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Constitution Class Interiors WIP

ashleytinger

Fleet Captain
Fleet Captain
I apparently needed a break from building that insanely large Galaxy Class Main Shuttlebay or just decided to follow my muse with this one and am revisiting the Consitution Class corridors I recently built and have rebuilt them to be a bit more functional for my characters when I get around to working on the myriad of comic ideas I've got.

Took some ideas from Mr. Scott's Guide to the Enterprise and went with it for both the radial and concentric corridors. The panels are all removable in the concentric corridors with piping behind them or if you want circuitry you could add that too. The angled walls all have storage spaces behind them and are hinged so that characters can access the emergency supplies in there.

http://ashleytinger.deviantart.com/art/TMP-Corridor-Rebuild-WIP-614300607

http://ashleytinger.deviantart.com/art/TMP-Corridor-Rebuild-WIP-2-614517764

I haven't exported these out of Truespace yet to put them into DAZ and reassemble them, but that'll be next on my list of things to do after I've completed my next building project in Truespace which I got off the ground almost right after I finished the corridors, the Transporter Room as it appears in Mr. Scott's Guide to the Enterprise. I still need to add more details to the Transporter Room but the layout is mostly done. Trying to decide on ceiling lights and back panel designs for the field generators on the pad as well as a modified look for the lockers in the adjoining room.

http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Build-WIP-614550456

http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Build-WIP-2-614769645

I'm going to go in and end up converting both the corridors and the Transporter Room into modified Galaxy Class versions. While I loved the corridors I was using, re-watching Next Gen has gotten me in a mood to build again so instead of settling, I'm going to make a modified version for my little universe. For the most part the Transporter Room will be left alone except for a new booth that's more similar to the Voyager control booth and a pad configuration that's similar to how it appeared on later seasons of Next Gen. I'm going to keep the larger room size and elevated floor with panels hiding the machinery. The concentric corridors are goig to have that more squared off look they had in TNG with some changes to differentiate it enough to look like it's in a different universe but still looks like a Galaxy class corridor.

What's next? Probably Sickbay to be honest. While I like the look of both Voyager's and TNG's sickbay it always looks tiny and inadequate. Sickbay in TMP and out looked more capable. So I'll build the Mr. Scott's version and then modify that for a TNG/Voyager hybrid version as well. I've got an itch to create a 'bridge of the week' that has the layout of the Enterprise-C bridge that was a redress of the courtroom which was a redress of the battle bridge which was a redress of the original Enterprise bridge (if I remember right) that can be used for a multitude of ships. That and the TMP version of the Auxillary Control Room. I must be out of my mind.
 
Speaking of this topic, do either of you have a good shot (or even diagrammed out) the 6-man crew quarters from TUC? I really wanted to make use of that, but I'm not getting good grabs to make out the room.
 
Speaking of this topic, do either of you have a good shot (or even diagrammed out) the 6-man crew quarters from TUC? I really wanted to make use of that, but I'm not getting good grabs to make out the room.

If you mean the one where Chekov embarrasses himself with the shoe, that's a heavily redressed version of the regular TNG crew quarters. They used the same set in TNG and dressed it up differently for Data/Geordi/Worf. If the one with the six bunks is a different set than that, then I haven't seen them but I'll keep a look out.

I know there are plans for multiple general quarters in Mr. Scott's Guide to the Enterprise, but they don't necessarily match what we see on screen in TUC
 
No, but I wanted to use the 6-man quarters as a default for regular crew. Most of the blueprints give rather lavish quarters to EVERYONE, which makes little sense to me. But, interesting that it's the TNG officer's quarters set. That's something more to go on to make it fit. I just need a more definitive layout, then. (TUC doesn't let us see much, sadly.)
 
No, but I wanted to use the 6-man quarters as a default for regular crew. Most of the blueprints give rather lavish quarters to EVERYONE, which makes little sense to me. But, interesting that it's the TNG officer's quarters set. That's something more to go on to make it fit. I just need a more definitive layout, then. (TUC doesn't let us see much, sadly.)

If you look at the Stage 9 layout from TNG's later seasons, it's the room that the corridor wraps around. There are two entrances, one across from Sickbay and another across from the Holodeck/Shuttlebay. It was converted from Kirk's old quarters in TMP but they rebuilt it heavily before it made its debut in ST VI.
 
Well after three or four hours of finishing up the details on the TMP Transporter Room set in Truespace, then converting it piece by piece in another program, then importing it into DAZ, resizing and re-assembling the set, I decided to slap some basic materials on everything, light up the elements that needed it with iRay and throw in a figure to test the set out.

