Star Trek Builders Unite 7: The Continuing Mission
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Got bit by a muse while I was at work yesterday, sketched this on some old labels then modeled it fast and hard before our D&D session yesterday.
This is a Civilian Explorer starship, Mesa Verde class. Built by the Civilian Division of the Antares Shipyard, this version of the ship has no weapons (built for civilians after all) but has some very powerful defensive shielding (for its size and power output), a cruising warp speed of 5 and a Maximum Emergency Warp of 12 (Cochrane Scale not the TNG scale) that it can maintain for 3 hours before it has to shut down engines before over-heating to the point that the core will breach. It can be run with just one person, but it's better operated by a crew of two if you're not bumming around the middle of nowhere. It has a cargo capacity of 100 metric tons and a variety of scientific and other equipment options available. Commission Dates would start around 2332 I think.
There really is only one deck, but the 'bridge' sits up above a central crew area with an open floor plan and there's a crawlspace under that same area for key systems access. There will be a Starfleet version of this one that acts as a scout ship and will have phasers and less flashy warp engines (ie armored). I'll be building out the interior to it as well so it'll be a complete 'ship' and set. The saucer section itself is 75 feet across at the widest point, so she'll be a bit comfy as a civilian craft, but of course the Starfleet version is going to end up being more cramped.
This is of course the preliminary design and I just threw a lot of this together as a test (the bridge dome is actually the same one I built for the Connie bridge, just shrunk down and the warp engines are the ones I put together for my Galaxy only with the 'guts' showing). Think of it like a film study model. There will be changes. Oh yes.
I'm already re-designing the 'secondary' hull. I want it to ape the Archer class less and make the lines from the saucer flow into the secondary hull. Maybe take some design ideas from the Ambassador class. Not sure yet. Basically that part of the ship is a big airlock and houses the warp drive and impulse engines.
And yes I quite literally threw the 'hangar' it's in together in like 5 minutes.
It's amazing what you can do with paint when you're doing a massive and pointless software install.
revision 2 is on the right and revision 3 on the left here. I'm taking her down to 1 deck instead of 2. I'll keep the landing gear I think but I'm getting rid of the Millenium Falcon style ramp and going for a more traditional side door for it. I'm also opting to move the bridge/cockpit from the center top to the front of the saucer and go with a viewport kind of like a runabout's. This design also opens up the secondary area to be cargo/engineering and opens up the saucer more for either more quarters, or a lab, or any number of things. There's a 3 person TNG style escape pod that launches through the bottom of the hull as well.
I am tempted to try a version that borrows from the Runbabout design and take the warp and impulse systems external and make that back area a lounge. That might be an interesting refit/initial build option. I don't think I'd have the warp nacelles angle down. I am going to keep them angled up. I prefer that configuration for this ship.
Thanks! Yeah I realized I was channeling that design a bit when I first started fleshing the ship out. A bit too much I think in the initial build really. Where the Archer was kind of the Millenium Falcon for the TOS novels, this one would fill that same role for the TNG end of things. Versatile, easily customizable, lots of options and older and well used when TNG actually rolls around ;) Well not too old. The design will be about 33 years old when Farpoint happens.
I am thinking I'll try a version with the impulse engines mounted along side the rear hull and attached to the warp pylons with the plasma feed running through lifted hull paneling along the roof, kind of like an early runabout test bed. Kind of thinking that version might be a bit slower though, mainly because there's less space for a larger power plant, but it'd have even more living/cargo space.
After several ugly mock-ups in paint (I've been on the phone A LOT today), I think I've settled on borrowing from Galaxy Quest for the impulse engines and dropped pods along the warp pylons. Then I went in and did an internal slice mock-up. Red door leads to the escape pod, blue to a micro-sickbay with one bed, the brown doors to cabins, you can't see the door to the bridge as it's straight on, the yellow door leads to the computer core. And yes I did throw in a chibi I'd mocked up for a trek inspired RPG that'll probably never come to be.
I have decided I may try bringing the bridge/cockpit out a bit like a runabout, but I kind of like the smoother saucer look to this as a Trek ship. So we'll see how it goes.
These are awesome!
More great stuff out of you! I've come to expect nothing less!
Thank you! :)
Thank you. Wait, you all expect great stuff from me? When did that start? ;)
Looks really cool.
You had mentioned before the idea of a raised bridge area with a crawl space under it, I had a suggestion for you that's like a split-level ranch house. In the center saucer section, it could be two full decks high. Then the outer ring and tail section would be one deck high centered to split the difference in height. You'd step up to the mid-deck from the lower section or down from the upper center section. I don't know if that makes sense.
An aside: I've been poking in and out of this thread and it's predecessors for several years now and earlier parts were full of the sort of thing you are posting, WIP updates on projects people were working on. It was for builders as much as for artists sharing artwork. So we had Rduda, ptrope, jaguarry, mdbruffy, Greywolf Starkiller, mylochka, even myself on occasion making sets, clothes, props and ships. Plus texture artists like JamesJAB putting out high quality uniform textures for things like Courageous for V4. Not to mention kitbashers like redfern building amazing things with parts from other sets plus clever use of shaders and primatives to do something really unique. A lot of those have moved on it seems, some even have become PAs now.
