• Welcome! The TrekBBS is the number one place to chat about Star Trek with like-minded fans.
    If you are not already a member then please register an account and join in the discussion!

AndyP's Trek building thread

Further updates. Went back to working on the transporter room, added additional details around the transporter pad, applied the set labels through out. For the weapons locker area, I needed to use red labels as the weapons lockers are aluminum, and the labels used to date are also aluminum.

I updated the LCARS behind the console to try and make it look closer to the voyager LCARS, along with the animated gradient pattern that was seen on Voyager. Curious if you guys like it more than what I had previously there.

Additionally I updated the lcars on the transporter console to include the sequence initiators. An added feature to the shader: I created a slider in the shader so that I can animate it when someone is beaming up / down.

kVTnUpfyuLTqiTeqbZDk1WXdE8LZCaxMQcnC2O82SY8pUw7kmpI5XuxS9QhR6OUWOM8lOORNBJ4iwB8uWGfQf5PwCJ6MCLDBs8-mALzmPLzhb2yvA1SODLyHL9kaBm0w4sKeoa7y9w=w2400

WY8rce08TMTLZVgXXnTiIWqdQdkx3y062rFgw8BYbBRp_qoGI0K8JC9PUeq6XYNqElBhaSHqV0tMe_GlZUZB5uNYVjWAMvj4r3QtquZGJY0rvkfG61niVTMEsQgGJ6u0tM66S_drZQ=w2400

KIXXTJjpD49lq1sx1sPF7ySRdkTfViFXRfjccoH11La6eqzrEtWNn7Hefg1A1Cmm6TI_7S-Xkv8C7-KPhNZmVUl4ExV024_TkH00H9UgyrqYXsaB3CvZkI9hXOowR_yyAMF3HSWenw=w2400
 
@blssdwlf it's because I modeled that section based off of the nemesis weapons locker which had blueprints posted at auction a few months back.

It was recommended that I put some sort of gear up location along with storage compartments so that away teams can grab equipment and beam down.
 
@publiusr Thanks! Yeah I'm surprised how well the model held up 10+ years later. When I started building these sets, I thought about rebuilding that ship, and making these sets to be the interior of that ship.

Since last update I built a turbolift. Not much to say about it as I made them following @Redgeneral 's awesome blueprints. I have the material for the lights setup so that I can animate them for when the turbolift is traveling around the ship.
jYP5ow8y1nxqOMjzsybPdSUzCEmcjTl1RCDdkgE_NIIBQ0FD1abVB_AgTlEqsNu7uGph9nmGb4Bg2PCNuw6SGLk6bqH1lQ3nV1aptx81Qyy2ddHtXF99XcwqB0JJ2mmqnXuw0674Nw=w2400

FwB6NmvpfWAeHsXKWcpjhZYTfeI-jw_byMgvHRD-kPRFcAZh8EPSZDUqzS674Pukc7jhU9WC945qkCOrOEgLtbstQh8eG587XOFekz5gu3vvj7d4FJFaa9HH3G3FE8evnJpUToJofQ=w2400
 
Another FX test for you guys! I wanted to have this finished last week, but it took a little bit longer. I have created an updated version of my transporter effect. The original effect can be viewed here. This also shows off the sequence initiators on the transporter console, where I set the material up so that you can swipe up and down.

New effect:
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

This time around I rendered using cycles, using my recently built transporter room.

The effect was created using 3 render layers and 2 pre-rendered image sequences

Render layer 1 : This layer contained the transporter room along with the character

Render layer 2 : This layer contained the character and was used for added lighting for the character as well as served to generate an alpha channel for the character. The collection that contains the set being set as a holdout, and indirect. The alpha pass for the character was later used for compositing the beam effect by subtracting the alpha from those assets.

Render Layer 3 : Just the transporter room

Image sequence 1: The falling down streaks when the beam is first activated. This was pre-rendered as an image sequence. (I re-used this from my original effect.) In TNG this effect was achieved by dropping down fiber optical lights.

Image sequence 2: Swirly particles. This was another pre-rendered sequence. I created a particle system from a sphere where the particles were effected by a vortex

After that I did a lot of compositing nodes, where the lighting from Render layer 2 added to the character on render layer 1, and then used a mix node to animate a crossfade down to render layer 3, with the image sequences composited above both render layers with the alpha from render layer 2 subtracting from the alpha of the image sequences.

The reason why I pre-rendered out the image sequences was so that in the future it would be quick and easy to re-use and would save on render times.

Because of how many render layers, and all of the compositing, it took about 4-5 minutes to render per frame on my RTX 3080, I think all of the compositing might have slowed it down some too because this laptop is a quad core CPU (Blender uses the CPU for compositing.)
 
Hope everyone is having a good holiday break!

I've started working on the next room, this room is to be the quarters for the Jr. Officers. As a nova class ship is small, I intend to save space in the quarters by trying to make the rooms smaller and more spartan that what we saw on Voyager, TNG, yet I want each officer to have more space than what we see on the Defiant. As such senior staff will double up on rooms, with lower ranking officers being 4 to a room. I will only model the double layout, and possibly a room with no bunks and a single bed for the XO. Some rooms will feature dorm style communal bathrooms with the room next door. (I do not plan on modeling the bathrooms only the door to the bathroom.)

I started by modeling the bunks that were seen initially on the Runabout aft section in TNG Timescape, and then were later used in the sets for the Defiant's Quarters.

