tired of waiting for someone else to release a high quality 3d mesh of the big G, so I'm rolling up my sleeve and doing it myself!

Latest progress pic 1-10-11. More greebles in the cove area.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-9-11a.9192147_large.jpg

mikala
January 10th, 2011, 07:32 PM
Sickeningly beautiful. :)

maudib
January 15th, 2011, 12:35 AM
Update 1-15-11

More greebles on the cove floor added.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-15-11.1403334_large.jpg

gmd3d
January 15th, 2011, 01:07 AM
excellent work ....what are you clocking now poly wise

martok2112
January 15th, 2011, 01:50 AM
Kull wahad! I am profoundly stirred! :)

Apolloisall
January 15th, 2011, 06:32 AM
That's detail what IS detail!!!:salute:

Can't wait for completion!

maudib
January 15th, 2011, 07:36 PM
I am at 3,400,000 polys. The front of the battlestar should be complete at 4 million polys.

Punisher454
January 15th, 2011, 10:32 PM
Hey right on just another 10or 20M to go :eek:

Andromeda
January 17th, 2011, 04:17 AM
amazing work, (thats an understatement) keep it up :D

cheers

maudib
January 17th, 2011, 06:21 PM
Update 1-17-11

Almost done with the front section. Just the remaining greebles in the side-groove and a few more in the cove.

http://thethirteenthcolony.com/yahoo_site_admin/assets/images/test_1-17-11a.16180518_large.jpg

mikala
January 17th, 2011, 06:54 PM
Got to say I'm really looking forward to seeing what the rest of the ship gets detail wise.
Have not been been this fixed on a thread since folkrm made the ol' girl.

Apolloisall
January 17th, 2011, 07:26 PM
:thumbsup::thumbsup::thumbsup::thumbsup::thumbsup:

gmd3d
January 18th, 2011, 01:53 AM
Update 1-17-11

Almost done with the front section. Just the remaining greebles in the side-groove and a few more in the cove.



stunning

maudib
January 23rd, 2011, 08:02 PM
Update 1-23-11

Side groove greebles almost done!

http://img710.imageshack.us/img710/4056/test012211a.jpg
http://img96.imageshack.us/img96/462/test012211b.jpg

martok2112
January 23rd, 2011, 11:13 PM
Jaw dropping! :)

Apolloisall
January 24th, 2011, 09:28 AM
I... uhhhh.... ummmmmmm
(I'm speechless)
:yikes:

137th Gebirg
January 25th, 2011, 05:32 PM
I'm telling ya - this is going to be The One - the Holy Grail of super-accurate TOS BSG models.

Apolloisall
January 25th, 2011, 05:40 PM
The Galactica is the search for the divine in us all...

BST
January 25th, 2011, 07:42 PM
Kull wahad! I am profoundly stirred! :)

I'm quite shaken, myself!

:)

maudib
February 1st, 2011, 03:40 AM
Thanks all for the positive comments, and for your patience at my slow progress. I'm satisfied with the groove greebles for now... done with the front! Now it's time to move on.

http://img708.imageshack.us/img708/2431/test2111.jpg

Apolloisall
February 1st, 2011, 09:39 AM
My jaw hurts from dropping so much.

gmd3d
February 1st, 2011, 12:29 PM
magnificent

Gideon
February 1st, 2011, 07:34 PM
Great work! :salute:

Gemini1999
February 1st, 2011, 10:22 PM
OMG........ :yikes:

maudib
February 5th, 2011, 07:38 PM
Update 2-5-11

Starting on neck! I found that the dimensions of neck and midsection had to be re-sized from comparison to a high resolution pic of the studio model.

http://img200.imageshack.us/img200/8916/test2511b.jpg
http://img525.imageshack.us/img525/5707/test2611b.jpg

Apolloisall
February 5th, 2011, 08:06 PM
That's an awesome beginning!
Can you finish it in the next week? I'm starting my 1/7000 physical model, and I'd love the reference material!:salute:

peter noble
February 6th, 2011, 12:06 AM
Great stuff!

