Try copying and pasting these:Donny, is there a direct link to those videos? They don't show up for me, for some reason.
https://www.youtube.com/watch?v=qyydDsk3ZOQ&t=8s
Try copying and pasting these:Donny, is there a direct link to those videos? They don't show up for me, for some reason.
Hmm, it's hard to post the links without the message board automatically trying to make it a media link. I'll send you the links via PMYeah, I get the same thing. It shows a HTTP 404 Error page right in your post. I really don't know what's causing that.
I actually am planning on re-modeling the Burke chairs, as they're an older asset from a few years ago and I could stand to make them more accurate (they're missing the "lip" on the edges of the blue chair base).Okay, so I finally watched Donny's videos and they are great!
Some of my general thoughts and observations... First of all, it's hard to find anything that could be improved upon. Almost all the modeling and texturing and lighting is excellent and looks accurate and true to life.
If there was something I'd like to see another go at, it would only be the Burke chair bases. They look off to me, and I don't think I've ever seen a 3D model that really captured them, but Donny's is the closest.
There's a hum in there for sure, in the video. The "Engine Room Warble" hum, as I call it, as it was heard in the show.I liked seeing all the blinking lights and sound effects, and it was enhanced with the music as well. But is there no ship or engine room hum? I think that would make it feel even more alive.
I do not, but I plan on learning, eventually. First, I'll have to model the actual characters (a huge task, and I want them to match the quality I've maintained with the environments) and then I'd have to rig each character model to use basic animations that I can get for free (a huge time-saver) but then again I'd probably want to craft some custom animations as well. So, yeah, it's a task. If anyone is reading this and has game character model experience and wants to take on this task, hit me up in my PMs, please! Until I take the time to actually learn how to do this myself or enlist the help of someone else, I think it's best to just leave characters out of the videos.Of course, adding people would do that as well. Do you have any experience with that?
I tried modeling as it would be if it were the actual size, and it just looked wrong. I don't think I kept the model of the results, however, as there was such a blatant "nope!" from me when I looked at it in game. The force-perspective version just feels better and more accurate, as odd as that seems.The engine room video got me thinking. Has anyone done a 3D model that made the forced-perspective tubes actual size? So that they receded into the distance at the same apparent rate, but didn't diminish in scale? Even as an experiment, I think that would be really interesting to see.
There's a way, for sure. It involved editing the movement info for the player character. I've experimented with this as well but have yet to take a video of it with a slower, smoother movement of the player. I'll do more tests next video I take.Not being a gamer, I often wonder if there's a way to make the mobile POV camera smoother somehow. I've watched those TNG VR videos and they're so jerky and zoomy that it kind of takes the fun out them.
Try copying and pasting these:
There's nothing beyond that door currently. I plan on having an access hallway and the dilithium storage/re-activation room in that area, as well as the small room with a ladderway up to the Emergency Manual Monitor. I'm going to swing back around and fill out the inter-connecting decks once I get more sets built.Hi Donny I was watching the video and hoping you were going to go though the yellow door at the side of Scotty's office. Is there anything behind that door at present? if not what do you intend to do with the space?
I do intend on putting some sort of door or even a hatchway in that area, I just haven't yet, unfortunately. Will do so when filling out the actual interconnecting corridors and doing deck layouts. Just focusing on individual sets and props for now.I do have one suggestion for you which is in the room to the right on the upper deck that you walk into on your video. I would consider making the back wall a corridor or passage way. In "The Doomsday Machine," Scotty and the repair crew all come through that door to enter into the engine room so there should be some way into it. It shouldn't really be room with a single entry since we see 5 or 6 guys enter the engine room through there. Anyway, just a suggestion.
Funny that you say this, as I had the data-slates tagged as PADDs for the longest time. It was upon reading Star Trek: Vanguard / Book One: Harbinger the week that I was sick that I read "data slate" and thought that was a much more appropriate term. I changed the tag on the item minutes before taking those videos.A thousand praises be upon you for not calling it a "PADD"
PADD, data slate, whatever. All I know is it used to bug me that no one on the show ever identified the device. In fact, no one ever paid the things much mind.
Finished up a few more props for the exam room today
First off, we have the control panel for the Robbiani Dermal-Optic Test device which didn't show up in the sickbay until the final episode, "Turnabout Intruder". This control panel was previously seen in "That Which Survives". Does anyone recall if this panel was seen elsewhere in the series at some point?
No, this angle was never seen in the show, most likely due to the fact that the cluttered little storage "window" between the intensive care ward and the examination room was in this spot and that huge wall separating the two rooms was definitely not wild.Great work. I like the unusual angle. Did they ever actually do such a shot? It's a good composition.
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