• Welcome! The TrekBBS is the number one place to chat about Star Trek with like-minded fans.
    If you are not already a member then please register an account and join in the discussion!

Donny's TOS Enterprise Interiors

in universe, Scotty is crawling deeper into the bowels of the ship, away from the hatch. On the set, it appears that Doohan is crawling back toward the hatch.
Note on the right hand side of this image (top to bottom): the dark bar behind the handrail, the groove, the single red pipe/stripe, the beige and silver cylinder, the yellow pipe, and the silver cylinder.
Scotty in the crawl way image
Compare those to the features we see when the hatch is open. If Doohan were sliding the same way on the set in both shots, we should see two red pipes/stripes and no dark bar instead.
Opening the hatch image
Was probably cheaper on the camera setup, etc, to do it that way.
Suits me fine - it means that Scotty crawled at least a little way into the bowels of the antimatter reactor before sealing off the tunnel, in order for him to match the correct greeble layout we see on screen :techman:

EDIT: I see that Blssdwlf said pretty much the same thing already. YESTERDAY!!! :whistle:
 
You're right BK613 - they do appear to have filmed him crawling around the tube by having him turn 180 and crawl towards the hatch side of the tube.
.
Just something I noticed and not as dramatic an observation as the second ladder in Engineering you noticed back in the day
EDIT: I see that Blssdwlf said pretty much the same thing already. YESTERDAY!!! :whistle:
Easy to miss when someone has a penchant for top-posting! :rommie:
 
^Same! I think the only things that are cluing me in is it's too clean (no irregularities) and the image is too crisp (not "fuzzy").
 
Man that is beautiful, especially in its extreme accuracy! I HATE that purple wall, though! Yeah, I know it's exactly the way it looked in S3, but I far preferred the coloring of the corridors to be implied by lighting and color gels on neutral gray than any kind of colorblind paint job. That's just hideous! :lol:

In my opinion, of course. ;)
 
Fantastic. What program/render engine are you using?
I model in 3ds Max and texture mostly in Substance Painter. I use the Unreal 4 Engine for real-time rendering.

^Same! I think the only things that are cluing me in is it's too clean (no irregularities) and the image is too crisp (not "fuzzy").
I've got some film grain on there as a post process, and I have irregularities in the textures that are visible when close-up.


Man that is beautiful, especially in its extreme accuracy! I HATE that purple wall, though! Yeah, I know it's exactly the way it looked in S3, but I far preferred the coloring of the corridors to be implied by lighting and color gels on neutral gray than any kind of colorblind paint job. That's just hideous! :lol:

In my opinion, of course. ;)
Yes, I remember you had issue with it a few years ago when I first built the transporter room in Unreal 4! Honestly, I toned it down a little for you!
 
Thanks brother, most kind! I think I remember that... :)

But seriously, amazing work as always. I dabbled with 3D stuff back in the 90's, but certainly never at this level. I hope the folks that hired you truly appreciate the kind of talent you bring to the table. I know we do here!
 
^Same! I think the only things that are cluing me in is it's too clean (no irregularities) and the image is too crisp (not "fuzzy").

Actually, your comment lead me to investigate and find that I had the material I was using for the walls (which is a tiling texture, and not one specifically made for each mesh) and I had it set to tile about 4x too much. It was causing the extra, but subtle, details from showing in the texture.
Sometimes though, it's how the lighting in the scene is reflected back. Here's what the surfaces look like up close and at angles. showing I'm giving all the surfaces as realistic a look as possible. See here the subtle bumpy grain from the paint and the dust that has collected on the intercom panel:
 
That visible texture on the walls is beautiful. I always felt that a lot of the detail on the TOS-E would be visible close up. Television tends to flatten everything, which is why TMP and later versions had more overt texturing for the camera to pick up.
TOS was..dare I say...more realistic?
 
I've spent last night and the early part of today throwing together some very basic interactions in my project. I can set objects to highlight on the screen when looking directly at them, and some objects have very basic interactions like switching them on and off. Check it out!
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

There's a problem with the doors of the helm scanner disappearing at times, but I've fixed the problem since taking the video.
 
Last edited:
That's awesome, @Donny! How I would love to stroll down those corridors and take the turbolift up to the bridge. The photorealistic quality you are able to get out of this is astonishing. I haven't seen a rendered recreation of the TOS sets this close to what we saw on television.

One thing I'm curious about: Do you sometimes just walk around the corridors or sit at Spock's station imagining you are on the real starship Enterprise? I know I would. :lol:
 
Man that is beautiful, especially in its extreme accuracy! I HATE that purple wall, though! Yeah, I know it's exactly the way it looked in S3, but I far preferred the coloring of the corridors to be implied by lighting and color gels on neutral gray than any kind of colorblind paint job. That's just hideous! :lol:

In my opinion, of course. ;)
Agreed. Since I watch the first two seasons of TOS a LOT more than the third, the purple transporter room always looks wrong to me.
 
I've spent last night and the early part of today throwing together some very basic interactions in my project. I can set objects to highlight on the screen when looking directly at them, and some objects have very basic interactions like switching them on and off. Check it out!
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.
Fantastic work, Donny! Now all I want is to be able to walk around that environment in VR! Thanks for sharing.
 
If you are not already a member then please register an account and join in the discussion!

Sign up / Register


Back
Top