Here’s a project at which I’ve been chipping away for the past couple of weeks. My premise is, due to the age and growing obsolescence of the Excelsior and Miranda classes, and later, the heavy losses inflicted upon their numbers at the onset of the Dominion War, Starfleet began work on a true replacement for the Excelsior line, which was intended to achieve the same sort of versatility and longevity where the Ambassador project had fallen short (In my head canon, this was partly due to the capture of the Enterprise C… I also wonder whether its “broken hull is on display in the Romulan capital”, as Tomalak would promise Picard 22 years later).
Some footage from an earlier version of Last Age: Guard Force Commander. This one contains some elements from my Star Trek: Stargazer mod. This version of the game was fairly advanced, but the coding was in UnityScript rather than C#, was very inefficiently implemented and it had a tendency to get bogged down under heavy loads.
I’ve decided to start chronicling the development of my Unity-based Last Age game, so here’s a test clip I threw together to showcase some new code I’ve been working to implement.
A stress-test of my Unity3D-based game project, Last Age: Guard Force Commander. This particular scene uses my own Constitution class and Saladin class models (Made in Blender3D), based on the New Paradigm Studios blueprints and the Saladin blueprints by L. Allen Everhart, Jr. found at http://www.cygnus-x1.net. This is a test of some of the following C# scripts I’ve written, including:
My very first Enterprise! It occurred to me last night that, in all these years of 3D modeling, I’ve never tried to make an Enterprise of any kind. I’ve made Federation starships, mind you, and heavy cruisers at that, but I’ve never just pulled up a set of blueprints and tried modeling the one that started it all. So here she is! Not perfect, and I took off the texture/bump (looks great from the top, but needs to be mapped from all angles), but it’s a WIP and I’m happy with it so far. Modeled in Blender3D using the New Paradigm Studios blueprints located here. For the texture map, I used the color orthos available here.
A few captures:
And a couple of animations:
Here is something from awhile back– my first 3D-printed model… This, like many of my other models, this ship started with a dorsal concept drawing. I then painted the texture in Photoshop, modeled and rendered in Blender and sent a refined version off to Shapeways to have it printed. I was largely ignorant of the requirements for 3D-printing, so this model was not smoothed and lacked even the limited amount of detail I could have created with a displacement map.
Digital texture paint:
A few Renders:
Some images of the 3D printed version:
A short flyby clip:
Did a bit more quick modeling today. I’m probably going to add more detail and do an animation, but this is what I’ve got for now…
A short animation:
The Skybox I used– I’m telling you guys, try out Space Engine. It’s not complete, but it is an extremely useful tool for space artists:
Update: I recently uploaded the model to Sketchfab, so here’s a 3D version for your viewing pleasure: