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3D interiors in Blender

You can just barely see it, but the chair Picard uses in "11001001" is already slightly pulled out when he's standing next to Riker:

11001001_hd_476.jpg
 
2025 was a pretty draining year so I hadn't been very creative for the past few months. Still, after Blender 5.0 released I played around with the new toys and decided to improve my post-processing pipeline, materials, etc. alongside switching to 1440p instead of 1080p for my renders, so each one is bigger.

Slowly I've been re-rendering my stuff with these changes, the process isn't even halfway done as all the tweaks for each file take a long time (ironically, rendering is the fast part now, thanks 5080!), but you can see the new renders on the Ross, Cerberus, Emmett Till, Leloir, Defiant, Budapest, and Fontana interiors. Things aren't significantly different other than the larger images, but you might notice some are a bit brighter due to the new settings (I didn't change anything on the lights themselves).

I'm now working on the Yeager but I'll probably do some more involved changes to it, specifically the bridge design has been bothering me for years so I'll revise it a bit. Anyway, working on the ship's briefing room gave me an idea for its sickbay, and after playing around with shapes and trying different things, I arrived at a layout I liked.

As with all other interiors of this ship, it's very compact and mirrors the Defiant sickbay in some aspects like the number of beds and the fact that the CMO has a working station instead of an office. This is obviously very much a work in progress, I have to add details behind the beds, remodel the doctor's console entirely (I envision it more like the Enterprise-E library consoles, aka Voyager's engineering), etc. But the basic idea's in place.

tadeo-d-oria-c1-01.webp

tadeo-d-oria-c2-01.jpg

tadeo-d-oria-c3-01.webp

tadeo-d-oria-screenshot-from-2026-01-07-18-45-11.webp
 
2025 was a pretty draining year so I hadn't been very creative for the past few months. Still, after Blender 5.0 released I played around with the new toys and decided to improve my post-processing pipeline, materials, etc. alongside switching to 1440p instead of 1080p for my renders, so each one is bigger.

Slowly I've been re-rendering my stuff with these changes, the process isn't even halfway done as all the tweaks for each file take a long time (ironically, rendering is the fast part now, thanks 5080!), but you can see the new renders on the Ross, Cerberus, Emmett Till, Leloir, Defiant, Budapest, and Fontana interiors. Things aren't significantly different other than the larger images, but you might notice some are a bit brighter due to the new settings (I didn't change anything on the lights themselves).

I'm now working on the Yeager but I'll probably do some more involved changes to it, specifically the bridge design has been bothering me for years so I'll revise it a bit. Anyway, working on the ship's briefing room gave me an idea for its sickbay, and after playing around with shapes and trying different things, I arrived at a layout I liked.

As with all other interiors of this ship, it's very compact and mirrors the Defiant sickbay in some aspects like the number of beds and the fact that the CMO has a working station instead of an office. This is obviously very much a work in progress, I have to add details behind the beds, remodel the doctor's console entirely (I envision it more like the Enterprise-E library consoles, aka Voyager's engineering), etc. But the basic idea's in place.

tadeo-d-oria-c1-01.webp

tadeo-d-oria-c2-01.jpg

tadeo-d-oria-c3-01.webp

tadeo-d-oria-screenshot-from-2026-01-07-18-45-11.webp
Looks amazing, as always.
If I could make a suggestion, it would be to move the door - right now you can walk right in to the surgical bay from outside. How about having it where the wall display is, i.e. at the bottom of the last image?
 
@C-Dub: I considered it but I don't like falling into the trap of doing symmetrical rooms where the doors are centered, those were almost never done in Trek outside of engine rooms and I've already done quite a few so I want to keep the layouts varied. The Defiant already had the entrance by the surgical bed, so I don't see an issue with that. Unorthodox, yes, but not unheard of.

Did some work on the ceiling structure, and I decided to remove the large sensor cluster above the main biobed. I already used its design in one room and I intend to use it on some others, so just for variety's sake I'll come up with something different here.

I also worked on the CMO's desk, as mentioned before heavily inspired in the Ent-E library/Voy engineering workstations. On the left of the desk I cut a little inset where medical equipment can be placed, figured it made sense for the room instead of more LCARS just for the sake of it.

I also started with the walls of the surgical area, similar in style to Voyager's, but with less segments given the size and acoustic panels cut into the columns to tie it up with other Yeager rooms.

tadeo-d-oria-c6-01.jpg

tadeo-d-oria-c4-01.jpg

tadeo-d-oria-c5-01.jpg
 
[PEDANTIC TREKKIE] Wasn't the Defiant not designed to have a surgical bay in the first place?
[/PEDANTIC TREKKIE] ;)


ANYWAY! That looks great, as always.
 
@Finn: I don't think that's explicitly stated on the show, and the TM only states it has a "limited" surgical suite. Wouldn't make much sense for a battleship which expects casualties to not have surgical capabilities.

More work on the ceiling, I'm pretty happy with the basic shapes tho I might add more details on top of the surgical bed. I also remodeled the walls behind the bed so that each segment has four panels instead of three, otherwise each one would've been too wide. I have yet to add some spotlights so the room in general will be more brightly lit in future updates.

tadeo-d-oria-c7-01b.jpg
 
Wouldn't make much sense for a battleship which expects casualties to not have surgical capabilities.
If the Defiant wasn't intended to operate independently for long periods, and always be near a base or mothership (it is an "escort," after all), it could've been designed just for combat triage (the opposite of normal triage, where the least-serious, quickest to treat injuries get taken care of first, to get as many people back into the fight as fast as possible).
 
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