HOME | DD

kjc733 β€” Axanar: Korolev

Published: 2015-07-06 17:00:41 +0000 UTC; Views: 2134; Favourites: 38; Downloads: 58
Redirect to original
Description Firstly, I am in no way affiliated with Star Trek: Axanar, I just felt compelled to build low poly versions of their ships.

Star Trek: Axanar. Set at the end of the Four Years War, it is being made off the back off of a very successful Kickstarter campaign.
The Korolev is one of the older generation Starfleet ships seen in Prelude to Axanar, a 20 minute "documentary" describing the lead in to Axanar.
For anyone who hasn't come across this, look it up, there are some big names from Trek involved.

Credit to the Axanar team for their hard work in creating some original Star Trek and designing us some new ships to play with. Mesh by myself, textures by WileyCoyote and edited by Jetfreak. Image composited by Jetfreak.

www.startrekaxanar.com/
trekmodeler.deviantart.com/
jetfreak-7.deviantart.com/
Related content
Comments: 11

kjc733 [2016-01-12 20:24:37 +0000 UTC]

In case anyone is interested, this mesh recently "starred" in a Trekyards episode. However unfortunately the light maps didn't convert across

www.youtube.com/watch?v=et46Bm…

πŸ‘: 0 ⏩: 0

Bry-Sinclair [2015-07-21 21:15:24 +0000 UTC]

The NuTrek ships looked awful in the films, but on Axanar I love the new looks--especially the Korolev-type, definitely my favourite.

πŸ‘: 0 ⏩: 1

kjc733 In reply to Bry-Sinclair [2015-07-22 16:01:35 +0000 UTC]

Based on the number of people who have favourited Korolev over the others, I'd say you are not alone.

The ships in Axanar, whilst similarly styled to the new films in that they are all "kit bashes" of one another are actually different to those in new films. The Axanar ships are scaled to be much smaller and have comparatively shorter nacelles. I think these differences (plus the misc "original series" detailing) make the Axanar ships more aesthetically pleasing than those in the new films.

πŸ‘: 0 ⏩: 1

Bry-Sinclair In reply to kjc733 [2015-07-22 17:27:48 +0000 UTC]

They definitely are that

I use a Korolev-Type for a fanfic I have based during my own version of the Four Years War, the Renown has the distinct honour of being the first Starfleet ship commanded by a Deltan.

πŸ‘: 0 ⏩: 0

Agent-0013 [2015-07-08 21:31:45 +0000 UTC]

Looking good!

I too am following the Axanar production. Can't wait to see it finished!

πŸ‘: 0 ⏩: 1

kjc733 In reply to Agent-0013 [2015-07-09 16:00:50 +0000 UTC]

Likewise. Fortunately the new kickstarter (well actually Indiegogo...er) has started so hopefully we'll be seeing more in the not so distant future.

πŸ‘: 0 ⏩: 0

mdbruffy [2015-07-08 03:11:15 +0000 UTC]

Mind if I ask what modeling program you used for this?

πŸ‘: 0 ⏩: 1

kjc733 In reply to mdbruffy [2015-07-08 15:54:39 +0000 UTC]

Certainly. All my meshes are built in Autodesk Maya v5.0 (somewhat outdated now, but it works on my hardware).

These days I uv map in Maya, although before I learned how to do that I used Milkshape 3D.

For meshes that are to be released for Armada 2 (like this one), I use Maya to convert to .obj format and then import it into MS3D. I hardpoint it in MS3D, add textures and convert to SOD format (the games native format).

I create my textures using Photoshop CS3, however these textures were not created by me - but photoshop is usually standard for this sort of thing.

You would have to ask Jetfreak how he works his magic when it comes to image composition, I believe it's rendered in Armada2 with some additional photoshop to touch it up - but how he performs those sort of miracles with such an ancient game engine I have no idea.

πŸ‘: 0 ⏩: 1

mdbruffy In reply to kjc733 [2015-07-08 19:33:21 +0000 UTC]

The reason I was asking is that I use Sketch-up for a lot of my model building and my curves and circles looked a lot like yours. I found that instead of using the circle tool, if I use the arc tool instead and take it a quarter of a circle at a time, I get a much smoother curve all the way around. I don't know if that would work the same in Maya, I've never used it.

πŸ‘: 0 ⏩: 1

kjc733 In reply to mdbruffy [2015-07-09 16:10:37 +0000 UTC]

Maya does indeed have a feature that allows you to build by curves, nurbs I think its called. Personally I've never used them, for now I work in polygons.

The Korolov stands at 3425 triangular polygons, which is a low poly mesh. I deliberately built her low poly because the Axanar ships were for an old RTS game called Star Trek Armada 2. As it is, 3425 is a bit on the high side for A2, but I felt it necessary otherwise it looked really bad.

When I build for renders I go higher poly, generally they end up in the 30k square polygon mark (which would be ~60k triangular polygons - converting from maya binary to .obj means going from one to the other). My highest so far is around the 75k square polygon mark.

So for a direct comparison, here is my low poly (2718 triangular) Intrepid II:
kjc733.deviantart.com/art/Intr…

And here is my WIP high poly (~35k square poly) Intrepid II:
kjc733.deviantart.com/art/Intr…

And my WIP 65k (square) Connie:
kjc733.deviantart.com/art/Pers…

πŸ‘: 0 ⏩: 1

mdbruffy In reply to kjc733 [2015-07-09 19:54:21 +0000 UTC]

I can definitely see a difference.Β 

πŸ‘: 0 ⏩: 0