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Old May 19 2013, 10:45 PM   #91
wildstar
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Does the Unreal Engine allow for normal maps to add extra detail that you don't want to spent on poly count? Could try that maybe.
These could pass for photos soon!
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Old May 21 2013, 04:14 PM   #92
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

wildstar wrote: View Post
Does the Unreal Engine allow for normal maps to add extra detail that you don't want to spent on poly count? Could try that maybe.
These could pass for photos soon!
I use normal maps, yes, and it does help things look like they have more geometry than they actually do.

Here's the last shot before I start work on the transporter room. It features the "Warning" board with grey thingamajig, the "Warning: High Voltage" panel that has been used for a few different purposes throughout the series, and the infamous "flowerpot".



As for the corridor details that are not complete, I will come back to them. Most notably the Jefferies tube, "doorbell" buttons, and the door signage.
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Old May 21 2013, 04:50 PM   #93
feek61
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Frickin' amazing!! I wish I had the talent to do such great work.

It looks AWESOME Donny. Looking forward to more TOS!!
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Old May 21 2013, 05:41 PM   #94
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Wow - you even included the trapezoid-shaped piece of lumber that held up that wall-mounted water-outlet-looking-thingy. Great attention to detail!

Anyone ever notice that it was missing in one scene and the thing came off the wall in "Day of the Dove"? Before and After. You can even make out some of the double-sided tape they put on the rim to get it to stick.

Probably got knocked down during one of the sword fights.
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Old May 21 2013, 05:50 PM   #95
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

137th Gebirg wrote: View Post
....that wall-mounted water-outlet-looking-thingy.....
That's what I've seen called the "flower pot".
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Old May 21 2013, 05:51 PM   #96
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Heh...now that I look at it, that's probably what it actually was in its original form...
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Old May 22 2013, 03:37 PM   #97
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Figured I'd go ahead and construct the turbolift car before I started work on the transporter room...



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Old May 22 2013, 06:24 PM   #98
Redfern
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Seeing the lift interior makes me wonder. Surely someone has dubbed the cocktail lounge version of the Courage theme (played in "Court Martial") into one of the elevator sequences.

Sincerely,

Bill
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Old May 23 2013, 07:55 AM   #99
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Started on the transporter room today. This is the first time I've constructed the Season 3 version (in all it's lavender glory), as past projects with older gaming engines featured the Season 1 version.

I obviously still have a lot of work to do, but am liking the progress so far.
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Old May 23 2013, 02:52 PM   #100
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Was it really that...garish?
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Old May 23 2013, 03:18 PM   #101
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Beautiful visuals! Apparently you have a soft spot for the Season Three interiors (corridor GNDN thingies, push buttons in turbo lift).

There has been one corridor thing on my mind, but I didn't have the time to look at suitable screencaps.

Was the lower "Warning High Voltage" box from "The Alternative Factor" (or garbage chute from "The Conscience of the King") still at this location in Season Two and Three?

Somehow I think to remember that it was (re)moved when they redesigned the Season One corridor, but I could be wrong, of course.

Bob
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Old May 23 2013, 03:31 PM   #102
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Beautiful visuals! Apparently you have a soft spot for the Season Three interiors (corridor GNDN thingies, push buttons in turbo lift).
I like the added detail everything seemed to gain after the first season, but I will admit I like the color palette and lighting schemes of the first season better. Seems like they took more time to create a warm atmosphere on the ship in season one.

There has been one corridor thing on my mind, but I didn't have the time to look at suitable screencaps.

Was the lower "Warning High Voltage" box from "The Alternative Factor" (or garbage chute from "The Conscience of the King") still at this location in Season Two and Three?

Somehow I think to remember that it was (re)moved when they redesigned the Season One corridor, but I could be wrong, of course.
Actually, the upper "warning box" was removed after season two and moved to the sickbay examination room, in the small alcove to the right of the examination bed. The "garbage chute" remained in the same place, as you'll see in this screencap from Is There In Truth, No Beauty?

In my project, you'll see the upper "warning box" both here and in sickbay.


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Old May 23 2013, 05:28 PM   #103
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

You will definitely need to add the overloading phaser incinerator they put into the wall across from Kirk's quarters from "Conscience of the King". Loved that thing!
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Old May 23 2013, 06:55 PM   #104
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looks much better with the transporter machinery inside the chamber. Loving this feel...
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Old May 23 2013, 07:12 PM   #105
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

The transporter pads were especially fun to model / texture.I started off with the best reference material I could find, which is a screen cap from the third season episode Elaan of Troyius. In this episode, we get a rare up-close glimpse of one of the transporter pads (and a pair of Elasian feet).



I did some research and discovered that the transporter pads were actually made from Fresnel lenses of 10,000-kilowatt set lights. I was able to then google up some images of actual Fresnel lenses and found a diagram of their shape. I then modeled a high-poly version in 3ds Max and made a simple normal map to apply to my low-poly model of the pad.



I then ported the texture into UDK, and adjusted the material's color, specularity, gloss, etc until I got the results below.



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