gmd3d
February 6th, 2011, 03:05 AM
excellent :)

maudib
February 7th, 2011, 12:47 AM
Update 2-7-11

Calling it quits for tonight. 3 more large greebles done. Slow going, but fun.

http://img600.imageshack.us/img600/8176/test2711a.jpg

mikala
February 7th, 2011, 06:53 AM
Fleshing out quite nicely!

gmd3d
February 7th, 2011, 07:02 AM
how about some wireframes :)

maudib
February 7th, 2011, 04:19 PM
If I rendered Wireframes... OMG... the mess you'd see.
Now just one more greeble today... I promise :D

http://img573.imageshack.us/img573/7391/test2711d.jpg

Punisher454
February 7th, 2011, 06:28 PM
Its lucky for us that you just cant help yourself and keep adding more :)

gmd3d
February 8th, 2011, 01:30 AM
yea but I want to see the mess. I am looking at have ago in the future again at the Big G.

I mean I have already started fixing my background images for the task.

:)

come on cough up !! :)

okino
February 8th, 2011, 10:23 AM
Very nice, looking forward to seeing it finished.

maudib
February 8th, 2011, 11:49 AM
I can't imagine what you would see in wireframes, but here it is. Better still, would you like me to upload the raw WIP mesh to CF? That way, everyone can have a crack at playing around with it.

http://img600.imageshack.us/img600/2074/wireframe2811c.jpg
http://img153.imageshack.us/img153/2185/wireframe2811e.jpg
http://img59.imageshack.us/img59/2424/wireframe2811b.jpg

gmd3d
February 8th, 2011, 12:03 PM
I like to see the wire-frames to see how your building it. it look very similar to how I would do it and on most of the web site that do cgi its one of the most frequent question ......well more or less anyway

thanks for posting

gmd3d
February 8th, 2011, 12:04 PM
Oh I would like to have a look at the raw WIP mesh . too.

maudib
February 8th, 2011, 02:29 PM
My WIP mesh is uploaded to the "downloads section". I hope it worked...

gmd3d
February 8th, 2011, 02:45 PM
possibly need to be approved by admin first

maudib
February 10th, 2011, 01:01 PM
Here is a download link for anyone interested in checking out the WIP Lightwave mesh of the Galactica. Please read the INFO file before using. Thanks.

http://www.thethirteenthcolony.com/homepage.html

gmd3d
February 10th, 2011, 01:38 PM
I am getting

Not Found
The requested URL /files/cgi/TOS Battlestar WIP 2011.rar was not found on this server.

maudib
February 10th, 2011, 02:16 PM
Click the image to download

mikala
February 10th, 2011, 02:29 PM
Not on the click here....:)

gmd3d
February 10th, 2011, 02:46 PM
to use a well known saying D'oh!

gmd3d
February 10th, 2011, 02:59 PM
Just had a look .... with my 4 gb I can open it.

but I love your attention to detail esp around the bridge main viewport

Thunderstruck
February 11th, 2011, 10:23 AM
I do not have avail space but from what I have seen that is very good looking.

I do not have the patience for such an endeavor and I am very new to the 3d app world and modeling.

Incredible attention to detail! I think it is looking SUPERB!

-ever get that feeling from a movie trailer you cant wait to see it-
that is what is does to me.

Thumbs up!

gmd3d
February 11th, 2011, 11:03 AM
this is one of the best builds I have seen. Like folkrms tons of detail
or eye candy ...

Titon
February 11th, 2011, 05:05 PM
I think your nut's but hey that's up to you.

