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Constitution Class Interiors WIP


Our new XO continues her tour of Engineering looking for the Captain and Chief Engineer. Figuring they might be near the bull pen near the coolant tanks on the first floor she makes her way over there.

I ended up re-doing my standalone consoles and making some random crew to toss into Engineering. They're scattered about. I decided to re-use some of the console graphics from Bridge 9 from VP for this since they basically fit the era I'm going for but there's a lot of editing here to get it to where it fits these consoles.



Continuing through Engineering, our XO sees the bull pen is full with someone from the science division giving one of the engineering lieutenant's a hard time, the coolant tanks look ok but unmanned and the dilithium reaction chamber is humming right along. She'll have to find the Captain and Chief Engineer elsewhere.

The dilithium reaction chamber sits right under what would be the room that Spock goes into in Star Trek II. I was inspired a bit by the design of it from the Phase II Engine Room designs. There's a matter feed line on one side and an antimatter feed line on the other and it all hits the dilithium crystals like a sparkplug in a car now, then the energy from the reaction is sent back along the intermix chamber to power the ship. The coolant tanks are my own design,but the middle part is an adaptation of parts we saw on screen in the original series. I actually haven't done up graphics yet for the console or display for the coolant tanks. I did a variation of the pool table from Star Trek The Next Generation's Engine room for the bull pen here which was originally borrowed from Starfleet Operations in Star Trek IV anyway.



Seeing that the XO is looking lost, an ops ensign takes pity on her and points her in the direction of the Engineer's Office on the third floor.

This one was mainly to check that the lighting was ok in the corridors off the front of Main Engineering.



Our XO looks up to the third floor office contemplating taking a turbolift or the nearby ladder.

I may have to rebuild the glass as I'm seeing some slightly weird segmenting in it in the office window. The glass in the second floor going around the intermix chamber looks great though.
 

Deciding to take the ladder, our XO is slightly rethinking her decision. (I also haven't built a turbolift yet)

I'm kind of not happy with the lighting but I'm not all that worried about it as I'm not going to be using this part of the set all that much and realistically would you need that much lighting here?



Our XO is REALLY not liking her decision to take the ladder instead of the turbolift and has decided she needs to hit the gym more often because this is ridiculous.

This is from the third floor balcony looking down on the second floor opposite the Chief Engineer's office which you can see through the top right window there. The second and third floors of Engineering are definitely brighter than the first which wasn't necessarily intentional, but there are some pretty big lights in the ceiling. I had a terrible time posing the lead on the ladder. I probably won't use it much since it was such a pain. The horizontal piece going off the Intermix shaft is heading aft where it will eventually split and go to each warp nacelle. There's a wall there blocking access so that in the event of a hull breach there it's not as catastrophic.
=p.gif
I do have access through a pressure door, but it's just a stand in and you can't actually go back there at the moment. I'm probably not modeling that part of it either. I just wanted a main engineering that wouldn't kill my PC every time I loaded it up and the full height and length of the shaft on the model that's out for the movie accurate version would do just that.



Finally off the ladder our XO takes a breather to look out over this part of Engineering spotting the Dilithium Chamber on level 2 and the access door that leads to the horizontal portion of the Intermix Chamber.

I need to fix the sizing and spacing on the pressure door as I see parts of it peaking out beyond the door frame that shouldn't be and I'm not entirely sold on the wall panels on the third floor balcony just yet. I may have to resize those a bit as well.
 
Maybe if your XO reached for the next rung higher with each hand as she climbed she'd go faster and not expend as much energy. Her hands and feet are awfully close together.
 
Maybe if your XO reached for the next rung higher with each hand as she climbed she'd go faster and not expend as much energy. Her hands and feet are awfully close together.

I was trying for the mid-reach look but failed miserably. I'm in the process of putting in a lift inside the set on one of the walls, mainly for heavier items so engineers won't have to tie up the turbolifts but could easily work as a personnel lift as well. I got a bit distracted with working out a new ship style though. lol
 
Really enjoying this thread keep up the good work.

Thanks! This has been fun and a good way to stretch my modeling skills a bit.



Heading into the Chief Engineer's Office on Deck 14, our XO finds her CO, a science tech and the Chief Engineer debating about some system changes. That's when our XO complains about only having a ladder on the inside of Engineering to get upstairs.



The Chief Engineer points out his window and our XO turns to find one of the Engineering team using a lift she apparently overlooked.

"When the hell did they get there?" she wonders.

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Added the lift in on the suggestion of mdbruffy and the crew needing some kind of lift inside for equipment and I agreed. It's a little small, but just about anything can fit on it if they pull the handrails as needed but even then most of what they need to move beyond that would fit in a turbolift.

I'm not sure I like the image warping on the glass there, but it is actually behaving like curved glass so it's ... well. meh. I'm going to try some of the other clear glass shaders and probably try and redo the mesh if I don't like the results on the glass there. It was more to have a view of the intermix chamber than anything else really.
 


