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3D interiors in Blender

Well, I clearly didn't have time to continue work on this before traveling. 😂 Had a blast at STLV, it was great to finally meet so many friends in person, not to mention seeing people's reactions to our work in and participating in a panel, truly an experience I'll cherish my whole life.


@C-Dub: Yes, but as always with these logic gives way to the rule of cool sometimes, and I want that space free of a chair so that the Captain has a clear view of the screen opposite the holoproj-ector.

Today I finally had time to continue work on the briefing room. I finished the shape of the windows and added the basics for the screen area and the ceiling. I wanted to avoid reusing the Enterprise-D/Voyager briefing room screen again, so I went with a new take based on the Voyager sickbay lab screens.

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@Mage: Thanks!

Bit the bullet and finally started work on the HAG Signet 7700 chairs, which I'm not much of a fan of but I needed to do in order to stop using the same chairs over and over in my interiors. :lol: This is a first pass, I might still tweak the shapes somewhat and sculpt it a bit more, it's a tricky balance as it seemed pretty smooth on the show. The color is also tricky, depending on lighting and camera stock they go from deep brown to a cream color, so I went for what felt right as much as anything else.

I also did the fabric wall decors, and added more details to the light sconces, specifically those subtle black lines on the center part.

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Worked on the ceiling, detailing the large central light panel as well as adding smaller ones by the doors.

I also detailed the window walls. These are mostly inspired from the Voyager mess hall, so I added the "radiator" panels at the bottom and the metallic inset ones at the top.

Also decided to remove the light sconces by the screen, as they made walking through that area a bit hard. Instead I just placed a simple wall separation line. I might still add the sconces to the empty wall between the windows and the fabric patterns, but as I have yet to finish the support beams I don't know if I'll have enough space yet.

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The more I looked at the "radiators" below the windows the less I liked them, so I replaced them by panels coming out of the wall kinda similar to those below Voyager's bridge viewscreen. Plus I finished detailing the support beams between the windows, and added columns on the end walls.

I also tweaked the elements around the screen a bit more, with the dividing wall lines now closer together but the sconces back further to the sides. I think this is enough to make navigation a bit easier while also avoiding having the walls too empty.

Oh, and I added the carpet pattern on the floor. Now all that's left is some props on the table and the LCARS on the screen. There's no replicator here but I imagine one's on the corridor leading into the room from the bridge.

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I created a new LCARS display for the main screen, mainly inspired by these two graphics from 'Non Sequitur', but with some unique elements.
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I also added some PADDs on the table. I tested some plants or other props but I think that overloads the room a bit, it already has a lot going on for such a small space IMO.

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@B.J.: It was indeed inconsistent depending on what the plot needed (and if someone from the filming crew decided to steal one as a souvenir, which happened a ton). I usually decide to either have them or not on each ship (Victory and Thunderchild always have them, for example), although on corridor sets I do always include them on every door.

Continuing with the USS Budapest interiors, I'm modifying my existing corridor set for that ship. Very obviously inspired on Voyager but all the details are tweaked in one way or the other.

I still need to detail the ceiling but the straight corridor structure is mostly done otherwise. I have yet to start modifying the curved corridor as you can see through the corner. :lol:

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Added the final details to the straight corridor segments. The lighting is now more subdued as a result of the ceiling grilles, and the lower lights have a warmer tone.

I also added those weird vertical metal strips going across the panels, of which I tried multiple versions. I didn't like them at first but they do add some needed breaks on the design.

Finally, I did a longer segment for the 'T' connection with the wider curved corridor.

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They are aesthetically interesting, if perhaps a bit busy.

I've never understood the Voyager strips. We've seen that panels like that can be access panels for equipment in the walls, but those seem to be for (a) access denial and (b) generating fantastically unsafe debris.
 
They are aesthetically interesting, if perhaps a bit busy.

I've never understood the Voyager strips. We've seen that panels like that can be access panels for equipment in the walls, but those seem to be for (a) access denial and (b) generating fantastically unsafe debris.
Especially (b). Once again we're left to question what the Starfleet version of OSHA is, and whether they're doing their job. :p

i never noticed that voyaer had those.
I never noticed them either, but they were apparently there from the start. The Trekcore screencap below is from "Caretaker."

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Yeah they're a bit odd, definitely just added for aesthetics to add some vertical breaks on the longer segments of the corridors, without a care of function. They also didn't connect to the removable panels themselves, but rather to the ceiling, red alert indicator strip, and the handrail support.

We do see panels removed on Voyager, both ones that usually have the strips in front of them and those that don't. I would imagine the strips can be removed for accessing a panel, as a sort of added security or something.

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@Firebird: Oh I 100% agree, as I said many times on this thread I'm not a big fan of the Voyager aesthetic precisely because of that point. These past few days I've considered more than once to change the Budapest interiors just to add some color, deviating from the Voyager style but IMO making it more interesting.

I changed the removable panels to be metallic grey, instead of using the same blueish paint of the wall segments with doors; this matches how they were on Voyager. The first render is the same camera angle as on the last post, so you can compare for yourself.

I also made the lights at the top of the walls warmer, and completed the curved corridor segments, which were fast to do as they're essentially the same as the others just with adjusted lengths/angles.

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Are those vertical metal strips just a shortcut they used to make the long panels look segmented?
Would it look better to get rid of them, and chop up the long panels into 'removable by a person' sized segments?
 
Might've been something they added last minute to make it look less comfy than the Enterprise-D, and they were stuck with it after that. That's the impression I get anyway.

It's hard to see, but it looks like they were there from the start according to this blueprint.
 
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