:)

maudib
February 11th, 2011, 07:37 PM
Update 2-11-11

A couple of big greebles composed of a dozen or so smaller greebles added to neck and reusing the big piece on the midsection sides. The pipes will go in last.

http://img573.imageshack.us/img573/3913/test2911.jpg
http://img10.imageshack.us/img10/911/test21111a.jpg

gmd3d
February 12th, 2011, 01:38 AM
nice to see the full views of this.

what scale are you building this at out of curiosity

maudib
February 12th, 2011, 09:32 AM
The scale is 1 mile length. I will probably change it to 2-3 mile length and alter the landing bay entrance so an Eastern Alliance destroyer can easily fit inside. IMHO, 2 mile length is not unreasonable for a main capital ship. In the Babylon5 universe, even the relatively primitive Earth Alliance ships are this size and larger.

gmd3d
February 12th, 2011, 09:39 AM
The scale is 1 mile length. I will probably change it to 2-3 mile length and alter the landing bay entrance so an Eastern Alliance destroyer can easily fit inside. IMHO, 2 mile length is not unreasonable for a main capital ship. In the Babylon5 universe, even the relatively primitive Earth Alliance ships are this size and larger.

Cool ... what size is an Eastern Alliance destroyer.

oh I agree about a main capital ship, been 2 miles and more.

as a friend said look at the Super Star Destroyer :).

I am only using the 6080 ft as it indicated in some documentation by Glen Larson and John Dykstra, I am also planning some Galactica models.

I was going to do some Buck Rogers but as these posts have got me going now for BSG ..

and I blame you and Apolloisall for getting me back into it :rotf::rotf::rotf:

maudib
February 13th, 2011, 05:59 PM
Update 2-13-11

Finished with the big greebles on the neck. Next is the pipes and this panel will be complete for now. FIY, this panel is an amalgam of both the right and left sides. I hated parts of the original, so I juggled parts around till it looked better to me. This is has been my approach for this build.
http://img638.imageshack.us/img638/4594/test21311c.jpg
http://img217.imageshack.us/img217/7665/test21311b.jpg

martok2112
February 14th, 2011, 12:10 AM
That is simply one very awesome, very photorealistic looking battlestar :)

gmd3d
February 14th, 2011, 02:31 AM
magnificent work ...

maudib
February 15th, 2011, 05:24 PM
update 2-15-11

Starting on the back side of the front section
http://img137.imageshack.us/img137/59/test21511a.jpg

gmd3d
February 16th, 2011, 12:27 AM
this will keep you busy ..... looking good

maudib
February 16th, 2011, 12:47 AM
Busy? Hell yes. With your redefining scales and such, It's going to give me major headaches trying to decide on re-imagined greeble details to add :cry:

A test render to see how she holds up to reality... looks like the final version will need lots of tiny details to bring the scale of her size to the eye. I think the ISS does just that in this pic!


Excuse me... is this Earth?
http://img403.imageshack.us/img403/8486/issandbattlestar.jpg

gmd3d
February 16th, 2011, 02:38 AM
wow ..... that is a big Ship :)

what scale is it.

martok2112
February 16th, 2011, 12:17 PM
Simply beautiful! :)

Apolloisall
February 16th, 2011, 12:20 PM
I'm staggered.
And that's NOT the Ambrosia talkin'.:yikes:

gmd3d
February 16th, 2011, 12:25 PM
I still want to build this model myself ...some time :)

Apolloisall
February 16th, 2011, 05:12 PM
I still want to build this model myself ...some time :)

Real or virtual?:?:

maudib
February 16th, 2011, 11:53 PM
Taranis... what scale :D

gmd3d
February 17th, 2011, 12:54 AM
Real or virtual?:?:

virtual mate virtual!! . if I tried to glue any plastic parts it would mean me eating my dinner through a straw .... because its darn hard to to with glued fingers !!.

:rotf:

gmd3d
February 17th, 2011, 12:56 AM
Taranis... what scale :D

you mean that is 6080 ft scale ..

Apolloisall
February 17th, 2011, 06:35 AM
virtual mate virtual!! . if I tried to glue any plastic parts it would mean me eating my dinner through a straw .... because its darn hard to to with glued fingers !!.

