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Old May 23 2013, 10:26 PM   #106
Mytran
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

This looks fab - but the tutorial on the transporter pads is a great bonus. There are so many 3-d generator programs out there, but UNREAL seems to produce very good results.

I too have a soft spot for the lavender Transporter Room - makes me wonder what else might have happened had the series continued!
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Old May 24 2013, 03:00 AM   #107
GSchnitzer
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny:

An ever-so-slightly better picture of the transporter pad shows Magda Kovacs' feet (Susan Denberg) from "Mudd's Women."



We've picked up a half dozen lenses for our Phase II transporter room set. These are, as you've learned, Fresnel lenses from Mole-Richardson.Type 416, 10,000 Watt Tener Solarspot lamps. There are actually two slightly different styles of lenses: a "hot lens" which focuses the light a tiny bit more tightly than a "cold lens." You'd probably never notice the difference unless you counted the rings/tiers. These "hot lenses" actually have 17 rings/tiers--if you're trying to make them just right.

It's not much clearer than a regular Star Trek production picture (since it's just clear glass, and so doesn't photograph super-great), but here's a shot of one of ours:

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Old May 24 2013, 03:07 AM   #108
Cookies and Cake
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Squee!
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Old May 24 2013, 11:18 PM   #109
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
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.
"Some" research? I'm stunned and impressed. The things I / we learn and see during the course of this thread is exciting.

Bob

P.S. Now we know how the transporter is working. The person is vaporized by 10,000 Watts or more.
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Old May 25 2013, 02:05 AM   #110
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post

"Some" research? I'm stunned and impressed. The things I / we learn and see during the course of this thread is exciting.
Ha. My "research" consisted of thumbing through all my Trek books until I found a passage I remembered reading about the origin of the transporter pads.

@Greg: Thanks for the images and your help!
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Old May 25 2013, 02:13 AM   #111
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Good resources both of ya!
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Old May 25 2013, 11:36 AM   #112
Ziz
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
P.S. Now we know how the transporter is working. The person is vaporized by 10,000 Watts or more.
There was a TNG making-of special I remember where Mike Okuda said that someone asked him how the transporter worked...
...and the only answer I could give them was "Very well, thank you."
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Old May 25 2013, 11:43 AM   #113
Cookies and Cake
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Ziz wrote: View Post
Robert Comsol wrote: View Post
P.S. Now we know how the transporter is working. The person is vaporized by 10,000 Watts or more.
There was a TNG making-of special I remember where Mike Okuda said that someone asked him how the transporter worked...
...and the only answer I could give them was "Very well, thank you."
The question was in fact about the Heisenberg compensator, but, yeah.
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Old May 25 2013, 02:18 PM   #114
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
blssdwlf wrote: View Post
Very nice Donny! I see you added the "Jettison Pod" option to the Captain's chair.

How long did it take for you to make all those graphics (even with TOSGraphics.com help) ?
I want to say about a week and a half. Once I got the workflow down it wasn't too bad.
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Old May 25 2013, 10:04 PM   #115
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Belz... wrote: View Post
If I want to build a shrine dedicated to you, what kind of human sacrifice would please you ?
I'm flattered, but that's okay. No human sacrifice (or shrine) required.

Early, early shot of the transporter console. Just blocking out the shapes.

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Old May 25 2013, 10:16 PM   #116
STRenegade
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Who said the sacrifice had to be human?
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Old May 28 2013, 09:26 PM   #117
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Finished the transporter console today. Very pleased with the results.



Only problem I'm having is picking a good spot for the console to sit. It seems to have slightly jumped around not only episode to episode, but sometimes shot to shot.

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Old May 28 2013, 10:24 PM   #118
wildstar
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Have you thought about baking in some ambient occlusion? Does the Unreal engine have a shader node for that?
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Old May 29 2013, 12:38 AM   #119
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@Donny - I think the transporter console could be moved around so anywhere in the room probably would work. Looking outstanding, BTW
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Old May 29 2013, 12:56 AM   #120
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

wildstar wrote: View Post
Have you thought about baking in some ambient occlusion? Does the Unreal engine have a shader node for that?
Unreal bakes ambient occlusion during lighting compiles. However, I have it turned off while working so that the compile times won't take as long. Rest assured that the final lighting compiles will have ambient occlusion turned on.
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