I myeslf mostly lurk as I've set aside Trek building for a time. After all, back when the first "Trek Builders Unite" thread got started we had a handful of trek uniforms for old figures and some old sets and a few good ships so there was a lot of ground to plow and this thread always seemed to be at the top of the active threads list. But now after all that we have incredible props, sets, uniforms, everything from every trek era, really. Many free, others for sale. But it's there. It's almost hard to get motivated because almost everything already has been done and mostly better than I could do myself.
But I do still lurk and I enjoy watching WIPs like yours come together with a fresh take on old favorites. It inspires me to dust off my modelers and jump in again, and for example that's why I released that TWOK coat recently.
So thanks and keep it up!
Case in point to my post above, trying to come up with something thats not already been done by others first: well, not often do you need a lithium cracking station but when you need one, they are hard to find! So I've been making one.
Looks good so far.
Oh no, it makes perfect sense. It's actually a pretty good idea. If I go back to the first design I might have to try it. :) I roughed up what I was thinking of doing for it in paint (ugh again) originally this morning as my first 'deck plans' were sketched out on an actual shipping label lol. Ignore the top view, The rough side view is what I edited to match the silhoutte of what I'm dubbing the Archer Refit at this point as it's so close to that ship.
Not only was that lower portion of the ship in the center a maintenance hatch, but it stored the liquid deuterium tanks far from the antimatter pod and fed into the warp drive through a long transfer line back to where the warp drive was. You'd have actually been able to see the line heading back to it as it snaked up under the flooring and along the wall in the secondary hull. The crude diagonal line leading down from the bridge was my quick attempt at stairs leading down from the bridge to the crew areas.
Aw well thanks. :) Yeah while there were some good film Trek sets, I obviously found a hole. lol. And while I could buy a few more of them, I figured why not try building my own and see what I can do. There are still a few I'm planning on getting through purchase cause wow. And that WoK coat is amazing. :)
That does look great!
I'm going to jump off topic for a moment. I have a scene in my next graphic novel that calls for clothing scattered on the floor. I thought I had such props, but they're not working for some reason. Does anyone know where I can find such props? I need them soonest.
I'd go to Optitex and use the free dynamic clothing from there. Once you drape it, freeze the simulation.
I've never heard of Optitex.
I got a few pieces. Never been on speaking terms with dynamic cloth- I usually can't get it to do what I want without a dozen simulations I don't have time for. Since this is just "drop it on the floor" hopefully it'll work in one take.
Thanks.
mdbruffy, Beat578 made several clothing items that have a morph to drop to floor, crumpled. The are free and available here: http://www.sharecg.com/pf/full_uploads.php?pf_user_name=beat578
Only one problem: They're for Daz Studio- Not Poser Pro 11.
Why does that matter? They are still 3D items with morphs, dont have to be conformed to a figure. Won't the even load if the rigging isn't poser compatible? If not, I suppose they could be loaded into studio, drop to floor morph applied, and a OBJ exported.
On the other hand, since youre using poser, why not just use the cloth room to clothify some stuff and let it drap onto a plane?
In order to import something into Poser, you have to have an obj file or .cr2 files since clothing has always been considered characters. DAZ Studio files won't work in Poser without Dyson import and Poser companion files.
As for the cloth room, you must have missed my post to Timbales:
"I got a few pieces. Never been on speaking terms with dynamic cloth- I usually can't get it to do what I want without a dozen simulations I don't have time for. Since this is just "drop it on the floor" hopefully it'll work in one take."
I just haven't had time so far tonight to do it. It's almost 11:00pm here and I have work tommorrow. So I'll have to try it then.
Why not just do a render of clothing with no background and save it as a .png file and add it to the scene as a postwork layer?
If the cloth room doesn't work oout, I will.
Ok, I had an idea for a new control system in use on a 25th century starship. I'm thinking a holographic interface rather than a physical one. Yes, I get some of my best ideas when I'm bored at work. :P
Already started sketching out what it'll look like, mostly anyway. It's not just the LCARS system only floating either. There are a fwe elements that are similar but overall it looks and will behave differently. Think of the controls on the Normandy from Mass Effect. The displays would of course be 3D representations when warranted. I'm just toying with this right now. I've come up with a few names for it but I can't settle on it so I'm asknig for opinions.
HCAIS
Holographic Control and Interface System
Holographic Control and Information System
Holographic Command and Interface System
Holographic Command and Information System
HCARS
Holographic Command and Reference System
Holographic Command and Reporting System
Holographic Control and Reference System
Holographic Control and Reference System
HCANS
Holographic Control and Notification System
Holographic Control and Network System
Holographic Command and Notification System
Holograpgic Command and Network System
HCAIS - Holographic Control and Interface System is what I'd originally come up with but then I thought Command would work better instead of Control, then I wanted a Library reference in there so I slipped in Information instead. But then I don't like how HCAIS can't be sounded out with a roll off the tongue like LCARS can. So then I played with a few more ideas. Anyway, I've dropped in what I came up with really quick on the fly in Paint. Probably going to change out the one major reference I made to Voyager's LCARS system on the top right there with something else.
How about HCACS (Holographic Command and Control System) ?
I do like the idea of coming up with your own interface. The way paramount and cbs have been going 3D artists and hobbiest are next on their hitlist.
That's also a good one. I do really like that. :)
I can see tham doing it, which is part of the reason I was brainstorming this and then I had a thought about a new ship, and I may just move everything I had planned well over to this new ship set in the 25th Century, like the tail end of it. 2493 specifically.