:rotf:
And if I tried to make a virtual model, it would have me in psycho ward in no time!
I spent an hour and a half making a virtual Enterprise once- it was so frustrating! All that time & I couldn't even get the basic shape of the ship right!!!:wtf:
Plastic bends to my will much more easily.

gmd3d
February 17th, 2011, 07:19 AM
ha ha I know each to his own glue

137th Gebirg
February 17th, 2011, 12:04 PM
Wow - this thing continues to amaze me.

Re: Eastern Alliance Destroyer, I put this schematic (http://shipschematics.net/bsg/images/others/destroyer_easternalliance.jpg) together a few years back - assuming that an average male human is about 6 ft tall, I would estimate the Destroyer to be about 270 - 300ft long and about 45-50ft high.

And IIRC, Larson said that the Galactica was always supposed to be "one nautical mile" long, which roughly equates to approximately 6,076 feet. I think the Destroyer could fit in the bay without up-scaling. It would be tight, especially with the landing gear down, but it should fit.

gmd3d
February 17th, 2011, 12:40 PM
Wow - this thing continues to amaze me.

Re: Eastern Alliance Destroyer, I put this schematic (http://shipschematics.net/bsg/images/others/destroyer_easternalliance.jpg) together a few years back - assuming that an average male human is about 6 ft tall, I would estimate the Destroyer to be about 270 - 300ft long and about 45-50ft high.

And IIRC, Larson said that the Galactica was always supposed to be "one nautical mile" long, which roughly equates to approximately 6,076 feet. I think the Destroyer could fit in the bay without up-scaling. It would be tight, especially with the landing gear down, but it should fit.


137th Gebirg we have been discussing this very subject on this thread
http://www.colonialfleets.com/forums/showthread.php?t=17741

and I scaled Folkrm Galactica model with I believe is very very close to the physical model.

and I found the entrance is roughly 60ft approx so at the 45 to 50 ft tall its should fit, but as you say a tight one.

I am going to be building in the coming weeks the Eastern Alliance Destroyer based on your drawing
so I will use the scales you mention to start

maudib
February 17th, 2011, 05:42 PM
I am having problems with my 5280ft (1 mile)scale. The 1st image shows the shuttle at 122 ft long to be to big for the size of the bridge window. The 2nd image shows the battlestar at 10,560ft (2 mile) scale. The 3rd image is close up at 10,560ft scale with 2 astronauts for scale. I think the larger size looks better here.
http://img517.imageshack.us/img517/2218/shuttlescale.jpg
http://img265.imageshack.us/img265/1411/shuttlescalex2.jpg
http://img441.imageshack.us/img441/9123/astronautandshuttlex2sc.jpg

Punisher454
February 17th, 2011, 10:27 PM
I think the bridge window is one of those things that have to be adjusted for scale to make the galactica work.

At 6080' the landingbays are just big enough to operate as depicted in the show. The launchtube exits and various windows should be easy to scale up/down to match.

At some point you will reach the back, and the will have the Celestial dome to consider also.

Anyhow, your work is awesome, please dont stop.

maudib
February 17th, 2011, 11:04 PM
Yes, but my point is that my window is correctly sized for the 1 mile ( 6ft tall window as seen in the TV show) scale. I think Peter Noble is correct when he mentioned in Taranis' thread on Galactica length
It might be best to start from the top down.

Maybe by identifying what the areas of the bridge do?

http://reocities.com/televisioncity/...36/bridge.html


The 3rd pic shows a 6ft astronaut and a 122ft shuttle with the 2 mile scale mesh, and it still makes the battlestar look smallish. It just goes to show that the whole BSG universe makes no sense. I'll just "wing-it" on my own from now on.

This pic shows a 3 mile length scale, this looks even better against the astronaut!
http://img811.imageshack.us/img811/7964/3milescale.jpg

gmd3d
February 18th, 2011, 12:14 AM
wow again .

A terrestrial mile has a length of 5,280 feet.
The length of one nautical mile is 6,080 feet

before I started the scale thing I did not really know the difference.

