I'm sure there's a number of players who've wanted to know some of the technical stuff that goes into modeling a new ship, or even refreshing an old one. Fortunately, Thomas Marrone was a speaker at the 3ds Meetup this May, and he went into some of the technical details on how they go from concept to final design.
Here is the
Link to the YT Video; if it doesn't go directly, the STO presentation starts around 39:21, and ends around 58:00.
A few topics covered:
- Idea/Concept - Rough designs and basic form.
- Modeling/UVing - Working out the finalized form.
- Detailing - Windows, decals, etc.
- Data Setup - Making it functional and playable.
- Wishlist - If they could start STO fresh on a newer engine.
- Some other STO-related details, like a then vs now comparison on model quality and a bit of the future for an 11yr old game.
It's worth a watch, if only to get a peek into all the work that goes into making just ONE new starship. Keep in mind, they also have to do this for every old model they update as well.
Personally speaking, I'm kind of surprised that decals, windows, and escape pods are still slightly floaty, given their old workaround. At the same time, it's kind of impressive their workaround has lasted this long, and could see why they would want to shift the game to a new engine if they had the funds and staff to do so.