Discussion in 'Fan Art' started by Rekkert, Apr 21, 2017.
I already love this bridge! I'm looking forward to the final version.
One of these days you should make a tutorial or a style guide on how you do your LCARS. Both the set and the graphics look amazing, and I love how the consoles you designed have the lcars that fit in perfect.
@The Librarian: Indeed, the STO pallet for the LCARS is very subdued and contrast-y, I think it works great with the rest of the colors here (which makes sense, as they're all taken from there).
@The Primeval: I'm glad you do! It's nearly done now.
@batboy853: Why thank you! It's quite easy to have them fit in that way actually, it's just a matter of UV mapping the 3D model for the consoles properly before starting work on the LCARS. Then on Inkscape I import these UV maps as images and place them behind the LCARS sheet I'll be exporting, so that then I can see precisely where the borders are, and keep a uniform distance to them.
As for the LCARS sets, it's certainly a benefit of being working on this for 3 years at this point, that I have quite a big library of designs already done, so when new panels like these come along, I can just rework existing designs, instead of doing things from scratch.
Here's how everything looks like in Inkscape, with the black background image at 50% opacity, revealing the UV exports beneath:
As you saw on the image above, I've finished the MSD and the whole LCARS panel for that section. While I'm happy with how it turned out, I'm so used to having the MSD with the traditional vertical LCARS lines running through the middle that this one looks off just for not having those. I guess it's just a matter of getting used to it, I specifically wanted to break off from traditional LCARS designs and do something different.
I've also decided to do a custom forward alcove for the bridge, as I didn't like how the reused Enterprise-D alcove looked in there with this aesthetic. I went with simpler panels just as those on the aft alcoves, and placed circuitry access panels beside the doors. I actually modeled a replicator for this area, but I just didn't like how it was looking, so I scraped the idea. As you can see, on the port side alcove, the dedication plaque sits on top of one of the panels.
The bridge is mostly finished at this point, I still have to do the LCARS for the center-facing side consoles, and the red alert version of the bridge; but other than that I think it's done. Do you all think it's missing something?
Love the chairs for the back stations.
@fireproof78: Haha, thanks! Every station intended for full use should have chairs if you ask me.
I've iterated a bit more on the door alcoves, making them a bit more unique than the previous versions; adding blue light strips at the bottom, modifying both the placement and shape of the circuitry access panels, and changing the position of the dedication plaque. I've also added a small recessed area at the side of each wall console, in the place where the keypads used to go on the Enterprise-E bridge.
Here are the finished renders of the bridge, as you can see I've also made a red alert version, with all the floor lighting changing to red.
This one came together really well. I particularly like how the layout ends up with a set of outward facing consoles and then another row inside, you could very easily see it as a setup for main characters and extras.
I like how it is almost an updated version of the TOS Enterprise bridge, with the hand rail around the central well replaced by the consoles, which recreate the same effect. The captain's chair almost feels like it needs to be where the UFP logo is. Lovely work.
@The Librarian: Thanks! You know, it always bugged me how on the Enterprise-E Geordi was relegated to one of the wall consoles yet we just got extras sitting on the two 'L' shaped consoles at the sides, those would've been great for letting our protagonists have more screen time.
@Csalem: Huh, I never thought of it that way, but you're right! I'll have to experiment with that someday.
Here's a bridge commission I've been working on since March, but that since Covid happened, had a long period of being on-hold. Now it's back on track, and it's actually mostly done as far as layout and modeling is concerned. This bridge is for the USS Ranger, a custom 2380's starship design done in STO which my client named the Pulsar-Class:
The bridge shape is a fairly standard circular layout, with 6 stations alongside the perimeter, and a seventh one at the back, inside a recessed alcove similar to that of the Enterprise-B bridge. There are two doors flanking the viewscreen, and two other doors at the back of the bridge.
In the center, there's the traditional 3 command chairs (with the same modified standalone command consoles as the Emmett Till, they were actually done for this bridge a while ago), and a single helm in front.
Finally, behind the command seating, there are two standing tactical consoles (with new, longer supports), and a glass MSD taken from the 'Parallels' Enterprise-D bridge, mirroring a similar arrangement from some of the STO bridges, which my client wanted reproduced.
As you can see everything's already there; and after several color tests, we settled on a cold grey and blue combination, as on the USS Galaxy interiors from this era. The LCARS will be of the 'Nemesis' light blue colors as well.