I don´t know what you mean by smallish :lol: the bridge is just a small part of a massive ship`.
what surprised me and a few others was the scale of the Battlestar against an Imperial Star Destroyer.

the biggest problem is that on the model of the Galactica no Bridge window is on it. so its going to throw our perceptions out the window.

interesting if I can find time I will look at this too for the bridge. but it may be that the bridge window will have to be bigger.

once we have the bridge done we can work it out

maudib
February 19th, 2011, 06:11 PM
Update 2-19-11

added more greebles to the backside of the front section. My 2 week vacation is over so updates will not be as often for the rest of the year. It's been fun!

http://img255.imageshack.us/img255/9153/test22011a.jpg
http://img163.imageshack.us/img163/4530/test21911b.jpg
http://img98.imageshack.us/img98/9205/test21911f.jpg

Apolloisall
February 19th, 2011, 06:18 PM
Update 2-19-11

added more greebles to the backside of the front section. My 2 week vacation is over so updates will not be as often for the rest of the year. It's been fun!


Yer killin' me here with awesome, Maud!

gmd3d
February 20th, 2011, 06:20 AM
simply stunning

maudib
March 6th, 2011, 05:51 PM
Update 3-6-11

Adding some details to the bottom keel.
http://img251.imageshack.us/img251/2555/test3611.jpg

Apolloisall
March 6th, 2011, 06:01 PM
:thumbsup::thumbsup:Very not-bad!!!

mikala
March 6th, 2011, 06:02 PM
Look Ma! There's a gigantic car radiator!
As always a pleasure on opening a noticfication email!

gmd3d
March 7th, 2011, 01:09 AM
holy detail Batman




thats amazing

martok2112
March 7th, 2011, 03:32 AM
Simply astonishing. :)

maudib
March 14th, 2011, 10:08 AM
Not an update in this post. But based on the newly obtained top view schematic of the studio model released by Kuhn, I find my "eyeballed" model to be amazingly faithful to the original :thumbsup:

In the image below, the original studio model is in grey, and my mesh is outlined in bold black. As you can see, only the midsection and engine section needs to be adjusted, and that only takes a few mouse clicks since I haven't started to add any detail to those sections yet. A slight adjustment of the landing bay is also needed. This new info came at just the right time :salute: as having to modify a model after millions of polys are model is a major pain in the arse. All in all, at least I know that my sizing technique is confirmed valid and I'm on the right track!

http://img15.imageshack.us/img15/9726/topprofilecomparison.jpg

martok2112
March 14th, 2011, 10:27 AM
Good eye, maudib....good eye! :salute:

gmd3d
March 14th, 2011, 10:46 AM
Thing is .. your always going to find your in error somewhere . I think you did very well with the info you had

maudib
March 14th, 2011, 12:08 PM
Thanks for the pat on the back. But the big question for me is... Kuhn states that the dimensions in the schematic are wrong at 72 inches, and should be 75 inches. But where is the extra length added?

Titon
March 14th, 2011, 01:11 PM
Actually the dimensions are rough estimates that they have there. It's precise measurements are 1/2 to 3/4 of an inch off. The scale is a approximation.

I've built this ship with a lot of the kit parts and by measuring a good portion of them have gotten them fit almost exact. Give or take a fraction.

:)

gmd3d
March 14th, 2011, 01:14 PM
I would not lose any sleep over it...... unless you have the real model you always going to be off some where.... do the best you can with the info you have... imo anyway

Apolloisall
March 14th, 2011, 02:24 PM
I agree. It can be great without being the actual original studio model.

maudib
March 20th, 2011, 10:11 PM
Update 3-20-11

More greebles as usual, added to the keel. Halfway done there, then on to the underside of the neck.
http://img696.imageshack.us/img696/5298/test32011a.jpg
http://img829.imageshack.us/img829/5820/test32011b.jpg

martok2112
March 20th, 2011, 10:31 PM
WOW! The amount of patience you have must be staggering...rather "Job" like. :)

gmd3d
March 21st, 2011, 02:04 AM
inspirational work .. I hope to build my own Battlestar myself .. I know I said that before.... but what the hell. I will keep saying it until i do it

maudib
April 6th, 2011, 11:55 PM
update 4-6-11

Greebles added to underside of neck. I am looking at adding docking bays to this area. This is something not seen on the original model, but I feel would add visual interest in this boring area.

