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Building my own star ship

Well my HDD was failing and it's taken 2 weeks to figure out the problem and backup and entire linux partition to another drive! And after a fresh install, I'm 2TB up and running smoothly... except the scroll button on my mouse broke. :censored: Go figure...

This is my basic corridor layout for this deck using linked corridor pieces. I'd started creating joining pieces to connect the straight 4x4m sections together in to a (perceived) curve, but I'm wondering now if I should create every corridor curve type for every 4m distance from the centre point. It's a lot of work though...

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These renders are getting longer and longer (35mins!)... maybe this Core2 isn't gonna get me very far! XD [*some of these renders are a bit rough...]

I'm building sickbay. Always wanted more than 3 beds (I know it's implied there's more...) for 1k people so I'm making this 'standard' sickbay layout part of the bigger complex without trying to show that bigger layout every time you walk past the door.

Also wanted to add a sickbay specific transporter pad dead centre in the complex with wide passage access to sickbays and wards. When I've done these I'll work on labs off across corridors I think.

The thing that's really annoying me is that my head goes... "where are they gonna store their equipment?" and suddenly I have to build a store room on every bloody corner!

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You are literally modeling the entire ship? Inside and out???

Damn...... Impressive. :D And looking good
 
You're doing amazing on this. I got fried trying to build an interior and exterior to a YT-1300 from Star Wars that matched up and worked. I wouldn't even begin to take on this much. It's looking amazing though.
 
You're doing amazing on this. I got fried trying to build an interior and exterior to a YT-1300 from Star Wars that matched up and worked. I wouldn't even begin to take on this much. It's looking amazing though.

Damn it! I had to look up what a YT-1300 was! I don't envy you building that, I think it's probably harder building something that already exists, trying to match it, than just something which I'm making up and building it in 'the style of'. God help me trying to build even the Defiant to spec... :s (Also, if you've got any WIP images of what you did, I'd love to see them! :p)

This is the top look at the centre of the medical ward. I honestly thought I'd get more in than a sick bay and a ward, but I suppose I should appreciate that I can fill more space than I thought. I've got to fill in some gaps in the walls but next I'll work on isolation rooms probably across the corridor.

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The glass looks great but I need to check the faces on the top and bottom and probably in between the angled sections of the glass so try and stop it looking like its reflecting off the floor and at the connecting faces of the glass panes.

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This is the ward... don't ask me why it's rendered in purple!

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It all looks incredible (and complicated, and time consuming :eek:)! I just want to say that I'm particularly taken with the images that show views through those glass wall panels. There's something about them that I just find fascinating.
The whole thing is quite amazing :bolian:
 
It all looks incredible (and complicated, and time consuming :eek:)! I just want to say that I'm particularly taken with the images that show views through those glass wall panels. There's something about them that I just find fascinating.
The whole thing is quite amazing :bolian:

Cheers! That glass effect is built in to the Blender materials and you just pick how fuzzy you want it to be, so I can't take too much credit for it! :p I have seen something about forcefields which I want to play with as well but that's for another day.
 
I'm taking a break from sickbay and going to play with the impulse engines, mainly because as this deck goes back it starts to encroach on that area, but it's left me with a dilemma. I built the exhausts pointing out at an angle without really thinking, but should really fire directly back. So which way do I point the internals????

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it's left me with a dilemma. I built the exhausts pointing out at an angle without really thinking, but should really fire directly back. So which way do I point the internals????
- Ah. I think that depends on what type of Impulse engine you believe in: a(n old fashioned) Newtonian principled "rocket" thrust get up, or something more exotic that reduces mass and acts more like warp drive with the red "exhaust" just someplace excess heat and gas can be expelled. This thread should either clarify or confuse (I'm not really of a technical mind, so I only grasp the basics, but I believe in the "more exotic" and, therefore, all those internal gubbins can go (and point) anywhere) :rommie:
 
- Ah. I think that depends on what type of Impulse engine you believe in: a(n old fashioned) Newtonian principled "rocket" thrust get up, or something more exotic that reduces mass and acts more like warp drive with the red "exhaust" just someplace excess heat and gas can be expelled. This thread should either clarify or confuse (I'm not really of a technical mind, so I only grasp the basics, but I believe in the "more exotic" and, therefore, all those internal gubbins can go (and point) anywhere) :rommie:

Thanks for the link, I'll go through that tonight. Although I'm starting to think I should just remodel the impulse exterior to point backwards and then ignore the problem. :D

And while I've been ignoring the problem, I mocked up a concept for the internals... which by sheer coincidence actually has a coil on it!

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Wow this whole thread is proof Fans will always out perform what studios produce.

If only I could render to that quality! But I agree it would be nice if they actually planned out a whole ship once in a while...
 
Love your new impulse engine design and scale! Great engineering space to work.
 
Love your new impulse engine design and scale! Great engineering space to work.

Thanks, I've added a few things like those hanging wires... don't ask me what they're for! I'll come back to it when I have some more inspiration.

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I've also had a little play with the computer core but I'm not sure where I'm going with it so that's on hold at the moment.

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So I moved to the crew quarters, little two-bunk jobs. I'd love to know the toilet count on a star ship, it's got to be epic!

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Your various interior renders blew my mind! Wow!

:) Thanks, it's not Toy Story, but I'll take it! Pretty much just pressed the denoiser, upped the passes and used emission lighting on some surfaces. As much as I'd like to take credit it's mostly youtube! XD

After aligning the floor plan within the corridor constraints and deciding where the separating walls are in the crew quarters, I've relayed those walls in to 'pockets' with curved corners and cut the arches out. Don't think it's too bad, but if this is the work it takes for just one section then there's a lot more work to do...

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