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Donny's TOS Enterprise Interiors

Re: TOS Enterprise Interiors -- Unreal 3 Engine

me999 said:
Hi Donny,

I have been following your progress with your builds - the TOS enterprise interiors and enterprise e as well as your previous work on the enterprise d using the quake engine. I really like your attention to detail and your renders are the most realistic I have seen.

I have been experimenting with the oculus rift and would love to walk around your models using the rift. There is already built-in support in UDK.

Any chance you could put compile a demo with oculus support or provide source so I can compile one?

I'll have to do some more research, but when it comes time for demos and such, you'll can be sure I'll try to add Oculus Rift support for you. Stay tuned...

...but do you plan to still feature the horizontal viewing glass on the chamber and the console operated by Spock?
(no reply necessary if these show up in one of the next posts ;)).

Bob

Both. I'm actually building the console today. Does anyone know if this console appeared in any other episodes than the instances below?

http://tos.trekcore.com/hd/albums/3x18hd/thelightsofzetarhd1403.jpg

http://tos.trekcore.com/hd/albums/3x17hd/thatwhichsurviveshd0590.jpg

I swear I've seen it somewhere else (perhaps not on the Enterprise)..any ideas?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I swear I've seen it somewhere else (perhaps not on the Enterprise)..any ideas?

Isn't that the same kind of keyboard piece from Gary Seven's computer console in "Assignment: Earth"?

Can't recall another console at the moment, maybe the Yonada control panel in "For the World Is Hollow..."?

Bob
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Both. I'm actually building the console today. Does anyone know if this console appeared in any other episodes than the instances below?

http://tos.trekcore.com/hd/albums/3x18hd/thelightsofzetarhd1403.jpg

http://tos.trekcore.com/hd/albums/3x17hd/thatwhichsurviveshd0590.jpg

I swear I've seen it somewhere else (perhaps not on the Enterprise)..any ideas?

I had a hunch and it proved to be correct: "Spock´s Brain", but with a few alterations. Here it´s part of the computer room, where Spock´s brain is being held:

http://tos.trekcore.com/hd/albums/3x01hd/spocksbrainhd1099.jpg

Mario
 
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Happy to help :)

And I´m very much looking forward to more of your amazing work here.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

For various reasons, I'm still not able to get as much work done lately. However, I was able to finish up some select items on the laboratory work table:
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Yes, it's really cool to see the studio sets and props recreated in 3D and with viewing angles we didn't always get in the series. At least now we can see the sets as the directors and actors experienced these.

Has anybody ever come up with an explanation for the towering GNDN thingy on the left side? (first debuted on Mudd's planet IIRC).

Bob
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I endearingly call it the "bug zapper" ;), but I can't remember if anyone called it anything. It just seemed to "be there".

I commend whoever rigged it with the quasi "Jacob's ladder" effect. If it was an early sequential circuit for a "chasing" light effect, it was very fluid.

As I stated upthread earlier, this thing might have worked as a foreground miniature for, say, engineering. True, the "intermix tube" business didn't appear until the movies and there's nothing to suggest the "classic" Enterprise would have had anything like it, but had a director gotten an idea, well, who knows?

Sincerely,

Bill
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

All right! I can pretty much call sickbay complete for now! Sometime in the future, I will have to go back and finish the skulls and knick knacks around McCoy's office. There are also a few wall plant-ons in the laboratory that will have to wait (they'll be constructed when I get to Engineering).

Anyway, here's the last shot you'll see of sickbay for a while:
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I just noticed that odd yellow strip to the right of the foreground console. It seems to be of the same type that turned in the re-vamped Transporter Room, some sort of moulded rubber maybe?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

It seemed to be often used to fill the gaps between two wall panels that meet at acute angles. At least that's what I'm gathering.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

So impressive. I can't wait to see Engineering.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

So is this project on hiatus? Or does it pick up in another thread somewhere?

Mark
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

So is this project on hiatus? Or does it pick up in another thread somewhere?

Mark

The project is on hiatus. Unfortunately it has taken a back seat to some real life dilemmas. I plan on doing more work in the future. Stay tuned.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I'm back and better than ever!

The Unreal 4 engine was released a few months back, and after seeing some of it's advanced features, I decided to make the switch. I was anxious to see how some of my TOS stuff would look in a new-gen gaming engine, and I think the results speak for themselves. The most notable difference is the inclusion of real-time screen space reflections, so there is no more faked reflection or cheap diffuse specularity on surfaces. This is most evident in the reflection of the view-screens on the black consoles below them (check it out in the Unreal 4 vs Unreal 3 comparison shot below). There are a few other new enhancements, IMO offering a much more realistic real-time render.

However, making the transition to the Unreal 4 engine didn't simply consist of me porting everything over from Unreal 3. I completely reconstructed each of the models (except for the Burke chair) for two reasons. A) Unreal 4 uses a different unit scale than Unreal 3, and B) I wanted to apply methods of modelling I'd learned since I built the TOS Bridge in Unreal 3. You'll notice the models have much more surface detail and chamfered edges, giving a smoother, more detailed and realistic look.

I was, thankfully, able to quickly port over all the viewing screen graphics from my previous project, saving at least a week's time.

I plan on resuming work on this project full-speed ahead, however I will have to also reconstruct the areas I previously completed last year (corridors, transporter room, sickbay, briefing room) to get them up to snuff with the new engine. It'll be interesting to see how pretty Unreal 4 will make the rest of the Enterprise interiors appear.

Enjoy.
















It isn't apparent in this still image, but the viewing screen is functional in-game. It is actually a 2D real-time render from a camera set else-where in the map pointed at a rotating planet mesh with a star backdrop that rotates as well, giving the illusion of the Enterprise orbiting the planet. (Forgive the jagged shadow at the top of the viewer...I'm struggling with lighting that area properly)







I'm still trying to make the control buttons look more translucent and plastic than they currently do.




 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Very nice. Yeah, the chamfered edges and shading look much better on the new engine. Glad to see you're back at it. :techman:
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

C'mon, admit it - you just snuck off to the Phase II set and took a few pics, didn't you? :rommie::techman:
 
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