http://img545.imageshack.us/img545/6803/test4611.jpg

martok2112
April 7th, 2011, 01:23 AM
update 4-6-11

Greebles added to underside of neck. I am looking at adding docking bays to this area. This is something not seen on the original model, but I feel would add visual interest in this boring area.

http://img545.imageshack.us/img545/6803/test4611.jpg

I thought about doing that with my battlestar mesh as well, placing additional docking bays, for shuttles, or even smaller excursion craft.

Speaking strictly from a visual effects/technical standpoint, that was something I liked about the Galactica from the new show....I do believe it did have extra docking bays, or at least, it looked like it did in the miniseries.

By the way, as usual, your additions to this incredible mesh are just stunning! :)

gmd3d
April 7th, 2011, 02:27 AM
I like the idea of additional bays .......

it will be interesting to see what your do with it

137th Gebirg
April 7th, 2011, 09:27 AM
You may also want to consider cargo loading bays - kind-of like what was added to the ST:TMP - K'T'Inga/D7 upgrade. Would make sense to have in that area. Excellent work otherwise, as usual! :salute:

Matador
April 7th, 2011, 02:13 PM
Docking bays would be a nice addition... Why not! Your model looks awesome... The detail is amazing.

Apolloisall
April 7th, 2011, 05:49 PM
[Han from Enter the Dragon voice]
Your skill is extra ordinary.
[/Han from Enter the Dragon voice]
:thumbsup:

137th Gebirg
June 23rd, 2011, 01:59 PM
Any new updates on this one?

maudib
June 23rd, 2011, 11:57 PM
Sorry... summer months are reserved for guitar building and french polishing. I only work on the big G during those times when the weather is too cold/humid for working with wood, glue and finishes. In October I will get back to the grand ole lady...

137th Gebirg
June 24th, 2011, 06:47 AM
AH! Cool. I was afraid that either you or your modeling program might have gotten overwhelmed by the level of detailing and poly-count that you've been putting into this gem. For the love of all-that-does-not-suck, never give up!

martok2112
June 24th, 2011, 09:47 AM
Sorry... summer months are reserved for guitar building and french polishing. I only work on the big G during those times when the weather is too cold/humid for working with wood, glue and finishes. In October I will get back to the grand ole lady...

Ah, a luthier, are we? Cool. My roomie is a guitar player, and I think likes to dabble in guitar building/repair. I'm a singer myself.

I look forward to more of your Galactica work when you get back to it.

BTW, just curious, how much memory is this hyper-detailed Galactica of yours weighing in at? This sucker HAS to be of some resource hogging....unless you're tying two or three computers together. (With the quality of your model, I would not be surprised. :) That's a compliment, btw. :salute: )

Admittedly, when it comes to the dimensions of the Galactica for my model, I use my Konami 3 inch miniature. It's far more detailed (and seems to be more accurately proportioned) than the 12 inch ERTL model. :) Which is sad too....the ERTL model could've really been something special.

maudib
June 24th, 2011, 12:01 PM
Give up? Noooo... Yes, I am a hobbyist luthier and for those not familiar with the craft, it requires a lot of patience and attention to minute details. Some instruments can take years to complete. So 3D modeling is quite natural to me.

The last time I loaded up the full WIP mesh for the battlestar in LW Layout for rendering, it took 13GB of RAM. When working in LW Modeler, I only load up the portion I'm currently working with, so I have no problems with memory.

