RSS iconTwitter iconFacebook icon

The Trek BBS title image

The Trek BBS statistics

Threads: 139,602
Posts: 5,424,919
Members: 24,810
Currently online: 377
Newest member: David Ellerman

TrekToday headlines

September Loot Crate Features Trek Surprise
By: T'Bonz on Sep 16

USS Enterprise Miniature Out For Refit
By: T'Bonz on Sep 16

Star Trek/Planet of the Apes Comic Crossover
By: T'Bonz on Sep 16

Trek 3 Shooting Next Spring?
By: T'Bonz on Sep 16

Star Trek: Alien Domain Game Announced
By: T'Bonz on Sep 15

Red Shirt Diaries Episode Three
By: T'Bonz on Sep 15

Made Out Of Mudd Photonovel
By: T'Bonz on Sep 15

Takei Has Growth Removed
By: T'Bonz on Sep 15

Retro Review: Tears of the Prophets
By: Michelle on Sep 12

New Wizkids Attack Wing Ships
By: T'Bonz on Sep 12


Welcome! The Trek BBS is the number one place to chat about Star Trek with like-minded fans. Please login to see our full range of forums as well as the ability to send and receive private messages, track your favourite topics and of course join in the discussions.

If you are a new visitor, join us for free. If you are an existing member please login below. Note: for members who joined under our old messageboard system, please login with your display name not your login name.


Go Back   The Trek BBS > Star Trek Fandom > Fan Art

Fan Art Post your Trek fan art here, including hobby models and collectibles.

Reply
 
Thread Tools
Old July 6 2013, 09:01 AM   #406
Donny
Commander
 
Donny's Avatar
 
Location: Ocean Springs, Mississippi
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Albertese wrote: View Post
In either case, seems to me that Donny is trying to model the sets we actually saw on-screen, so I imagine that what lays behind those three circles is entirely out of the scope of what he's trying to do.

--Alex
Actually, I plan on making quite a few areas we never saw. It just makes sense to build the sets we are familiar with first, since each area we have seen requires me to make so many assets (chairs, beds, props, computers, textures, materials, etc). It will be much easier after all the canon areas are done to make the new areas with all those assets already made and at my disposal.

Regarding the three circular lights at the saucer's edge being sensors, I'm not against the idea per se. I just didn't want to be going against any official facts if I decide to place something other than sensors there. I always wanted to imagine a lounge with a spectacular forward view in that spot, but after thinking about it, that seems a little too unlike TOS and more like TNG.
__________________
Donny Versiga

http://rigel7studios.blogspot.com/

Donny is offline   Reply With Quote
Old July 6 2013, 07:25 PM   #407
Ziz
Commodore
 
Ziz's Avatar
 
Location: NY
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I didn't find a picture of it at TrekCore but I thought I remember a tiny insert shot in DS9:Trials & Tribbleations showing an animation of a sensor "ping" coming from that spot. It's either when Sisko and Dax are on the bridge using the ship's internal scanners or when O'Brien is talking about beaming someone during a phase in the Enterprise's shield/sensor cycle.
__________________
Modular Models - Build your fleet YOUR way.
Ziz is offline   Reply With Quote
Old July 6 2013, 08:11 PM   #408
blssdwlf
Commodore
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I thought it was coming from the main sensor array of the engineering hull.
blssdwlf is offline   Reply With Quote
Old July 6 2013, 08:14 PM   #409
GSchnitzer
Co-Executive Producer
 
GSchnitzer's Avatar
 
Location: Gaithersburg, Maryland, USA, Terra
Send a message via AIM to GSchnitzer Send a message via Windows Live Messenger to GSchnitzer Send a message via Yahoo to GSchnitzer
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Ziz wrote: View Post
I didn't find a picture of it at TrekCore but I thought I remember a tiny insert shot in DS9:Trials & Tribbleations showing an animation of a sensor "ping" coming from that spot. It's either when Sisko and Dax are on the bridge using the ship's internal scanners or when O'Brien is talking about beaming someone during a phase in the Enterprise's shield/sensor cycle.
Yes--the Enterprise's old-style Duotronic sensor array would send out sensor pings: one radiating radially in 360 degrees from the main hull, followed by one emanating from the bow of the ship--allowing the Defiant crew to beam about the Enterprise during that narrow time period between scans. The radial "ripples" that are portrayed are actually below the warp engines, so it seems these radiate from the lower sensor dome.