I'm guessing whoever is at that console behind the glass MSD isn't terribly important, because they're sort of cut off from everyone else.
You could say the same thing about the Parallels bridge. Depending on the station's purpose a little more isolation might be useful. I'm liking the layout of the central area so far, I think it works for the TNG-era conn + tactical + ops 'core' crew.
Rekkert, since you're drawing more inspiration from STO, have you ever considered floating holographic displays like on the Odyssey bridge, or the ones we saw on La Sirena? The one from your starbase control room worked pretty well but that was different from a more LCARS-like setup. Or all the modern viewscreen display stuff for that matter.
Bloody double post
I just love how the secondary hull joins with the saucer.
I’d like to see swan like refit style supports.
@cardinal biggles: See, that's the Wesley console. It's only there so that the Captain can have someone technically be part of the bridge crew, without having to actually listen or hear them. Just like the pit on DS9's Ops.
@The Librarian: I experimented with floating 2D displays quite a bit for personal stuff, but in the end I always discard them. Like this video of an actual 2009 phone with a transparent display showcases, they might look cool and "futuristic" to some, but are totally useless in any sort of real application. So, yeah, for the sake of readability I never used them (in fact my original concept for Fontana Station included floating 2D elements as well), but they're totally doable from a technical standpoint.
Sigh... my client on the Ranger has gone silent again, so that's another commission back on hold...
While I have other stuff in the pipeline and I'm even taking some more commissions already (which isn't normal for me, I have 5 already in-progress; but with the whole Covid situation things are taking way longer than normal, as I have 2 waiting for feedback and two more stopped until further notice), I wanted to work on something I had full control over for a change of pace.
Back to the ever reliable Excelsior-Class USS Potemkin it is then. As a ship originating from the TMP era, I always imagined it having some sort of auxiliary control room rather than a battle bridge. So, just as with the briefing room, I wanted to emulate the basic TOS set layout with the TNG aesthetic. Then I checked and realized that the Enterprise-B MSD actually lists the ship having a battle bridge, so I decided to make it a little bit of an in-between design. Still very much inspired by the TOS layout, but providing an actual Captain's chair for the commanding officer.
Here's what I've got so far. I reused the sickbay CMO office door to access the side alcoves and mimic the TOS hex design. I thought about having these not be connected to the main room, just as on TOS, but that didn't make much sense to me; thus I replaced the side doors that should connect these little alcoves to the corridor with jefferies access.
As you can see the main ceiling's still missing; as are the viewscreen and the door, which as on TOS is located directly behind the Captain's position.
Interesting! It reminds me of the bridge of the Nebula-class ship Data commanded. It was a weird one even by bridge of the week standards. It could plausibly be a backup like this, given the ship was incomplete.
@The Librarian: Indeed! While not particularly an inspiration here, I totally see the Sutherland bridge we saw on 'Redemption' as being some sort of auxiliary control.
A bit more work done. I replaced the two front facing consoles at each side of the viewscreen with the versions I used for the Potemkin's engineering, so there's now isolinear chips replacing some of the LCARS, and access panels instead of the lights near the floor.
I've also shortened the bridge by a meter from side-to-side. I really want to make this one feel cramped, it's clearly an "emergency use only" kinda room. The basic ceiling is now in place as well, as is the only door. New access panels are now all over the walls, and the viewscreen's starting to take shape.
I like it! Only thing I'd change is is the forward station chairs. I'd use the Epsilon IX style.
@Lt. Washburn: Hah, those would work perfectly as well, though personally I used them SO much, I kinda grew tired of them.
Worked on the viewscreen area, as stated before it's heavily based on the TOS aux room style, just with more TNG looking components. I might add some blinkies or something, but it's mostly done. Also, I added the two-tone carpet.
Ruffle Conn and Ops chairs Rekkert! This looks great!
As usual, this turns out pretty awesome, @Rekkert. I love what looks like a row of CRT monitors on the wall console. Very 90s Trek!
@Nays: I usually go for 'squeaky clean' on my renders, though I am considering doing an 'abandoned' ship bridge, just for the challenge.
@Michael: Haha, thanks!
Compared to some other battle bridges and rooms, this was still way too big for what I'm going for, so I moved the back of the bridge forward by almost a meter, thus everything sits closer together. As a result of this, one of the "windows" into the side rooms got removed.
Other than tweaking the materials and LCARS, plus adding some more greebles, I'm happy with how it is now.
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