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Donny's Late TNG Era Interiors

I was super intimidated by the task of re-creating this great "ODN Scan" monitor screen, but I buckled down last night and got it done. Most of the work was re-creating the 4 individual layers of "circuitry", which I modeled in 3ds Max as flat layers and rendered them out, then overlayed them all in After Effects, moving them at different speeds when the "camera" moves to give the illusion of depth. Then it was just a matter of highlighting individual paths and then spawning and moving the little data packets around the screen. Whew! I'm feeling pretty accomplished today!
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I'm in awe. That's simply amazing. :eek:
 
Spent the last couple of nights learning how to use After Effects so I can make fully-animated video files to play on the bridge. Here's the first one, based on actual video files used on the set. More to come!
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I thought they only used that early design in a Nemesis shield display and for the Playmates FC ship
 
Busted out a couple more over the last two days; easy ones in comparison to the circuitry scan but time-consuming nonetheless.
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The second one has some star names that don't make sense (many are the name of planets, and then we have things like an "Altair" and "Altair IV" in the same frame, which would suggest a star and a planet of that star separated by many many lightyears?). But I was just following the actual graphic used on the shows/movies. :shrug:

It's nice to see the screens filled out now (placement not final). About halfway done with the screens before I start on the final piece of the pie: the MSD.
 
The second one has some star names that don't make sense (many are the name of planets, and then we have things like an "Altair" and "Altair IV" in the same frame, which would suggest a star and a planet of that star separated by many many lightyears?).
Your graphics says Altair VI but you typed Altair IV. Altair IV is the titular Forbidden Planet.

Anyway, they are just using names they know. These panels are full of gags and references. No one was ever expected to actually read them, really.
 
One thing that always bugged me about this set, they have a 4 inch lcars screen next to a 19 inch lcars screen. The tiny display is where bridge officers play pac-man when the captain's not looking.
 
All right, people. Time for a poll.

I spent the night mocking up the monitor screens before I start generating their animations in earnest. As stated before, there are two approaches I can take to depict these:
  1. The first is to replicate how they appear on-screen, as actual CRT monitors, scan-lines and all. This requires modeling a curved monitor mesh and setting it just behind the console surface. The single advantage of this approach is that it replicates closely how they appeared in the films; a more "movie set" approach that I employed on my unfinished TUC Enterprise-A bridge. There are a few disadvantages to this, mainly their inset, curved nature breaking the alignment of the LCARS bars with the brushed gold detailing from most angles.
  2. The second is take a more in-universe approach, and depict them as they were intended, as a flat, unified part of the rest of the consoles. There are more advantages to this than the CRT route. First, it looks cleaner, neater, and harmonized with the rest of graphics. Second, it looks more “state-of-the-art” for the 2370s. Third, it keeps the LCARS side bars of these displays aligned with the brushed-gold design from any angle, also as obviously intended.
In the image below, you can see the CRT approach on the middle console, and the flat-panel approach on the right console.

Closeup of the CRT (note how the gold bar does not align with the monitor graphic's side bars, due to perspective)

Closeup of the flat panel (gold bars and side bars aligned!)


After typing all that, I realize that the answer is clear: the in-universe, unified approach, as it has more advantages. However, I'd still like to know everyone's preference.

Thoughts?
I know i'm several days late here but I love the thought of including easter eggs - the curved CRT screens - for whomever will eventually play this game. Make them all flat but maybe pick one or two that will get special attention, to be CRT.
 
Amazing work Donny. I didn't realize just how intricate those graphics were. It is crazy weird seeing your console with all the graphics in them. Looks just like a production still!
 
One thing that always bugged me about this set, they have a 4 inch lcars screen next to a 19 inch lcars screen. The tiny display is where bridge officers play pac-man when the captain's not looking.
The TOS bridge in Captain's Chair was full of little games XD
 
Good news everyone! Doug Drexler was kind enough to provide his Illustrator file of the Sovereign MSD for use in my project (I reached out and asked). Which means I'm saving what could possibly be weeks of work of having to create a screen-accurate MSD myself. His illustrator files is immaculate, however, there are a few differences with how the MSD appeared on-screen, so I'll have to make some adjustments here and there to compensate. Mainly blacking out the turboshafts, shifting colors slightly, and taking out the gradients he used to give some objects form. I'll also have to simulate the on-set physical animations that were used as well. But still, creating the MSD myself from scratch would have taken WEEKS, if I was going to get it as accurate as I like to get things. I'll also be honest: it's not something I would particularly enjoy doing, especially after spending a few weeks now on LCARS. I'd rather be modeling/texturing So, yeah! Glad that Doug has helped me out!

Anyway, I haven't done any work on the MSD yet because I want to finish up the monitor animations first, so here are two more, one of which features an unmodified Sovereign MSD, courtesy of Mr. Drexler.
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Good news everyone! Doug Drexler was kind enough to provide his Illustrator file of the Sovereign MSD for use in my project (I reached out and asked). Which means I'm saving what could possibly be weeks of work of having to create a screen-accurate MSD myself. His illustrator files is immaculate, however, there are a few differences with how the MSD appeared on-screen, so I'll have to make some adjustments here and there to compensate. Mainly blacking out the turboshafts, shifting colors slightly, and taking out the gradients he used to give some objects form. I'll also have to simulate the on-set physical animations that were used as well. But still, creating the MSD myself from scratch would have taken WEEKS, if I was going to get it as accurate as I like to get things. I'll also be honest: it's not something I would particularly enjoy doing, especially after spending a few weeks now on LCARS. I'd rather be modeling/texturing So, yeah! Glad that Doug has helped me out!

Anyway, I haven't done any work on the MSD yet because I want to finish up the monitor animations first, so here are two more, one of which features an unmodified Sovereign MSD, courtesy of Mr. Drexler.
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Very cool! I wonder, would it be possible to use that MSD to help create the animated display in the Insurrection turbolift?
 
Very cool! I wonder, would it be possible to use that MSD to help create the animated display in the Insurrection turbolift?
It was probably a basis for that display, though modified; the animation actually loops indefinitely, traveling down an infinitely-long cross-section of the ship, so they didn’t have to worry about the trip precisely matching the length of the conversation (and, IIRC, according to their notes on the E-E, Picard’s quarters were only one deck away from the reception lounge).
 
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