Since it's just a two-dimensional schematic, it's a little hard to tell if the pings are meant to be emanating from the bow of the ship, or from the engineering hull beneath it. But I think that the dish on the front of the engineering hull has been generally accepted to be a "deflector" dish, not a "sensor" dish.

__________________
Greg Schnitzer
Co-Executive Producer
Star Trek Phase II
http://www.startrekphase2.com
http://www.imdb.com/name/nm3348883/

Last edited by GSchnitzer; July 6 2013 at 08:27 PM.
GSchnitzer is offline   Reply With Quote
Old July 6 2013, 08:47 PM   #410
JOVE23
Ensign
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Albertese wrote: View Post
In either case, seems to me that Donny is trying to model the sets we actually saw on-screen, so I imagine that what lays behind those three circles is entirely out of the scope of what he's trying to do.

--Alex
Actually, I plan on making quite a few areas we never saw. It just makes sense to build the sets we are familiar with first, since each area we have seen requires me to make so many assets (chairs, beds, props, computers, textures, materials, etc). It will be much easier after all the canon areas are done to make the new areas with all those assets already made and at my disposal.

Regarding the three circular lights at the saucer's edge being sensors, I'm not against the idea per se. I just didn't want to be going against any official facts if I decide to place something other than sensors there. I always wanted to imagine a lounge with a spectacular forward view in that spot, but after thinking about it, that seems a little too unlike TOS and more like TNG.
Plus, should you decide to help Gambit Realm out with their interior (which is awesome in and of itself, by the way), it would be a good idea to know what you want to do with certain areas of the ship.
JOVE23 is offline   Reply With Quote
Old July 6 2013, 10:54 PM   #411
Robert Comsol
Commodore
 
Robert Comsol's Avatar
 
Location: USS Berlin
Re: TOS Enterprise Interiors -- Unreal 3 Engine

GSchnitzer wrote: View Post
But I think that the dish on the front of the engineering hull has been generally accepted to be a "deflector" dish, not a "sensor" dish.
The Making of Star Trek is very specific on that: It's the "main sensor-deflector". And if you don't like the double function then it's the main sensor. The Jefferies schematic with the descriptions may not have identified the three lights at the bow, but the parabolic dish is identified as "Main Sensor".

I can't see why windows for the three bow lights would seem "too unlike TOS and more like TNG". On the contrary, the whole idea that sensors or deflectors light up is a post-TOS concept introduced in TMP and TNG, IMHO.

Bob
__________________
"The first duty of every Starfleet officer is to the truth" Jean-Luc Picard
"We can't solve problems by using the same kind of thinking we used when we created them."
Albert Einstein
Robert Comsol is offline   Reply With Quote
Old July 7 2013, 02:09 AM   #412
Donny
Commander
 
Donny's Avatar
 
Location: Ocean Springs, Mississippi
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Just a little news to bring you guys.

I'm currently at a weird spot with the project. I hate leaving rooms unfinished before I move onto the next one, even if it only requires a few more props to call it complete. McCoy's office is mostly complete, but we all know that the shelves are missing several props, mostly very organically shaped alien skulls.

As I've discussed before, most of my 3D experience is with very linear objects, mainly Trek related. Therefore, I will need to learn new skills to construct things like the alien skulls, and, more importantly, character models. Character models will definitely add life to these otherwise empty rooms.

Also, on a more personal note, I am trying to expand my skill set as a 3D modeler, with the hopes of one day working as a paid game artist.

