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3D interiors in Blender

Looking good.

Here's a strange thought about the transporter control console. Have it placed on a pivot so it could be swivelled to one side (something akin to the CONN & OPS of the Enterprise-D).
 
Looking good.

Here's a strange thought about the transporter control console. Have it placed on a pivot so it could be swivelled to one side (something akin to the CONN & OPS of the Enterprise-D).
Makes sense, move it out of the way until it's needed
 
I like this version.

In my head I'm going back to the NX01, which was a smallish room right off the corridor, like this.

b7032a333a02e710355731f7dbdc1085.jpg
 
Ok, I went back to my original concept and decided to be happy with it rather than continue to second-guess every choice, because I do prefer how it looks. 😂

I started modeling the "corridor plug" from TNG engineering. The longer right-hand section will be the transporter controls, while the left area (pretty much a reuse of the panel I already had modeled) will have isolinear chips and such. I'll probably incorporate some greebles from the transporter room as well somewhere.

tadeo-d-oria-c0-05.jpg
 
I like that! It fits more with the Defiant-style transporter (small console on the wall), but looks very much like how TNG would have done it.
 
Ok, I went back to my original concept and decided to be happy with it rather than continue to second-guess every choice, because I do prefer how it looks. 😂

I started modeling the "corridor plug" from TNG engineering. The longer right-hand section will be the transporter controls, while the left area (pretty much a reuse of the panel I already had modeled) will have isolinear chips and such. I'll probably incorporate some greebles from the transporter room as well somewhere.

tadeo-d-oria-c0-05.jpg
Yes! Something I absolutely love is when designers reuse set elements just like the crews would during production in order to save money. Gives a unified design language and kinda pays homage to the art department.
 
Had to tweak the consoles somewhat to make the LCARS fit, but that's good as it now guarantees they're pretty accurate. The LCARS themselves are inspired by both the TNG engineering panels and the transporter room.

I also replaced the two ceiling spotlights with an inset panel as on the TNG transporter room, as this provides less harsh lighting; and I simplified the side wall a bit, it was too busy before.

tadeo-d-oria-c0-06.jpg
 
Had to tweak the consoles somewhat to make the LCARS fit, but that's good as it now guarantees they're pretty accurate. The LCARS themselves are inspired by both the TNG engineering panels and the transporter room.

I also replaced the two ceiling spotlights with an inset panel as on the TNG transporter room, as this provides less harsh lighting; and I simplified the side wall a bit, it was too busy before.

tadeo-d-oria-c0-06.jpg
AWESOME!

Doug Drexler and Mike Okuda were two of the more well known Art Department wizards on TNG, DS9, VOY and ENT.

Mike and his wife, Denise, developed the art style for the LCARS system, known as Okudagrams in their honor, and were responsible in large for the design of Federation Starship sets. Doug Drexler posts his blog on Facebook and has many funny stories of slipping onto a set just before shooting and adding different colors of duct tape/gaffers tape to the sets to enhance the look. I believe Drexler was responsible for the "shatterbreak" design seen on Cardassian consoles throughout DS9.
 
I assume because the last post looks insanely good like the set dec crew was all over it already?
Yeah, that WIP image adds the black accent lines and informational labels the Trek art department used to make things look more functional. My favorite is the cellular regeneration chamber which was... a tanning bed? Sensory deprivation chamber? Single-person jacuzzi? ...some sort of found object, but the shiny white surface didn't resolve on camera at all, so Drexler or Okuda or somebody had to break out the graphic tape and tech it up in a few minutes before the scene started shooting.
 
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