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3D interiors in Blender

@Gibraltar: Thanks! :)

Aggg, last minute realizations... Okey, so all along it bugged me that the consoles on the pit don't correspond to the consoles on the walls 1 to 1; plus the fact that I wanted to avoid having a front screen, and with the addition of the office, I was kinda left with a front screen.

So, I went ahead and modified the layout of the room (on another file, the original is safe), making it a essentially symmetrical every 120º. This makes it look less like a starship bridge, while still leaving more than enough space for corridors and rooms if we assume that the window into space on the office is a circular perimeter of the station centered at Ops.

Thing is, does this work? I kinda like it, simply because it makes it more distinct, but I want to hear what you all think. :) Original 2-ways layout, or new 3-ways one?

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The 3-alcove layout is more unique, but only if you're going to do something different with third alcove. Maybe a two-person transporter like the orbital office complex?

Also, maybe I'm reading your floor plan wrong, but how does the office connect to the bridge? Or did you not build that yet?
 
I like the three alcove version, as it lines up better with the center, but I agree that it might need something to make it more unique.

With the overhead monitors, I like the idea, but I'm not sure their current position makes sense from an ergonomic perspective. Maybe the attachment point should be changed to suggest they can raise and lower depending on whether the hologram is in use?
 
Finally, I was gonna make the starbase just a simple Regula I clone, but after reading about Babel in Memory Alpha I came to a realization. According to Star Trek Maps, it's a small planetoid with 3 moons, and that reminded me of a certain painting by Rick Sternbach.

Very cool poly model! And thanks for the nod. :D
 
@santa biggles: Indeed, I've modified the third alcove now. I must admit I never quite liked the idea of transporters integrated into other rooms, let alone a command center. Of course these were made to keep the budgets low, but I always saw them first and foremost as security breaches waiting to happen. :p

@Lt. Washburn: Ohh, cool catch! Season 1 TNG was so full of interesting stuff that was never seen again... In the end I too ended up replacing the curved brackets here, I couldn't shake the feeling that they looked too much like Cyberman heads from Doctor Who.

@The Librarian: I thought of the overhead monitors as used as a general status indicator as you first enter the room, hence why they're positioned to be most visible from the doors. :)

@Rick Sternbach: Oh wow, I don't know what to say. I'm super glad you like my take on it, I always thought it was such a cool painting. Don't thank me, I thank you for designing such amazing works and caring so much about all the little things, inspiring me since I was a little kid to design my own stuff!

Okey, given the universal preference for the new layout, it's staying. And good thing too, because when I went to bed yesterday I designed a whole deck 1 for the station, which I've digitized today. :p
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I'll certainly be interested in returning to this project and doing other rooms on this station later down the line, having them laid out this way makes that a lot easier.

I've swapped the new screen for a dedicated area for the plaque, similar to that seen on the Nebula-Class USS Prometheus from DS9. Given the far bigger dedication plaque here (and the little homage it has to DC Fontana), I think it merits a special place.

The LCARS and console placement order is also somewhat changed, plus there are some more details on the alcoves (like the red labels in the ceiling). I'm quite happy with how this turned out, and I'll be giving it a close for now, moving forward with rendering out the usual barrage of pics. I wanted to take the chance to honor the unofficial mother of Trek, but it's time for me to get back to work now.

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The doorways are modeled differently, one has an extruded door frame, the other does not. Not sure if this was intentional or not.

Very interesting take. We've never really seen a federation starbase ops before.
 
@batboy853: Oooops, corrected!

Glad you all like this one, seems like the last minute change of layout was certainly the right call. I need to start giving these personal projects some time once I consider them done, precisely so that ideas like that one can occur.

As I mentioned before, I made the exterior model available for download on SketchFab. It's super low-poly, but feel free to play around with it: https://sketchfab.com/3d-models/fon...ass-starbase-e3afcbb30eb44fcabda657faa6cbaeb7

Here are the finished renders! I've added some more last minute changes (because of course I did), most notably a light above the dedication plaque. On the cutaway I've also named the station class as Tranquility. I wanted to use a synonym of 'armistice' or 'concord', given the diplomatic nature of the base, and I found that Tranquility worked in more ways than one.

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It's hard to make out the dedication plaque, but considering D.C. Fontana's involvement with TOS, maybe instead of the usual TNG-era names that get listed, you could throw in some TOS-era ones (Herb Solow, Gene Coon, John D.F. Black, Edward Milkis, Steve Carabatsos, etc.). Just a thought.

This is really amazing work.
 
@santa biggles: That's actually a great idea, I've written it down and if I ever return to working on Fontana Station I'll be sure to do that modification. :)

@valkyrie013: I tell you, they're coming, trust me. :p

@Donny: Thanks mate, glad you think so!

@Ryan Thomas Riddle: Thanks Ryan! :)

More work on the Gibraltar bridge, I've started work on the Prometheus-style pit consoles. The two forward ones will end up being identical to those on Prometheus, while the XO/Specialist consoles at the sides will share the styling but of course be much smaller.
I've also tweaked the color pallet on the walls, making the top section of each station a bit lighter, and modified the rails around the pit to reach all the way to the forward steps without clipping with the new consoles.

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What I likes about enterprises bridge and discos is that the work stations face the captain.. ..
Just be interesting to do with prime bridges a Bit
 
@valkyrie013: I agree it would be interesting to experiment with that, but you need to find a good thing to do with the wall space you're clearing up for that. Just adding more console while leaving the wall facing LCARS the same doesn't make much sense.

@The Librarian: It does have a certain Kelvin feel to it, now that you mention it. Thanks!

I've finished the consoles (except for the LCARS, of course), and all the details of the pit area, including tweaking and finishing the steps. I've also moved the Captain's chair forward a bit, and added in the small tactical console in behind it.

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