Here is the final set of orthos and specs for the Minotaur class Heavy Battlecruiser. She’s proven to be a fairly popular design, and I’ve had Kenneth Emerson of Bridge Commander 2 (an indie sequel to the Activision classic, based on the UE4 game engine) as well as Mike Bremer of the live action sim Starbase 400 approach me to use the design in their ship database.
This is one of my favorite Star Trek webseries– the premise is “Ships of the Line Online”, or a comprehensive guide to all of the ships and tech seen both on and off-screen. Captain Foley, Commander Cockings and their guests, who range from NX-01 designer Doug Drexler to Josh Spencer of FASA, discuss the in-universe statistics of each ship (such as maximum warp speed and the location of the bowling alley/saunas) as well as the real-world considerations that went into each design project (Gene Roddenberry signed off on an upside-down Reliant concept drawing that came across his desk, thus altering the course of history). As part of their first anniversary celebration, I was invited to provide some music for a series of “what-if…?” animation shorts to promote the show. Here they are:
Enterprise D and Botany Bay:
Titan and Vor’cha:
Defiant Calls in Reinforcements:
Enterprise A and Excelsior:
We have been working together to produce more shorts, and as they are released, I will link to them here on Last Age.
Be sure to visit the Trekyards website:
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Based on a pencil sketch on graph paper, I ran this through a Photoshop Actions template I created (to remove the lines, increase the contrast and create symmetry). I used Procreate to paint the texture on my iPad.
Modeling, material and rendering were done in Blender3D. I plan to use either Illustrator or Autodesk Graphic to clean up the lines, create some greebles and a normal map, and better define the technical aspects of the ship.
I was experimenting in Sverchok (a procedural content generation plugin for Blender3D) to develop a method for creating internal decks for a ship. I was fairly successful, but the process as I’ve worked it out so far is a bit tedious and not 100% satisfactory. I’ll be refining it in the future and perhaps creating some convincing cutaways with what I’ve learned.
A sculpt I created in Sculpt+ on my iPad while visiting my uncle in Houston. I did the initial painting in Sculpt+ as well, but the material and render were done in Blender3D. The cranial tattoo(?) was created in iDraw (now Autodesk Graphic), which is an Illustrator-like app I definitely recommend to iOS and OSX users.
FTL effect for Norvan Corvette spacecraft. Modeling, animation and rendering was done in Blender/Cycles, background is a cube map from Space Engine (awesome program) and the effects were all created in Adobe After Effects. This is a followup to a lo-qual test I did a few days ago. I might do one more re-render just to get rid of the aliased lines and cut back on the light noise, but overall I’m pretty happy with it.
I’m very excited about some of the things I’ve learned in modeling this ship. The stable release of Blender 2.57 has been available for a couple weeks now, so if you don’t have it yet it’s definitely worth a download. They’ve added some pretty impressive fixes and new features, and this may be the very first ship I’ve been able to model that exactly matches the concept in my head. Anyway, there’s more I could say about this one, but I’ll just post these pics and let you feast your eyes:
I did these quite awhile ago and meant to post them, but oh well… A few renders of my initial Zynecherian face, modeled in Sculptris and textured/rendered in Blender. I guess I’ll post some concept sketches as well. Enjoy! Need to continue work on this one, but I might just have to switch over to Messiah Studio, to which I recently scored a discounted license.