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3D interiors in Blender

Phew, it's been a while...

Work and life are keeping me busy! Not complaining, but there's little time for these projects lately!

Last month we took a trip to the UK, my first proper holiday outside of Argentina. I had the chance to meet up with most of my England-based colleagues and friends from the Roddenberry Archive, (all of whom are members of this very forum), among many other wonderful things.

The main reason for the trip however, was to visit the (almost) completed sets of Bridge Command before they were opened to the public later that same week. Bridge Command is an immersive theater experience in London, that lets you and a group of friends command a starship in a variety of missions; with proper sets (bridge, corridor, cargo bay, sickbay, engine room, shuttle), uniforms, props, and everything! Between 2020 and 2022, I worked on-and-off with the art director to design most of the sets for Bridge Command. I'm extremely proud of the work we did, and of the very talented folks who built it all up and translated my 3D scribbles into real sets!

To give you an idea of the thought and care that went into this by the team, all the doors are automatic with proper sound effects, there are "windows" which react realistically to the movement of the ship, there's a detention area with real movement sensors and alarms, full lighting control for red alert and various situations, and even sparks and "damage" for when the ship is in combat. It was extremely surreal to walk through something I designed, and I can't wait to go back to London and actually play a mission or two!

Here's a concept render of the UCS Havock bridge I made back in 2021, and the set as it was built (with Art Director Owen Kingston, whom I worked with on these sets and was giving us the tour). We got a bunch more photos and videos of every system working, but I don't want to load up the thread with it all hahaha.

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Anyway, after returning to reality from all that, here's a little personal project I've been working on for a while now, but was not able to find the proper time for. Essentially I had the idea of doing an emergency control room for the USS Victory, drawing heavy inspiration from the TOS version of the room, just as I did for the ship's briefing room. All the basics are in place, I just need to greeble up the walls somewhat and polish some of the shapes. I'm not entirely sold on the main "table" with the three control panels. I wanted it to be clearly based on the TOS version, but also unique and properly "TMP-era", I don't know if I achieved that, so comments are more than welcomed!

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My god that's a long post, sorry for being so verbose :lol:
 
Whoa, this must be one of the most intricate fan bridge sets I have ever seen. Very good job! Please feel free to post more images if there are more. :)

So is this like an escape room but for sci-fi fans?
 
The 'table' does look a bit bare like that, perhaps it could be in a similar style to the upright station (or the helm/nav console), but there could be raised portions, as there are now, at either end, which could also be able to swivel, in case the person the middle needed to see them?
 
@Michael: In a sense yes, though it's better described as immersive theater. Missions last a minimum of two hours, so it's much more involved and time consuming than an escape room.

Ok, here come a few more renders and photos:

Things were built a little different, some corridors were made shorter, others were added to compensate (for example, bridge and cargo bay were not build directly connected on ship 2).
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@TOMFAN: It is hard to keep it relatively faithful to the TOS style table, while still fitting the post-TMP style. I think I got it though, check the update below.

More progress on the aux control room. I've made the control consoles at the sides of the table longer, and tweaked the shape of the table itself, to me it works a lot better now. I've also added more details all around, like a proper ceiling and spotlights, removable panels on the walls, pipes similar to those seen in the Enterprise-A and B, etc. It's still missing the displays for the central table, but other than that, I'm fairly happy with how things are looking.

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@Praetor: Thanks!

@C-Dub: Glad you think so!

@BK613: I did try that, but I didn't like how it looked lol

Ok, tweaked quite a few things with the table. I added some decorative inset lines on the top surface, similar to the ones on the briefing room table; I also extended the central console a bit more towards the back, to add space for another row of controls placed horizontally on the top surface, this pulled the central chair a bit closer to the door; there are now physical controls similar to those on the bridge on the two seated side consoles; and finally the front end of the table has a bit more character with some additional details modeled in. I think now I'm ready to call this one done!

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Thanks for the kind words @Praetor and @Firebird!

Been playing around with my existing corridor set from the USS Yeager, and had an idea to turn it into a corridor for the USS Cerberus.

Here's how they're looking so far, the biggest changes are the new vertical lights at the bottom of each corridor segment, the removal of the light columns between each segment, and the wider corridors themselves, to make them more fitting for a larger vessel.

I also intend to completely replace the turbolift, with one matching that on Prometheus from 'Message in a Bottle', just in more appropriate colors for this ship.

Still a lot to do, though I don't know how much time I'll be able to dedicate to this one for the time being. I'm posting it mostly to force myself to keep at it rather than abandoning it like 50 other projects already lol

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@Redgeneral: Thanks!

@Henoch and @Praetor: The corridor is actually a bit taller than the standard TMP/TNG corridor. What might give the appearance of it being shorter are the slightly taller doors, inspired on the Enterprise-E ones.

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I've added more details on the inner wall segments, other than the handrail area, I now consider these finished. I've also replaced the Jefferies access wall with a large LCARS display one, ando modeled those weird light sconces that the Ent-E corridor had flanking some doors.

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Thanks for the comments, glad you're all liking the final shape, took a surprising amount of time and thought to get it "right"!

Here are the finished renders!

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Somehow I'm viewing this as the bridge of a well-equipped tug, with the center of the table being the helm, and the captain in a folding chair against the back wall.
 
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