So I will be taking a short break from the interiors of this project to begin learning how to use a powerful digital sculpting program called ZBrush. I've already invested money into the program and some online courses. I'll start off by learning the basics, and then doing simple things like modeling the alien skulls, then move on to working on building the base models for some classic Trek characters to live within the interiors. At some point, after I've gotten the hang of ZBrush, I'll simply bring the program into my daily workflow and continue on as normal, working on interior sets, props, and character models simultaneously.
__________________
Donny Versiga

http://rigel7studios.blogspot.com/

Donny is offline   Reply With Quote
Old July 7 2013, 03:15 AM   #413
JOVE23
Ensign
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Best of luck, Donny!
JOVE23 is offline   Reply With Quote
Old July 7 2013, 04:52 AM   #414
Savage Dragon
TheSeeker
 
Savage Dragon's Avatar
 
Location: New York, NY
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Can't wait to see the results. Good luck!
Savage Dragon is offline   Reply With Quote
Old July 7 2013, 05:22 PM   #415
blssdwlf
Commodore
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looking forward to seeing your new skills Donny
blssdwlf is offline   Reply With Quote
Old July 7 2013, 06:00 PM   #416
GSchnitzer
Co-Executive Producer
 
GSchnitzer's Avatar
 
Location: Gaithersburg, Maryland, USA, Terra
Send a message via AIM to GSchnitzer Send a message via Windows Live Messenger to GSchnitzer Send a message via Yahoo to GSchnitzer
Re: TOS Enterprise Interiors -- Unreal 3 Engine

blssdwlf wrote: View Post
Looking forward to seeing your new skills Donny
Looking forward to seeing your new skulls Donny
__________________
Greg Schnitzer
Co-Executive Producer
Star Trek Phase II
http://www.startrekphase2.com
http://www.imdb.com/name/nm3348883/
GSchnitzer is offline   Reply With Quote
Old July 7 2013, 10:59 PM   #417
Donny
Commander
 
Donny's Avatar
 
Location: Ocean Springs, Mississippi
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Well, the following image isn't related to this project, but this is what I've done after one day of following along with some tutorials:



At least we now know I can populate the Enterprise with an alien infestation, if necessary.

But in all seriousness, I'm really enjoying using the new program. It's very different than the traditional, linear modeling I'm used to. Far more expressive, and the digitizer tablet I bought really helps out. A lot more to learn, but I think I'm getting the hang of it quickly.
__________________
Donny Versiga

http://rigel7studios.blogspot.com/

Donny is offline   Reply With Quote
Old July 10 2013, 04:54 AM   #418
Donny
Commander
 
Donny's Avatar
 
Location: Ocean Springs, Mississippi
Re: TOS Enterprise Interiors -- Unreal 3 Engine

After about 5 days of overloading my brain with ZBrush tutorials, I decided to go ahead and tackle the standard Starfleet uniforms. I have to say, I'm liking what I'm able to do with this program...

These are of course super-high-resolution models (millions of polygons), and will have to be reduced to size that a game engine can handle. However, with the modern tools available, the difference will be negligible.

I'm sick of video games making everyone so incredibly buff,, so I tried to model these so that they look like the average "fit" crew member of the Enterprise.

How are these looking? This is my first time building a character model of any sorts, so I need input. Thanks!



__________________
Donny Versiga

http://rigel7studios.blogspot.com/

Donny is offline   Reply With Quote
Old July 10 2013, 05:25 AM   #419
Mytran
Fleet Captain
 
Mytran's Avatar
 
Location: North Wales
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I see you've stuck to the same seam lines as the actual costumes, excellent! Were you planning to make the concealed zips slightly visible (as per the constraints of a TV series) or make them truly "invisible"?
Mytran is online now   Reply With Quote
Old July 10 2013, 05:34 AM   #420
Donny
Commander
 
Donny's Avatar
 
Location: Ocean Springs, Mississippi
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Mytran wrote: View Post
I see you've stuck to the same seam lines as the actual costumes, excellent! Were you planning to make the concealed zips slightly visible (as per the constraints of a TV series) or make them truly "invisible"?
They'll be truly invisible, for now anyway. Until I get to be a master at this sculpting program, intense details will have to wait ; )

I'd like to finish up the uniform (with all its color and rank variations) and model a head and hands to go with it, just so I can start to plop this guy into my render screenshots.
__________________
Donny Versiga

http://rigel7studios.blogspot.com/

Donny is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



All times are GMT +1. The time now is 01:15 PM.

Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
FireFox 2+ or Internet Explorer 7+ highly recommended.