As I wanted the rooms to still follow the general size of what we saw on the Stage 9 set, I built the rest of the room based off of this directors plan for Data's quarters. I guesstimated the dimensions of the room. The bunks fit perfectly where one of the room dividers would normally be. I wanted to keep thing small and compact, and started looking at scene drawing for lower decks, and noticed that each lower decks officer had essentially a locker for their things. After seeing that I decided to come up with a similar concept, making the wall opposite of the bunks storage lockers, based off of what is seen in TUC. (blurry blueprints for those). To furnish the room I made a simple modern couch and coffee table, additionally I added table and chairs I modeled for the mess hall to the room. The replicator I built (gestimating dimensions) from one of the panoramas that was uploaded to @Redgeneral 's archive from the Trekcore Voyager tour.

4Q0UW7Qi7TNpHEtoPt_OeDXnPdVaHAq1z_XdVp2cMnnMF7aGWU7z7ms1_FGJTAverW6UYW9GQfZttNpDhzHK9K4EH8FLTIIvZtKmYCWSWQXMDlqZhxU_I9XL3iKvNtBDwiD7n7Uw8Q=w2400

UhLilgMBXy6Hz5cbfoEuENXvqpHWOOXKiLawf3FOo6YGKjcC4UyZQnmW_R0SV-wHYdM8LlJx-8xnPHs6Bi6GTFD3CG6H3CS3yusePRkVS2vAu3Zlr7_udw18Kdp0IkcrXisn7bd3PA=w2400

D5N7ACbIgeJQopNbjQblqzYksOautKvITqVBn9vTZFG0cDnk3ORJtDKNKSC-lIXyUa17bu40vSneDYb5Pv1RSnI6v4b8Pw3KQqYHL2Ugo5VtITaS5GHuy4MEhB6yLONp-A6rIO-rMA=w2400
 
Looking good, if I had the money I'd eh.. "borrow" a lot of your designs for a neat little house.. :D

Same! Ha! While building this I also keep thinking of how space efficient this room is, and then I think of some of the Ikea tiny home designs.

Further refinements to the quarters, added some decor, adjusted the material on the lights in the bunks. Refined the replicator to bring it closer to the on-screen version, as well as added lcars. The painting is a Dan Curry painting that was at auction a while back, I then converted the image to greyscale to use as a bump map on the painting to give it some texture.

T6isXGP3Io4x_xOv3uJYcFP3ida_cZdnbdPDHviBASgMBNa9MT9kLNKWi9alWx-9LBT1LCwR5-DYYpiTUzDy-Ktx690RP-eBYyPpKu3OFBQ3GFrIFQQnVXxu5Ogozhz0asrs7a3Cog=w2400

tjNXB2DBTlRzYS_x9CPvJLzgMUDOzPYL2iGzVTpXDfXHNVhHawZ-LrfN3_uktOkumXSDslv5M7cdxR20sQkn5trINyvau1O8Fsw6jrQqlaSvSGLoIoLwHG9dWMGGhJl5Efsq5t-W1A=w2400

4kOduXEmpKQu7FlGi588mlWTWZgBcFvuPsVID85Jy-2G2UBjq9638Mt30vxY9l74NVh1gkCHSIQUr7XtYFaP0fRNoXAonKe3fc7bDsd-IIL5tO5XmSn--0QBsXtk4atAuf4Evr67tQ=w2400

jZUvHlignrUfmjknAgafPnLODqw2JwZhFSg9i616snKk-SnrND63_m7ya0CB1rNokn8C1OCHV7QQR21lLyQtr46XCHlnmOQATf5GqRid6NI7_XA70PF1eds8YwuwDkMys6oDNEsPPg=w2400
 
New day, new room! Today I bring you the Captain's quarters! Not a ton to say about this I took the base room that I built way back in March (feels like forever ago) and then adjusted the size of the room to have 2 windows to fit with the size of this small ship. After that I filled the room up with furniture that I built over the past year, including a desk that I had initially built for the ready room, which is based off of Janeway's ready room desk. The bed is in a separate windowless area. I have not put much detail into that section of the room, and I might not unless it is ever called for in a story.

The painting is another Dan Curry painting from the same auction I posted about yesterday.

79Cih5HbCLQMbB7p9RgJh0k-eBKyfjvc8K9asoM6Zar4diOZbwkIJdHrhzIiYYiD5jcbivasztUFLVYAS_ZVIIOlzWUB8Ndwh1zEDv2kFA6tleoauyZd9cSbfbL4ygQ8G-8CXfSsyw=w2400

jD0ixOmmYek881o_9XTThVg2TCn4POqJ-lRKGnizJzPuxGk3GkAZGUa0jMjJZFhr1VbGxy5k442e5DHsW0VBsnZj8rxrIS6g5oo3wa4gVn15ixdZXjM8-i2p2wP_fph-IEZlU_FTug=w2400

whCwZkV-ZA9Lng39P6dhseq_ZZG9lQw8LHKsEX6hZJTKN5P-GUQdwnLP4Ugn0QKi0P0mLO3kIw4Zy1-nP7XBOkwNMOsVxT5F9FumCSJrTGTyWt6Li8Ip_TwftMbATrC5dKIH7ais0A=w2400
 
If you are not already a member then please register an account and join in the discussion!

Sign up / Register


Back
Top