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

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Old August 1 2013, 04:48 AM   #496
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Here's the low-poly version, rendered in game. It's just under 5000 polygons.




Here's a close-up of some of the details:


And here's how it might appear from a first-person shooter kind of perspective.
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Old August 1 2013, 12:05 PM   #497
Ziz
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

side-by-side high vs low


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Old August 1 2013, 01:48 PM   #498
Bernard Guignard
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Excellent work on those
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Old August 1 2013, 03:06 PM   #499
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Agreed - curious though...I understand how polygonal elements could look cruder in low vs. high res, but I'm not sure I understand why all the satin-like silver parts seem to have more of a chromed look compared to the other with higher specularity, and why the general body color seems to be much darker. Is it the lighting engine used in the game doing that?
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Old August 1 2013, 05:11 PM   #500
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

137th Gebirg wrote: View Post
Agreed - curious though...I understand how polygonal elements could look cruder in low vs. high res, but I'm not sure I understand why all the satin-like silver parts seem to have more of a chromed look compared to the other with higher specularity, and why the general body color seems to be much darker. Is it the lighting engine used in the game doing that?
Actually, it's because I was using different materials in each shot. For the high poly shots, I was using very basic, temporary materials that were set up in 3ds Max. The low poly shots in Unreal Engine use the complex materials I set up, which contain loads of different settings for color, texture, bump, specularity, opacity, etc.

It should also be noted that I have since gone in and adjusted some of the settings. I toned down the specularity on the metallic surfaces and upped the spec on the black surfaces.
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Old August 1 2013, 05:54 PM   #501
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

For anyone who's interested in such things, here's a side-by-side comparison of the polygon content of each model:

You see that things have to be condensed down considerably in order to make a game-ready model. It's a sacrifice of detail to have this all rendered in real-time, for sure.
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Old August 2 2013, 03:12 AM   #502
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny, I am DROOLING over your work. I was wondering, do you do physical drawings or are you mainly a computer guy? Either one would be great, because I need someone who is REALLY good at fanart to help me with my new fanfic. Basically, the character I've created is a female cross between TOS Kirk and Spock (There is a good reason for this and they are NOT gay.) Could you - would you - help me out?
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Old August 2 2013, 02:17 PM   #503
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Nice Donny.

A suggestion from a game perspective would be to have the top piece of the Phaser-1 raised, perhaps in sniper mode. You can see Kirk using it to aim in "The Man Trap".
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Old August 2 2013, 04:26 PM   #504
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I'd look forward to seeing your ideas for TOS Assault phasers and phaser rifles to be used in the game
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Old August 2 2013, 04:29 PM   #505
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

They had the three-coil rifles in WNMHGB, but I don't recall ever seeing assault phasers in anything TOS until Final Frontier.
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Old August 2 2013, 05:57 PM   #506
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Bernard Guignard wrote: View Post
I'd look forward to seeing your ideas for TOS Assault phasers and phaser rifles to be used in the game
I'm building the Phaser Rifle as seen in WNMHGB right now. I've always loved that design. As for an Assault Phaser, I really don't see the need for one. From a functionality standpoint, how would it differ from a regular Phaser?
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Old August 2 2013, 07:48 PM   #507
Bernard Guignard
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Bernard Guignard wrote: View Post
I'd look forward to seeing your ideas for TOS Assault phasers and phaser rifles to be used in the game
I'm building the Phaser Rifle as seen in WNMHGB right now. I've always loved that design. As for an Assault Phaser, I really don't see the need for one. From a functionality standpoint, how would it differ from a regular Phaser?
I alway made the assumption that an assault phaser would be a more robust version of the Phaser 2 perhaps without the Phaser 1 connection and a larger engergy reserve. An earlier version of what we saw in ST-V
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Old August 2 2013, 07:53 PM   #508
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I suppose the AbramsVerse phaser could be construed as a TOS-era assault phaser after a fashion - a design which I actually like, with its flippy emitter nozzles. I just wish it wasn't bloody chrome!
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Old August 3 2013, 03:57 AM   #509
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Bernard Guignard wrote: View Post
I'd look forward to seeing your ideas for TOS Assault phasers and phaser rifles to be used in the game
I'm building the Phaser Rifle as seen in WNMHGB right now. I've always loved that design. As for an Assault Phaser, I really don't see the need for one. From a functionality standpoint, how would it differ from a regular Phaser?
It really isn't any different functionally. There's a Type-1 something in the forward housing. The grip has an energy clip. It just looks "meaner"
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Old August 3 2013, 10:38 AM   #510
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Great reproductions, Donny! I really don't want to be devil's advocate but somebody should mention it:

Considering what the old "pilot" phasers looked like, I feel that the WNM phaser rifle design is clearly a "child" of the pilot TOS pre-production phase and look.

Put next to the advanced and timeless phaser II design, it looks like a relict from another time and era, IMHO (and might have been the reason from the producers' point of view not to reuse it in the regular series).

Bob
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