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Donny's Late TNG Era Interiors

The Viceroy boarded at the bottom of the ship, Riker and Worf were at the top. They met in the middle, deck 9, and the fight ended in an out-of-service turboshaft running parallel to the working one.
Large for a turbolift shaft but I suppose its possible. I certainly hope it's out of service though, there's a gantry running across the middle!
http://movies.trekcore.com/gallery/albums/nemesishd/nemesishd2227.jpg
http://movies.trekcore.com/gallery/albums/nemesishd/nemesishd2244.jpg
Maybe it was where the spare warp core would have gone? Delivery was going to be Tuesday, before they got called away to Romulus ;)
 
Beyond the balcony, were there actual full-size corridor segments on that second level? I wonder if they used that for the bit where the security team is dropping through the emergency hatch in the floor to get down to the next deck?

Yeah, I was thinking that too. The normal practice would be to build a small section of corridor on a platform. But if they thought enough ahead, they could have built it into the main set in a more integrated fashion. It's a little frustrating that there are not more set photos out there.
 
One of my frustrations with the three films to feature the Enterprise-E is that we don't really get to see a lot of it, some of the spaces are redresses (VOY sickbay = FC/INS sickbay, Janeway's ready room = Troi's office, the VOY corridors Mytran mentioned a few posts ago), but by and large it just gets thrown at us so quickly that we have no time to take it in, and we especially get to see very little of the E-E before she starts getting Borgified. Our introduction to the refitted Enterprise (inside and out) in TMP is slow-motion porn by comparison.

And I've always wondered what the deal was with this section of corridor. There's just a bunch of random GNDN pipes bisecting the passage.
 
One of my frustrations with the three films to feature the Enterprise-E is that we don't really get to see a lot of it, some of the spaces are redresses (VOY sickbay = FC/INS sickbay, Janeway's ready room = Troi's office, the VOY corridors Mytran mentioned a few posts ago), but by and large it just gets thrown at us so quickly that we have no time to take it in, and we especially get to see very little of the E-E before she starts getting Borgified. Our introduction to the refitted Enterprise (inside and out) in TMP is slow-motion porn by comparison.
While I share this frustration, if I continue this project beyond the corridors (at this point, I definitley want to), it will give me the added satisfaction of getting to build some Voyager sets for the first time without them actually being the Voyager. I've always loved the Voyager transporter room and wouldn't mind modeling it, but giving it an appropriate Ent-E color pallete and texture treatment (taking what little we saw in INS). The sickbay too. Looking forward to it all, actually. I just have to go where my motivation takes me. #flowstate

And I've always wondered what the deal was with this section of corridor. There's just a bunch of random GNDN pipes bisecting the passage.
Yeah, it would make more sense if those pipes segments actually connected to something, but they just seem to abruptly stop at the end of each segment. I'm assuming they were meant to make the hallways look cramped and more utilitarian than the others. Alas, I'll be modeling them anyway :shrug:
 
Yeah, it would make more sense if those pipes segments actually connected to something, but they just seem to abruptly stop at the end of each segment. I'm assuming they were meant to make the hallways look cramped and more utilitarian than the others. Alas, I'll be modeling them anyway :shrug:

It looks to me like the engineers really wanted to keep people in their lanes at that curve (maybe too many people collisions?) or they are free-standing radiators. :whistle:
 
And I've always wondered what the deal was with this section of corridor. There's just a bunch of random GNDN pipes bisecting the passage.
Even before I clicked on the link I knew what you were referring to. That prop does not survive beyond a cursory glance. :brickwall:

At first it looks like it might be a power conduit of some sort. But it both starts and ends on the same stretch of corridor, 6 sections in total!
https://i1.wp.com/caps.pictures/199...irst-contact-startrek-screencaps.com-5696.jpg
https://i1.wp.com/caps.pictures/199...ct-startrek-screencaps.com-5700.jpg?strip=all
 
Even before I clicked on the link I knew what you were referring to. That prop does not survive beyond a cursory glance. :brickwall:

At first it looks like it might be a power conduit of some sort. But it both starts and ends on the same stretch of corridor, 6 sections in total!
https://i1.wp.com/caps.pictures/199...irst-contact-startrek-screencaps.com-5696.jpg
https://i1.wp.com/caps.pictures/199...ct-startrek-screencaps.com-5700.jpg?strip=all
Perhaps I should keep them in, but attach all the segments together and to something at the end to make more sense.
 
Perhaps I should keep them in, but attach all the segments together and to something at the end to make more sense.
I was going to suggest that it would be interesting if the left side of the corridor was open to the level below, but that wouldn't really work either. Definitely a "we're just going to stick this here to make it look different, try not to think about it too much" thing.
 
I might be misremembering, but don't we only see them only once, when Picard and Lily are talking? Perhaps it's just that segment of corridor that has them for some special reason, maybe it's right next to the computer core and thus more circuits than usual are passing through. Or maybe it's located above a room that needs the extra cabling, thus explaining why they end abruptly, the pipes just turn 90ª downward into the ground inside the support struts.
 
I thought it was just to redress the set and make it look different for that scene. First Contact gets a lot of mileage out of those corridors.
 
I spent last night tweaking materials and lighting and creating Unreal blueprints of the concentric corridor segments so that I can plop a segment down, tweak light colors, randomize decal coloring (to match the random nature of the film's decal coloring) and whether or not there are panels, a doorway, or junction point on the outer or inner edges. Tonight I'm gonna buckle down and create more assets (like the doors and straight corridors and hallways endcaps) and get out of this mode of endless little tweaks and get to the real work again ;). Should be noted that now that I have the materials and lighting ironed out just the way I want them, I can propagate the materials and lighting to the straight segments once I generate them, since it's all more or less procedural.


EDIT: Here's a close-up of the wall panel texture so you can see the work I'm putting into it, trying to make the panels feel like metal rather than metallic-painted vacuum formed plastic ;). It's subtle, but subtle detail goes a long way in making what were wooden/plastic sets feel more real, but not so grunged/grimed/worn up that it takes you out of Starfleet (Click to enlarge)
 
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Oh, wow! :eek:

Once you get some of those doors and straight radial corridors up, I think i just found my new Zoom background. (if that's OK) :techman:
 
Oh, wow! :eek:

Once you get some of those doors and straight radial corridors up, I think i just found my new Zoom background. (if that's OK) :techman:
Of course it’s ok!

I hope to have the doors and radial hallways up in the next couple of days. I’ve got the basic structure of the radial hallways already modeled (actually got those fleshed out before the concentric hallways) but just need to give them a spit and shine.
 
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