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3D interiors in Blender

@The Primeval: Fair enough. ;) I'm sure the Ent-E bridge will come, sooner or later...

Very few changes from the last update but a few on which I'd love to hear your feedback: I've added small rails at the front of the pit, to avoid people falling down where there's no step; and I've added blue lights underneath each console, exactly as those under the steps. Thoughts about them both?
Also, modeling of the ceiling is done, and there are some more slight changes all over.

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The under-console lighting is great, giving some sense of depth and perspective without calling too much attention to itself. The rails are also a nice touch, giving a degree of safety without visually dominating the pit. :bolian:
 
I miss the Big screen of the Ent-D bridge.. :)
Anyway to integrate the rails into the Helm console any?? Like an angle piece that slops down?
Lighting works for me!
The Ent E bridge hand some hand holds I belive.. like at the consoles.. Maybe?
 
The rails feel like they might be a little short, both vertically and horizontally, but I think they're a good addition. It's hard to tell due to perspective, but are they the same height as the rear consoles?
 
Okey, I'll be keeping both the light and rails then, thanks everyone for the feedback! :)

@valkyrie013: I did experiment with sloped rails somewhat, the problem is that the rail here is so small that the usable area ends up being not very usable at all. For a larger rail such as that on the Prometheus bridge, that idea should work very well. :)

Regarding the viewscreen, believe it or not this one is almost as wide (though shorter), the larger room makes it look a lot smaller though.

I'm not a big fan of those added rails from Nemesis, they're clearly just for the sequence where the viewscreen gets blown off. They make the bridge look somewhat less elegant than it did before, so I'll keep them off for this one.

@The Librarian: Indeed it is way shorter than the usual rails on the horizontal axis, however vertically they're exactly the same; like the viewscreen it looks smaller due to the size of the room. As for their height in relation to the rear consoles, they're almost as tall, just some 10cm shorter.

Added more details everywhere, most notably the overhead vertical lights are now in place; and the ceiling was modified to emit a colder light, again inspired on the Nemesis bridge. Also, the blue carpet border has been added around the outside walls of the bridge. Most LCARS are in place though I still have to fill in some consoles.

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Also, here's a quick and dirty orthographic view from the top, with backface culling enabled so that the ceiling can be made see-through. As you can see I model the floor separately from the walls, so the borders aren't perfect, but you can get a sense of its shape from the added blue carpet pattern.

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Looks great, love the blue lights under the consoles!

Not sure if this would work or not, but how would the handrails look if the top part was the same colour/material, as the chairs?
 
@TOMFAN: I did that for the USS Corageous bridge, and while it serves to make it a bit more distinct, I didn't quite like the end result. :)

@Lt. Washburn: Simply put, I don't like how long circular steps look. :p It's the same problem I have with this fan-made bridge for the Saratoga. It just looks weird to me.

I've finished the big LCARS screens. The new Communications III panel featuring the side profile of the ship is inspired on a very similar looking LCARS from the Generations Enterprise-D bridge Communications III console.

I've also added some details above the viewscreen that emulate the overhead light design, but without actually being lit. This way I don't leave that whole area empty, while also not adding unnecessary lights that make seeing the viewscreen more difficult.

I think I'm mostly done with this bridge. I want to take the extra time I have to replace the keyboard area of the perimeter stations. Right now these look like Enterprise-D consoles with different colors (because that's exactly what they are), and I want them to look like the more appropriate Enterprise-E version.

Is there anything you think I'm missing here? :)

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@scifieric: Thank you very much Eric!

@Lt. Washburn: I feel like I used those a bit too much already, and I want to keep this one looking mostly Ent-E based. :)

Created the aforementioned new LCARS keyboards for the perimeter consoles. Ended up going with a mix of the Ent-E and Prometheus versions, to tie them up better with the existing LCARS from the central stations.

After that, I've done a final pass at the lighting. The intensity is pretty much the same, but colors and gradients changed heavily towards colder tones, with light blues on the ceiling and some purple coming across at the edge of the light fixtures; to better match up the similar details from Nemesis.

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@The Primeval: Thanks! :)

@TOMFAN: Thank you! It's not actually bigger, but it has a more balanced use of space; The Ent-E bridge has all the stations cramped at the back while the front is completely empty so that they can place all the cameras there. I don't have to worry about that here. ;)

@valkyrie013: I actually thought about replacing a door with a replicator, but I'm quite OCD regarding symmetry. The two aft facing doors are supposed to go to a corridor connecting the rest of the deck, so I'm sure there are replicators and comfy sofas (with cupholders!) there. ;)

Here are all the finished renders! I went a bit overboard with the amount, and I rendered them with double the sample size. It shouldn't really be noticeable but I wanted to make sure all the little details were coming through. I also did some renders under red alert.

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Didn't exactly have the most relaxing of vacations at Bariloche; my family can be extremely taxing sometimes... At least my partner and I could enjoy the fresh air, some kayaking, and trekking (both kinds of trekking, as we did a little TNG marathon in preparation to Picard). We were glad to return home, and I particularly was glad to get back to work.

First news might not be a welcomed one, but still it was necessary to do. I'm no longer working on the Probert concept bridge from TNG. Simply put it dragged on for so long that working on it reminded me of the cr*p I was going through last year, hence I wasn't able to work on it for very long before feeling bad, and despite my efforts to get past that I failed. Still not all is lost, my client, who's an extremely talented artist in their own right, has the files and will continue work on it, with me offering ideas and support rather than doing the actual work. I'll keep you updated when (and if) the project is finished.

Anyway, having left that behind and starting 2020 with a cleaner slate, I'm moving forward to new commissions. While I was on vacation I received quite a lot of commissions requests, so now I'm sorting through them and working on several small commissions that shouldn't take very long to finish, while more extensive jobs have been added to the queue to be worked on at a later date.

The first of these commissions that is in a showable state is the bridge of the Ambassador-Class USS Omaha, for @The Librarian. This is a modified version of the Corageous bridge, with several elements from other designs brought in, most distinctly of which are the Ent-B style console at the back, the Enterprise-C style perimeter stations, and the Budapest style helm station at the front.

Modeling for this bridge is already done, as they were all existing components, and only the LCARS remain to be completed.

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I'm glad you enjoyed your time away and had an opportunity for some recreation.

Great work! I really like the unique console configuration and the chrome railings. :)

Is that Helm up front with Ops and Tactical side-by side in front of the command chair? Or is that a big Tactical console in the back with the MSD?
 
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