A personal project, I first found a concept design by Chris Madden for the Enterprise-F back in 2011.
This inspired me to revisit the model which inefficient. I imported the old mesh into Blender, retopologizing it into quads. To reduce polycount I used decals for windows & markings, and normal maps for details. This reduced it from 820k tris to 160k, when the model has 2 levels of subdivision.
The aztec panelling was produced by rendering images of my Starfleet Material, available here.
Texturing was in Substance Painter, although I used Blender’s Bevel node to soften edges, baking it as a normal map & importing it to Substance.
Credits:
markkingsnorth