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Donny's TOS Enterprise Interiors

That looks awesome! Donny have you ever wondered what the weapons station next to the view screen from the refit would look like done in a TOS style bridge?
 
I was watching your movies on the big screen (including your Star Wars sets). My daughter said "Those look so REAL! How do they DO that?" Thought you should know.
 
Donny that looks great thank you very much :techman::techman::techman::techman::techman::D
No problem! I know it's not polished (I didn't do a full lighting bake) but it'll do right? Did you need it for something specific or just visualization?

I was watching your movies on the big screen (including your Star Wars sets). My daughter said "Those look so REAL! How do they DO that?" Thought you should know.
Awww. That's like the best compliment. Tell her: lots of coffee and an unhealthy obsession. :D
 
@Donny, that alternative bridge layout looks awesome. IIRC, I did something similar a few years back in Photoshop (also, the second bridge door from TAS next to the screen). It's astonishing how much it changes the look and feel of the set when you add a second door. I guess if this was the set all along we wouldn't bat an eye, but seeing it now makes the bridge somehow look more modern.
 
Here's a little preview of the corridors, and a taste of some of the visual upgrades I'm giving this build.

Here, I'm using a rendering technique known as parallax occlusion to give depth to an otherwise flat hexagonal grate texture (If I were to model the grate, it would cost significant polygons). The illusion is broken when at extreme angles, but it's better than no depth at all.
Before:

After:



Here's an advanced radial anisotropy shader in use to give the perfect look to this vertical Jefferies Tube. Also note the slight weathering I'm giving the wall props:


More to come soon!
 
Fantastic work Donny as far as the bridge It was just to see what it would look like I did up a few bridge variations been my personal pet theory that a fourth season of TOS might have brought around that change as we got closer to the TMP era. Thanks so much for bringing it to life. :)
 
The other night after posting the grating texture, and made the statement that a grate actually made of geo (and not faked with a nifty flat shader that appears 3D) would be "too many polygons" for a real-time engine to handle. Well, I did some tests to see just how much a 3D modeled grate would tax the engine. I'd just have to create the simplest 3D mesh I could and fake additional geometric details with other shader tricks.

Well, grating that size comes in around 26,000 polygons. WHICH IS A LOT. (For comparison, modern gun models in first-person shooter game engines usually average around 5000-15000 polygons, and character models much more). But it's doesn't drain the engine too much, as long as there aren't but maybe one or two in view at once (when I get around to Engineering, I may have problems!).

As a matter of fact, that parallax shader you saw in the previous post actually slowed down the engine more than this 3D grate.

Anyway, here's the 3D grate:




Below, you can see how simple the actual geometry is

But I built a high-poly version so the finer details could be baked onto the low-poly version and then faked through shader magic:
 
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Is that how the prongs ran on the actual grate? I thought they opened outward leaving a rectangular hole. As seen here and here.
 
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Is that how the prongs ran on the actual grate? I thought they opened outward leaving a rectangular hole. As seen here and here.
This is how it looks on the set of Star Trek Continues:
lF9EVTC.jpg

Seeing your pictures, I guess STC got it wrong, or it varies.
 
Looks like I didn't do enough research on the show and just went with what I found on the sets of NV and Continues. Damn. I'll have to update my models.
 
I just love the fact that, as a fandom, we pay attention to details even as small as this. It probably never would have even occurred to me to wonder how the mesh is put together, but thanks to this thread, I know a lot of things I never would have known otherwise.
 
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