Re: TOS Enterprise Interiors -- Unreal 3 Engine Beautiful visuals! Apparently you have a soft spot for the Season Three interiors (corridor GNDN thingies, push buttons in turbo lift). There has been one corridor thing on my mind, but I didn't have the time to look at suitable screencaps. Was the lower "Warning High Voltage" box from "The Alternative Factor" (or garbage chute from "The Conscience of the King") still at this location in Season Two and Three? Somehow I think to remember that it was (re)moved when they redesigned the Season One corridor, but I could be wrong, of course. Bob
Re: TOS Enterprise Interiors -- Unreal 3 Engine I like the added detail everything seemed to gain after the first season, but I will admit I like the color palette and lighting schemes of the first season better. Seems like they took more time to create a warm atmosphere on the ship in season one. Actually, the upper "warning box" was removed after season two and moved to the sickbay examination room, in the small alcove to the right of the examination bed. The "garbage chute" remained in the same place, as you'll see in this screencap from Is There In Truth, No Beauty? In my project, you'll see the upper "warning box" both here and in sickbay.
Re: TOS Enterprise Interiors -- Unreal 3 Engine You will definitely need to add the overloading phaser incinerator they put into the wall across from Kirk's quarters from "Conscience of the King". Loved that thing!
Re: TOS Enterprise Interiors -- Unreal 3 Engine Looks much better with the transporter machinery inside the chamber. Loving this feel...
Re: TOS Enterprise Interiors -- Unreal 3 Engine The transporter pads were especially fun to model / texture.I started off with the best reference material I could find, which is a screen cap from the third season episode Elaan of Troyius. In this episode, we get a rare up-close glimpse of one of the transporter pads (and a pair of Elasian feet). I did some research and discovered that the transporter pads were actually made from Fresnel lenses of 10,000-kilowatt set lights. I was able to then google up some images of actual Fresnel lenses and found a diagram of their shape. I then modeled a high-poly version in 3ds Max and made a simple normal map to apply to my low-poly model of the pad. I then ported the texture into UDK, and adjusted the material's color, specularity, gloss, etc until I got the results below.
Re: TOS Enterprise Interiors -- Unreal 3 Engine This looks fab - but the tutorial on the transporter pads is a great bonus. There are so many 3-d generator programs out there, but UNREAL seems to produce very good results. I too have a soft spot for the lavender Transporter Room - makes me wonder what else might have happened had the series continued!
Re: TOS Enterprise Interiors -- Unreal 3 Engine Donny: An ever-so-slightly better picture of the transporter pad shows Magda Kovacs' feet (Susan Denberg) from "Mudd's Women." We've picked up a half dozen lenses for our Phase II transporter room set. These are, as you've learned, Fresnel lenses from Mole-Richardson.Type 416, 10,000 Watt Tener Solarspot lamps. There are actually two slightly different styles of lenses: a "hot lens" which focuses the light a tiny bit more tightly than a "cold lens." You'd probably never notice the difference unless you counted the rings/tiers. These "hot lenses" actually have 17 rings/tiers--if you're trying to make them just right. It's not much clearer than a regular Star Trek production picture (since it's just clear glass, and so doesn't photograph super-great), but here's a shot of one of ours:
Re: TOS Enterprise Interiors -- Unreal 3 Engine "Some" research? I'm stunned and impressed. The things I / we learn and see during the course of this thread is exciting. Bob P.S. Now we know how the transporter is working. The person is vaporized by 10,000 Watts or more.
Re: TOS Enterprise Interiors -- Unreal 3 Engine Ha. My "research" consisted of thumbing through all my Trek books until I found a passage I remembered reading about the origin of the transporter pads. @Greg: Thanks for the images and your help!
Re: TOS Enterprise Interiors -- Unreal 3 Engine There was a TNG making-of special I remember where Mike Okuda said that someone asked him how the transporter worked...
Re: TOS Enterprise Interiors -- Unreal 3 Engine The question was in fact about the Heisenberg compensator, but, yeah.
Re: TOS Enterprise Interiors -- Unreal 3 Engine If I want to build a shrine dedicated to you, what kind of human sacrifice would please you ?
Re: TOS Enterprise Interiors -- Unreal 3 Engine I'm flattered, but that's okay. No human sacrifice (or shrine) required. Early, early shot of the transporter console. Just blocking out the shapes.
Re: TOS Enterprise Interiors -- Unreal 3 Engine Finished the transporter console today. Very pleased with the results. Only problem I'm having is picking a good spot for the console to sit. It seems to have slightly jumped around not only episode to episode, but sometimes shot to shot.
Re: TOS Enterprise Interiors -- Unreal 3 Engine Have you thought about baking in some ambient occlusion? Does the Unreal engine have a shader node for that?
Re: TOS Enterprise Interiors -- Unreal 3 Engine @Donny - I think the transporter console could be moved around so anywhere in the room probably would work. Looking outstanding, BTW
Re: TOS Enterprise Interiors -- Unreal 3 Engine Unreal bakes ambient occlusion during lighting compiles. However, I have it turned off while working so that the compile times won't take as long. Rest assured that the final lighting compiles will have ambient occlusion turned on.