There are a few parts that need to be moved and I'm thinking I'll scale back on the reflectivity in a number of parts that really don't need it, but this set right here is entirely self-lit with iray lights and nothing else. So huzzah for me.
smile.gif


First is looking in from the back of the room just off the main entrance and just behind the control booth.
http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Render-Test-1-615910416

The second is looking out from the actual transporter pad towards the booth.
http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Render-Test-2-615942779

Third is the armory off to the side of the main room.
http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Render-Test-3-616152929

Fourth is the lounge situated back behind the armory and the main room and booth.
http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Render-Test-4-616153628

Fifth is the little walkway behind the control booth that leads to the lounge.
http://ashleytinger.deviantart.com/art/TMP-Transporter-Room-Render-Test-5-616154286

I ended up making a second door there that would lead to the concentric corridor where the main entrance lies off the straight radial ones.

I'm thinking the lounge and back area there will have artwork or scultures or something lining the recess in the wall there. I'm actually very tempted and might have to go in and redo the briefing room I built with a similar styled recess and lights and maybe import that wall molding for a few blank spots in there as well.

What I didn't get a shot of is that there's a head right off the lounge although I didn't model a toilet or sink for it, the walls and door are there for use in the future should it be needed. ;)

When I remodel this for a more TNG/Voyager hybrid with this I'm thinking of adding padding to that back corridor.
 
http://ashleytinger.deviantart.com/art/TMP-Radial-Corridor-Test-Render-616712633
Started importing my Corridor segments from Truespace into DAZ. Assembled a quick Radial corridor and rendered it last night. I think I may have to redesign the ductwork in the top center or re-export it as I'm seeing some errors on this render from the little data reader. Actually, looking at it, those might just be reflections of the bulkheads.

I'm doing a new render with the light braces the right color, but the white walls were intentional as I wanted to test the light bounce for G deck which according to Mr. Scott's Guide to the Enterprise and those panels are painted white, although I think I'll go with a matte finish to them instead of metallic for the finished version. The next render is going to be on E Deck which has red padded walls. So we'll see how that goes.

I do think I need to lower the light levels a little bit more though. I wasn't expecting this to end up as well lit from the floor and ceiling lights as it is.
 

I wasn't thrilled with the light level on the radial corridor so I lowered it and then rendered it with the 'padding' that would be on the walls in the refit Connie, in this case we're looking at E Deck. I might lower the light output a little bit more even than this, but this isn't as glaring as the white walled render. It does end up making the Radial Corridor brighter than the Concentric Corridor this way though.

Well when you've got your straight Radial Corridors made, the easy part, then comes making the intersection and actual Concrentric Corridors that teh Radials spin off from. I designed this with removable panels on the flat portion but I'm having issues getting my removable panels to export properly so that a character can hold them without seeing a ton of mesh errors. I haven't put my GNDN pipes in behind the panels because of this, but acting as the wall parts that they are they look fine when rendered up. The storage compartments however look to be working as intended, I just don't have anything to put in them at the moment, but I wanted the option should the need arise. The shorter angled sections with doors built into them don't open at all just the big 10 ft. sections. But I got my emergencty compartments. :)
 
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I've been working o the bridge the last few days and I tidied up some mesh issues with the bridge dome and ended up creating a few new ones I need to fix. I did get the turbolift alcove cut out the way I wanted to though and threw in some Phase II style chairs (they were in the Phase II plans) that are just placeholders for the 'good' chairs. I'm thinking the hoods on the wall parts of the consoles are too thick and may need to be thinned out a bit. The yellow parts in there will be lights lit with iRay.

Yes, that is the emergency hatch you see open in front of the helm and yes, there will be a ladder down to deck 2 and a small portion of deck 2 kind of like a Jefferies Tube. I did end up cutting into the dome and colored the exterior shell darker so you can see where it's cut up. When I load it up normally they'll be the same color so it's more subtle, but as it is you have 12 pie pieces that you can rearrange, including the viewscreen. I'm opting not to do the Tactical Station with the hood as it always sticks out to me. Does the Tactical person really need to see the main viewscreen at all times when they've got perfectly good targeting displays in front of them? No. Anyway, want to rearrange and slap the turbolifts to the sides of the bridge? You can do that. When I'm done it should load up just like the classic bridge ptrope has out there where you can basically drag the consoles and pie pieces wherever you want.

You should be able to load it up with some missing like they did to make the Grissom bridge in Star Trek III as well. I may do up a few oddball wall pieces like Reliant had to add some variety. Haven't got that far yet. I'm probably going to model the chairs next before I do too much with the wall monitors and consoles though and fix up the railings a bit. The ceiling is definitely going to be last.
 
If you look at the Stage 9 layout from TNG's later seasons, it's the room that the corridor wraps around. There are two entrances, one across from Sickbay and another across from the Holodeck/Shuttlebay. It was converted from Kirk's old quarters in TMP but they rebuilt it heavily before it made its debut in ST VI.

