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3D interiors in Blender

@Firebird: Those side consoles were only ever added to make the bridge more busy, they were very hastily built and weren't exactly amazing craftmanship, you can even see in the 3D reproduction that some of the shapes/seams don't line up at all and look rather awkward.
It's definitely noticeable where the forward-facing extensions of Science I and Communications III hit the wall; there's this kind of dead space where the edge of the wall console, the isolinear bay, and the forward console all come together. If this had been added in during the series, I suspect they would have found a way to finesse it, but for this... "Eh, we're gonna blow it up anyway. Looks good enough."
 
It's definitely noticeable where the forward-facing extensions of Science I and Communications III hit the wall; there's this kind of dead space where the edge of the wall console, the isolinear bay, and the forward console all come together. If this had been added in during the series, I suspect they would have found a way to finesse it, but for this... "Eh, we're gonna blow it up anyway. Looks good enough."
Yeah, there’s no real attempt by the original set builders to make the angle of the control panels match up with each other. Which probably further explains the shot angle choices in the finished film - no need to adjust something you’re never going to see.

But still - none of that changes how much I love the set and how much I appreciate the labor of love that went in to recreate it!
 
I've probably watched GEN a half-dozen times over the years, not to mention looking at screencaps and the EAS observation articles, and until it was pointed out, I never noticed that the aft bay was pushed back, and the Science IV and Engineering II stations were made the same size as the middle three. But now it's so obvious.

And that probably ties in with the bad corners at SCI I and COMM III; it was probably easier and faster to make all the stations the same size, but taking time to adjust things could have made those corners merge better.
 
Was doing a little more exploring around the Generations version of the Enterprise-D Bridge and ended up wandering into the Observation Lounge. I love the interpretation of the sort of lighting John Alonzo would've used in the set had we seen it in the film.
To that end, I hope they're able to add Ten-Forward in a future update; the budget for more extras + John Alonzo's lighting really sold the idea that "Oh damn, this is a movie" even though they were mostly using the same sets they'd had for the past seven years.
 
More of the D will be coming in further updates I'm sure, like of other ships. :)

Had some free time this week and I had the idea of doing a briefing room for the Yeager. As with the other rooms for the ship it's more compact than usual. All the basics are in place after a day and a half of work, the screen is on the side wall (like on Voyager's briefing room) and there will be some decorative stuff of some sort on the larger front wall, which I still haven't come up with. The shape of the table is finalized, but I intend to add lighting and some further details to it mirroring the Enterprise-E one.

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Finished the table, with the same white plexi top as the First Contact one, and light tubes underneath; plus those silver tape stripes on the top that table also had. I also created a new base for it, but no one will ever see it hahaha. I do intend to replace the small LCARS panel by the Captain's chair for a smaller one, that's still to be done.

Other than that, I've added light sconces by the screen just to have *something* there, and a replicator by the door. I'm considering leaving the wall between them just as it is right now with the horizontal fabric patterns, as I'm afraid of making it all too busy. What do you think?

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I did some tests for etched glass panels on the wall, on the same style as the MSD I had on the bridge for this ship (that Swiftsure wall one was a reuse of the Yeager's). These were VERY rough and early, but I didn't think the idea worked so I ended up scrapping it before refining them. I also tried some sculptures and ship models, felt too same-y from other briefing rooms I already did, so that wall's remaining empty. It's a real balancing act trying to make each room feel unique while also fitting in the established styles.

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As you could already see on those images, I split the fabric panels on that front wall in half to add some visual interest there, plus I added some panel lines around the screen, which I made wider. I then removed the light sconces at the sides of the screen. I was feeling like there were too many vertical lines going around in that area.

Finally, I created the new First Contact-style keypad for the table and after some tests thought it looked better centered rather than at the side. Plus I added a small removable panel below the replicator. I think other than the screen LCARS and some PADDs on the table, the modeling is done.

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