My workstation PC is a intel i7 6-core cpu and 24GB of DDR3 1600 memory. I use an SSD so loading times for the fully complete battlestar mesh should not be a problem. My long range plans are to have several render node units of this spec linked in a render farm to replace my aging current render farm. Anyway, here is a render I don't think I've released yet. Cheers!

http://img37.imageshack.us/img37/5742/42311a.jpg

Apolloisall
June 24th, 2011, 01:06 PM
Awesome, as usual!!!:salute:

martok2112
June 24th, 2011, 07:29 PM
That is just simply......I don't think there is a word sufficient enough to describe the beauty of it, muad'dib. All I can say is (and I think you get me with this) "Kull wahad!" :) Keep up the great work! :salute:

137th Gebirg
June 26th, 2011, 06:50 AM
^^^ What he said. :D

Yes, definitely looking forward to seeing more.

dilbertman
February 12th, 2012, 12:17 PM
So is this dead or just taking a long nap?

Jim:?:

Senmut
February 12th, 2012, 06:10 PM
One question...aren't there alot of critical parts that are exposed? Not a criticism, as we see the same thing in the original show. But it looks like alot of stuff is way to exposed to enemy fire.

Gunther38Capric
February 12th, 2012, 06:34 PM
Bows to you ...

Amazing job, i can only dream of giving such detail to a ship.
My system would crash in no time lol.

The pixels polygons must be murder on a proccesor .
But again amazing detail keep it up.

Gunther38Capric
February 12th, 2012, 06:42 PM
The systems are exposed yes .
But we see the Battlestar as alone depicted in the series or as flag ships.

Look at carriers in the us navy .
they are supported by a whole fleat of destroyers , refuel ships and so on.
Alone a carrier is vulnarable to certain attacks, but with its support vessels a difficult target to hit.

Sadly in the original series we dind get to see that (Afterall it was about the sole surviving battlestar)

Back then budget might have bin at play aswell.
:)

Senmut
February 12th, 2012, 07:29 PM
Good answer. That was my take as well. Carriers are designed to operate in battle groups, not as lone wolves on the prowl.

Andromeda
February 12th, 2012, 11:59 PM
Good answer. That was my take as well. Carriers are designed to
operate in battle groups, not as lone wolves on the prowl.

My thoughts as well, when i was running my website and writing my, I story came up with some sort of organization for ships and support ships

Battlestar Section

Unit - No. of Capital ships/Support ships - Sub units - Unit leader rank

Element - 1/3 - Cdr
Squadron - 4/12 - 4 Elements - Com
Battle fleet - 8/24 - 2 Squadrons - Vc Ad
Fleet - 16/48 - 2 Battle fleets - Ad

gmd3d
February 13th, 2012, 02:53 AM
My view on the Battlestars is this.....

Yes its a Carrier and its best defence is the Viper craft.

But its also a Battleship... able to go toe to toe with the Cylon Base ship.

once the Viper squadrons have launched the entrance to the bay are closed, (never seen in the show alas)

But I have seen images from a BSG site showing the prototype hangar bay entrance with the deck raised to block the bay.

Then the Battlestar is a battle ship.

I think viewing them only as a carrier type using modern navy arrangement is under playing the ability's of them.

I think they are well able to go it alone when required and it Galactica´s success keeping the slow moving ragtags is an example of that..

also

the lose of the other Battlestars is due to surprise and bad command under the president etc.


So if required can operate as a lone unit very easily like a Imperial star destroyer. but is more effective in small battle groups with the battlestar
as it focus.

anyway they are my thoughts on it

ps I would like to know to if this project is still on :)

maudib
September 18th, 2012, 02:55 AM
Update 9-18-12. Started on the thruster section.

http://img809.imageshack.us/img809/5859/test91812b.jpg

http://img692.imageshack.us/img692/1751/test91812d.jpg

http://img836.imageshack.us/img836/4969/test91812a.jpg

gmd3d
September 18th, 2012, 03:17 AM
most impressive

Matador
September 18th, 2012, 10:05 AM
Awesome detail... What's the secret for creating those cool vents? The look so cool.

martok2112
September 18th, 2012, 10:26 AM
Very very cool looking detail there! :)