Actually, the crew quarters set, Kirk's quarters and Spock's quarters were all modified from the existing TMP set. The rebuild didn't occur until after principal photography finished on ST6. Here's a couple blueprints to show they used Kirk's "conference area" in his quarters:

https://www.flickr.com/photos/99878876@N02/13966436277/in/album-72157644182510017/
https://www.flickr.com/photos/99878876@N02/14173171883/in/album-72157644182510017/
 
Actually, the crew quarters set, Kirk's quarters and Spock's quarters were all modified from the existing TMP set. The rebuild didn't occur until after principal photography finished on ST6. Here's a couple blueprints to show they used Kirk's "conference area" in his quarters:

https://www.flickr.com/photos/99878876@N02/13966436277/in/album-72157644182510017/
https://www.flickr.com/photos/99878876@N02/14173171883/in/album-72157644182510017/

My timetable was off. They did make some extensive changes to Kirk's Quarters (replacing the wall padding with ridged grating, the second door, removing the sliding glass door and changing the walls there and a complete rebuild of the ceiling in the original entry). You can see those in the episode Family when they dress it up as Worf's Quarters and they're in the blueprints here. This is still the same room where they had Chekov's little gaff with the shoe.

They did end up rebuilding it as a more modular set sometime after that though, probably before season 5 of Next Gen.
 
So while I was deciding what to work on, I figured I'd actually export the Junior Officer's Quarters into DAZ and get it situated along the corridor sets and run a few test renders. Obviously this would have different set dressings to be different quarters for people and even different lighting depending on the individual. These would all be the base room when you moved in your first day.


This is looking from the main entry towards the bed (courtesy of mdbruffy). This one shows the actual ceiling height and lowered bed and wall sections that I'm keeping for the room. I wasn't happy with the 10 ft. high ceilings and lowered them to around 8 ft.


This is looking from the bed towards the main entry (bed and chair courtesy of mdbruffy and ptrope). I added a console here as the blueprints didn't have one but it made more sense to me that they'd have something even if it wasn't a full blown sit down desk console. This is still with the 10ft. ceiling.



Lastly, this is looking from the bathroom towards the wall that has the dresser and mirror with the bed off to the side (courtesy of mdbruffy). Also still the 10ft. ceiling.

I've been plucking away at my take on Engineering for the last few days. I think I'm going to finish that before I do anything else.
 

Finally have my version of Engineering built enough in Truespace to start importing it over to DAZ to assemble there. Trying some new exporting ideas and basically started at the bottom floor of Engineering and am mostly building it all the way up to the third floor. This is the view from a corridor that would be running from Engineering to the Cargo Bay of the Refit Constitution Class.
 


Ok, enough teasing. I've got enough of it assembled on the second floor to do more renders with the iray lighting doing the job. This is actually the second render I've done of the same view here. The first one I thought the walls looked way too bare so I went in and added the wall detailing I'd made for the Transporter Room and colored it darker to make it pop a bit more. I also added the door controls to each side of the Emergency Pressure Doors (the red ones she's walking past here) throughout Engineering. I actually had built those for the turbolift alcoves for the corridor endcaps, but they work for this as well. Oh, and I had to go into Truespace and redo the Vertical Intermix Shaft because there were gaps in the mesh I didn't want. So really this is Render Test 02a. Either way it's coming along. And yes this is kind of another tease. I'm not sure on the safety railing around the Intermix Shaft just yet. I might make it black to make it standout more versus the supports, but I was thinking a caution yellow could work as well.

Rendered in DAZ Studio 4.7 using iRay.
 
The architecture looks good.

But I gotta say, I feel sorry for your CGI crewperson. Her extreme wedgie is clearly effecting her ability to walk comfortably. Good thing she seems to be mostly alone on the ship, or else she'd probably be rather embarrassed.

--Alex
 
Everything is extremely shiny.

Yeah I'm going to tone that down a bit when I go to actually use them for what I've been planning. This is kind of the default material setting in Daz for metal and plastic. There are even mroe reflective versions which for this would be complete overkill on that.

The architecture looks good.

But I gotta say, I feel sorry for your CGI crewperson. Her extreme wedgie is clearly effecting her ability to walk comfortably. Good thing she seems to be mostly alone on the ship, or else she'd probably be rather embarrassed.

--Alex

LOL Thanks on the architecture! Yeah the outfit is Uzilite's New Adventure which in itself is a take on the Star Trek style of uniform, only really tight. Not much I can do for that end of things at the moment. I like almost everything about the outfit except that and a few things about the version with the jacket. I've thought about going with the more traditional uniforms but I'm still waffling on it.



I did get another render done yesterday. iRay takes forever to render these on my current laptop (I'm going to be building a much faster desktop in November). These average between 3 and 5 hours render time to get them this clear but even then in a lot of them there's some grain to it. Just the way iRay render things.

Anyway, this is looking down the Vertical Intermix Shaft from the top of Engineering. I've only built it to be three levels. There would be access rooms to other parts of the shaft throughout, but they built Engineering around where 'the magic happens'. More crew will start showing up here and there manning stations throughout as I go through doing my test renders to make sure it's all neat and tidy.
 
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