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3D interiors in Blender

I can still see all of your other images, unless you've transferred them, already.

LOVE the homage to the Refit's navigation dome!
 
@Scribble: Yeah, the old links still work, but if I want to generate a new one, it's timed, even for the old images.

So... I did a thing... It's not perfect, but it's certainly promising if I have the time to continue playing with it
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@Scribble: Yeah, the old links still work, but if I want to generate a new one, it's timed, even for the old images.

:wtf:

So... I did a thing... It's not perfect, but it's certainly promising if I have the time to continue playing with it
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Cool! Max has something similar, as well, but I haven't tried it yet.
 
Thats actually pretty cool.

Question (as I feel like I might not know about something) I noticed that you don't have any lamps on the Constellation bridge. How are you lighting that set? Envmap only? Cycles can calculate based on material's emitting light, but I did not think Eevee could.
 
Oh sweet! nice walkthru!
So.. still don't see the coffee dispenser.. where are you going to put that??

excellent!
 
@batboy853: 2.8 introduced Light Probes to bake Cycles' PBR lighting into Eevee.

For the Constellation there, I just had a grey environment map "lighting" the scene; but for the Anchorage, I used an Irradiance Volume, which you can place surrounding your mesh and use to then bake the lighting. The more sample points you have, the higher the quality (but also the longer time it takes to bake). I used 8x8x4 samples on that video, hence why the lighting was quite pixelated on some areas.

The Constellation is quite a complexly shaped room in comparison, so even a 64x64x48 samples bake (which took almost two hours) looks quite bad, with a lot of black spots.

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I've also used a Reflection Cubemap to bake in the reflections you see off of the consoles, but being just a cube, the reflections aren't nearly as accurate as they are on a Cycles render.

Once the model's complete maybe it'll be worthwhile to invest more time into this and do an ultra long bake, but then again the end result will never look as good as it does on Cycles, not only due to reflections but also stuff like transparency being non-existent for now.
 
I've started work on the helm console, which is a blend of the TFF and TUC styles, with some TWoK thrown in the mix as well. Pretty early so far, so expect changes in layout.

tadeo-d-oria-c1-42.jpg
 
hmmmm, can't tell if they are just modeled in but it looks like you can see the light probes in the reflection.
 
@batboy853: I'm sorry, I don't quite get what you mean. Keep in mind that I've only used Eevee (and the accompanying light probes) on the two videos, all the rendered images are done with Cycles.

More work on the helm console. The keyboards are now in place, along with the switches at the base of the station (which like the TWoK switches have a little light to indicate when they're on and off) and several other details, though still most stuff's subject to change.

tadeo-d-oria-c1-43.jpg
 
On the left side of the console, you have 3 stacked displays Pitch, Roll, and Angle I think, directly above that there is an object or an artifact on the console, it looks like a reflective globe. Not sure if this was something that was intended to be there or not.
 
I'm guessing it's a reflection of the ceiling navigational dome (two reflections off of the curved surface).
 
I've tweaked the UV map of the helm so that the graphics align better with the physical bits, plus I've added a throttle to the helm (controlled by the left hand given it's position, so it's inverted from the one Sulu had in TMP) and other elements. The remaining controls are already planned and laid out, so they shouldn't take long to add them in.

tadeo-d-oria-c1-45.jpg

tadeo-d-oria-c1-46.jpg
 
I've tweaked the UV map of the helm so that the graphics align better with the physical bits, plus I've added a throttle to the helm (controlled by the left hand given it's position, so it's inverted from the one Sulu had in TMP) and other elements. The remaining controls are already planned and laid out, so they shouldn't take long to add them in.

tadeo-d-oria-c1-45.jpg

tadeo-d-oria-c1-46.jpg

Ahhh I love how you employed the illuminated translucent switch type seen on the TWOK weapons console (1-6-3-0-9 :D) in place of the opaque style seen on the helm in TUC. Great touch!
 
I think this is one if mmy favorite bridge typed I've seen you do rekkert, live how this is coming together!

I wonder tho, with the throddle and track ball in the helmsman's left hand, how does that work? Speed with left, direction control...where?
 
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