I'm aware of the goddam gimbal, Captain!


Very convincing. I'm still wondering how you're coming up with these textures. Do you have a library of 60s product images? I know you create a lot of your own. These are just damn good representations of 60s surfaces.
Texturing is, by far, my weakness.
I'm going for more of a painted steel surface, like what you would find on a slightly worn antique Coke machine from the 50s. I may need to tone down the graininess a bit to sell that fact though.Is that some sort of weathered vinyl covering the console?
Great little titbit about the military surplus console, I never knew that!![]()
I think what was distracting me was that the light reflections on the paint make it look like there's "wrinkles" on the surface in some placesI'm going for more of a painted steel surface, like what you would find on a slightly worn antique Coke machine from the 50s. I may need to tone down the graininess a bit to sell that fact though.
Hi Donny Just wanted to say I'm a big fan of your work. In fact your the reason I started modelling in June this year. I love the Original series of Star Trek and wanted a ship to walk round in myself ( I know sad lol) I have the Bridge on youtube the displays and flashing are way off but I'm pleased with it do far. Nothing like your work but I'm still learning. Keep up the good work.
I believe it is indeed a reel to reel machine. I couldn't find a reference for it other than screencaps from episodes, so I have no idea what real-world product it was. In-universe, I fancy it being the top side of a removable black box flight recorder.Is that a reel to reel tape machine at the bottom centre console, or just a couple of circular doodads that happen to resemble one?
Yes, I think it was a paper cut-out as well, as it seems rather flat. I'd decided to model it anyway!I think in the show the ADI was actually just a paper cut-out. Your shuttle cockpit looks amazing!
That's some good work! Glad to see I've inspired others. And it's not sad! It's the same reason I started making 3D environments 18 years ago. You don't have to defend or explain your desire. Own it!Hi Donny Just wanted to say I'm a big fan of your work. In fact your the reason I started modelling in June this year. I love the Original series of Star Trek and wanted a ship to walk round in myself ( I know sad lol) I have the Bridge on youtube the displays and flashing are way off but I'm pleased with it do far. Nothing like your work but I'm still learning. Keep up the good work.
So. You admit to an intentional inaccuracy. Where's that gif of Donald Sutherland from Invasion of the Body Snatchers?Yes, I think it was a paper cut-out as well, as it seems rather flat. I'd decided to model it anyway!
You've only been doing this kind of artwork since June???? Dude, I hate you. In a good way.I started modelling in June this year.
Thanks good then lolYou've only been doing this kind of artwork since June???? Dude, I hate you. In a good way.![]()
Thanks Donny. Appreciated.I believe it is indeed a reel to reel machine. I couldn't find a reference for it other than screencaps from episodes, so I have no idea what real-world product it was. In-universe, I fancy it being the top side of a removable black box flight recorder.
Yes, I think it was a paper cut-out as well, as it seems rather flat. I'd decided to model it anyway!
That's some good work! Glad to see I've inspired others. And it's not sad! It's the same reason I started making 3D environments 18 years ago. You don't have to defend or explain your desire. Own it!
I believe it is indeed a reel to reel machine. I couldn't find a reference for it other than screencaps from episodes, so I have no idea what real-world product it was. In-universe, I fancy it being the top side of a removable black box flight recorder.
Yes, I think it was a paper cut-out as well, as it seems rather flat. I'd decided to model it anyway!
That's some good work! Glad to see I've inspired others. And it's not sad! It's the same reason I started making 3D environments 18 years ago. You don't have to defend or explain your desire. Own it!
hi again DonnyWell, Substance Painter definitely stepped my texturing game up., and in turn is now one of the most enjoyable parts of modeling for me. It has changed the entire way I approach texturing, and it has a library of pre-made materials and procedural generation that greatly helps. But also being a constant observer of how different surfaces react to light is key to understanding where to start.
As far as 60s product images, google is my friend.
I actually took some screen grabs of the moire patterns where I could, and did all the work on them through texture layering. No 3D modeling required. I took modified grayscales of the patterns and used them as heightmaps, and then baked that information out into curvature, normal, and ambient occlusion maps in Substance Painter. I then did some additional layering and touching up in Substance Painter. From there I generated a material useable in UE4, complete with diffuse, metallic, and roughness channels from all the maps I generated, with an additional emissive channel for the transporter room moire textures. Dunno if that helps, but hope it does!hi again Donny
I was wondering how you got the Moiré effect in the TOS Corridors and transporter room.
I've tried using 3ds max and the noise modifier but i'ts not really that convincing.
Hope you can help.
Regards
Ian
Really appreciate you taking the time to respond Donny thank you. BUT I've only been modelling since June so I'm very new to all this still. I have looked at a demo of substance painter, I understand the layering to a degree as I use Paint shop etc but I found Substance a little intimidating. I know what a normal is I've used Crazybump to create some. But ambient occlusion and height maps I've heard of but I'm not sure what they do. I have all the TOS series on Blu-ray but I'm not sure how to Copy the screens from the playback. So as you can see I'm very very new to this. I have some pics of my corridor here to demonstrate how far along with modelling I am;I actually took some screen grabs of the moire patterns where I could, and did all the work on them through texture layering. No 3D modeling required. I took modified grayscales of the patterns and used them as heightmaps, and then baked that information out into curvature, normal, and ambient occlusion maps in Substance Painter. I then did some additional layering and touching up in Substance Painter. From there I generated a material useable in UE4, complete with diffuse, metallic, and roughness channels from all the maps I generated, with an additional emissive channel for the transporter room moire textures. Dunno if that helps, but hope it does!
For additional questions asking about detailed procedures, please PM me.Thanks!
I'm not sure I can private message yet as I have only joined a week ago.
Any help you could give me (in simple terms) would be fantastic and again thank you for responding.
Thanks again
Ian
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