Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine
I would guess that they're probably angled out more due the vertical nature of the walls on the opposite side, giving people the ability to walk side by side or in passing without their elbows hitting the bulkhead separators. The corridors with both angled walls don't suffer from that problem, so are not as acutely situated.
Good catch on that - never noticed that before. I guess my brain wrote it off as perspective distortion with the kind of camera lens being used.
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