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Old June 21 2014, 09:46 PM   #571
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Guys, I'm loving the results I'm getting with the Unreal 4 engine. Check out this comparison shot of transporter chamber, which I recently finished rebuilding for Unreal 4:


Note the red floor of the transporter pad, and the braces on the ceiling above it. You'll see how the reflective surfaces add so much more depth and realism to the scene. I also paid more attention this time around, adding beveled edges and such, and added details to the upper cylinders of each transporter pad, such as what is seen in this screencap from Assignment Earth: http://tos.trekcore.com/hd/albums/2x...arthhd0070.jpg

I'm amazed at what this engine and a little more effort on my part can do.
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Old June 21 2014, 11:48 PM   #572
Mytran
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Y'know, I never noticed the corrugations on the upper cylinders til now. Thanks!
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Old June 23 2014, 12:40 PM   #573
Mario de Monti
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Same here
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Old June 23 2014, 04:18 PM   #574
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Gotcha Keep up the awesome work!

Donny wrote: View Post
blssdwlf wrote: View Post
The "Enemy Within" lights is another good source of inspiration and I'd suggest less recessed panels and to also extend them in a direction so the ends connect to the vertical frames. That way it'd keep to the style as shown. But it's just IMHO.
I originally wanted to extend the panels to connect with the vertical frames, but because the distance between each of these frames in the corridors of Stage 9 is different, I would be required to model a separate mesh for each section between the frames. This process would both take longer and require more memory at run time. Therefore, this modular approach I have taken works best, given the nature of a real-time gaming engine.

Plus, I like the way it looks

Thank you, blssdwlf, for your suggestions though!
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Old June 23 2014, 04:46 PM   #575
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

No pun intended, but that's absolutely unreal.
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Old June 24 2014, 06:53 PM   #576
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

And here we go. The finished rebuilt transporter room in Unreal 4.











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Old June 24 2014, 07:20 PM   #577
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

My God - it continues to look like photos taken from the original set. The surface texturing on the control board and walls, the dead-on coloring - all perfect. I wish I had the time to do something like this.
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Old June 25 2014, 01:04 AM   #578
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

137th Gebirg wrote: View Post
My God - it continues to look like photos taken from the original set. The surface texturing on the control board and walls, the dead-on coloring - all perfect. I wish I had the time to do something like this.
I'm glad you've noticed the extra effort put into the surfacing. Thanks!
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Old June 25 2014, 10:38 AM   #579
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Amazing! Indeed, Unreal 4 engine adds a most welcome natural look.

Here is a screencap from "Let That Be" with the rare viewing angle recreated above.
I noticed the flat screen wasn't there. It looks closer to "Assignment: Earth" or "The Savage Curtain".

Throughout several episodes there is repositioning of the walls around the flat screen and the scanner console. Did you go for an idealized version?

Bob
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Old June 25 2014, 11:24 AM   #580
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Throughout several episodes there is repositioning of the walls around the flat screen and the scanner console. Did you go for an idealized version?

Bob
Yes. I threw together this layout last year when I originally constructed the set. I took all available references and created this "idealized" version, which was arranged as such to fit inside the confines of the Stage 9 corridor layout, and to include both the auxiliary console and the viewing screen.

I also want to say that I favored the layout seen in both "The Tholian Web" and "Elaan of Troyius". But I could be incorrect; I'm away from my references at the moment.
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Old June 25 2014, 03:10 PM   #581
Savage Dragon
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looks great. Any chance of a short video walk-through?
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Old June 25 2014, 04:04 PM   #582
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looking good Donny!
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Old June 25 2014, 04:43 PM   #583
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny:

It's looking fantastic. It should be called the Real engine instead of the Unreal engine.

I'm still missing some of the cucoloris effects. Yours seems too subtle for me. I think the red transporter pad is a tiny bit too glossy. (It was non-reflective carpeting.) Also, I think the six overhead alcove lights, while corrugated, got a darker paint job for the third season (just like the walls were painted purple). Lastly, while you have the two intersecting white lines on the galaxy picture, you don't have the third (black) line. Those are the tweaks I would make.

But let me repeat: fantastic!
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Old June 25 2014, 05:20 PM   #584
surak-toc
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Brilliant work dude, I look forward to everything else that's coming up, I have said it before but can we have a interactive walk around of the enterprise, interactive parts like the captains chair, stuff on the bridge, stuff that can be activated on other decks/rooms and such
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Old June 25 2014, 07:00 PM   #585
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

GSchnitzer wrote: View Post
Donny:
I'm still missing some of the cucoloris effects. Yours seems too subtle for me. I think the red transporter pad is a tiny bit too glossy. (It was non-reflective carpeting.) Also, I think the six overhead alcove lights, while corrugated, got a darker paint job for the third season (just like the walls were painted purple). Lastly, while you have the two intersecting white lines on the galaxy picture, you don't have the third (black) line. Those are the tweaks I would make.
A) The cucoloris effects are there, but I agree...they are a little subtle. I'll tweak them a bit and make em pop a bit more.

B) Again, your eye is too good! I noticed that in both pilots, the floor was reflective instead of carpeted and wanted to test it out. Being that realistic reflective surfaces are so new to me (thanks to Unreal 4), and I really like the look of the reflective red floor, I kept it, although it was bugging me that it wasn't accurate. I'll change it, even though I love the way it looks!

C) I'm conflicted on the overhead transporter cylinders. After reviewing screencaps, I'm seeing that in some instances they look darker, and in some they look the same. Could it be that it's the lighting and not a new paint job?

D) Regarding the galaxy picture: the black line is there, it's just not evident in that screenshot.

Good of you to drop in, Greg! I've missed your input!
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