Shifted focus from Engineering over to Sickbay. Started importing the framework of the set from Truespace over to DAZ. I think I might do it this way from now on instead of building the whole thing and then exporting it as I can put it all together as I go and get the material settings the way I want and make sure the pieces fit as there is a little bit of drift between what I have in Truespace and what it ends up looking like in DAZ.



One of the medical staff is heading through the decontamination corridor after delivering some samples to the lab and heading back into Ward B.
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This decontamination corridor is an open set. I may put a door cap on the end of it, but I'm not sure how often it'll get used. It's basically a GNDN corridor so that the office overlooks something but I wanted to see how a character would look in it.



Yes, I know this isn't in Sickbay. It is however the corridor that will be permanently attached to the set. It's a much tighter curve than I'd originally built my regular corridor sections for, so I had to take a few of the pre-mades I had apart and finagle them a bit and then figured I should do a test render to see how it looked. Need to make one or two adjustments, but I think it ended up fitting in just fine. And I even got my white padding for the wall sections to look the way I wanted.
 
Looks like you've managed to integrate the much wider corridors from "Mr Scott's Guide" into the corridor structure well. I often wondered how that would work in reality!
 
Scotty would never allow the Enterprise to get dusty.

That and I'm going with the idea of self-cleaning from TNG. That and less paint spread around the corridors and sets and going with more base materials. ;)

Looks like you've managed to integrate the much wider corridors from "Mr Scott's Guide" into the corridor structure well. I often wondered how that would work in reality!

Yes! Yeah I'm basing the overall sets here off "Mr. Scott's Guide" and some of the overall set plans from the stage 9 blueprints. I'm taking a few liberties but most of that was with Engineering. The longer corridor sections also have the hidden compartments from "Mr. Scott's Guide" in each of them so that they can be used in emergencies.
 
Your Connie seems longer than the refit--with part of the neck running down the secondary hul.

I'd like to see orthos.
 
Your Connie seems longer than the refit--with part of the neck running down the secondary hul.

I'd like to see orthos.

I'm actually using the MKF Connie that MadKoiFish created and was converted over to poser/Daz by MattyManx and is hosted at foundation 3D. To get that view for the MSD and the other shots I rendered it side on and front on as a PNG, just simply selected the alpha channel and pasted and filled in as needed.
 


Dr. Selak is trying to get some work done but Captain Stone keeps trying to impress the Vulcan with stories of his exploits.
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Obviously the CMO Office here is a bit spartan, although begin a Vulcan she's not going to fill up her office with a lot of extraneous items anyway, I'll probably add a few things including a poster for warning signs to one of the more common illnesses in the Trek universe. Tried some new materials out on the chairs in here, and I think I need to fix my alpha channel for the transparency on the glass so the Medical symbol and her title aren't transparent, but on the other hand I kind of like the effect.

I've also re-designed her console since I rendered this and I'm working on a cabinet design similar to the wall kibble we see on the sets in the first few films in sickbay. I didn't want to use the other wall kibble I'd used in Engineering and the Transporter Room for sickbay.



A red shirt has been brought to the exam room with some kind of a bug she picked up planetside. The nurse is scanning her to make sure it's not... fatal.

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I cobbled together a circular scanning suite to hang in the ceiling and while only a few pieces would have been visible, the reflections bouncing off the metal cylinder that makes up the exterior of it was way too much. There is a set of displays above the scanning section that will have the option to have something to look at and the console and display at the foot of the bed will as well. I do like the 'gel' effect I've got going on for the top part of the exam bed though.

I'm adding some storage to the walls similar to what was actually in the room in the films but I haven't settled on a design yet. This is actually the second render I did of the room as I'd forgotten a ton of material settings and it was washed out even more if you can believe that. I've tweaked the settings again and will be re-rendering this once I get the wall kibble installed and some more graphics for over the image scanner.
 


Doctor Selak doing a quick run through on the rebuilt ward B.



Sickbay, with a patient this time and from the reverse angle.



Lt. Commander Arcelyn, the head of security, goes in to give Ensign Levi Baris a hard time. "You really should be more careful where you're placing your body when there are disruptor blasts going off everywhere."

"I caught the one that was going to hit you," replies Levi. "Totally worth it."

Definitely had to make sure the lighting would hold up in a close up, cause they can never resist having someone on a bed and in pain getting checked over by someone who cares or wants information.
 


A little bit more behind the scenes. I've skipped over from Sick Bay to start tinkering around with the idea I first had before I started working on the other sets, a full blown Bridge Kit. We kind of have this with the TOS bridge already for Poser, so I thought why not something that works for TMP and a few others? The basic idea is to make up the walls and variations we've seen, so a Phase II version, a TMP version, the WoK version (with the Reliant variant walls), TVH version, and then I'm going to have to build whole different stations for the TFF and TUC versions as well as the MSD pull back for the Excelsior.

From there this would have to be carved up to work as the Battle Bridge and the Bridge of the Week later on. I'm definitely working on this in stages and starting off with a Phase II look to it with a few different console variations. Then I'll move on from there.



This one was just an import of the dome mesh I'd set up to see how it all rendered out. The actual set will not be this washed out. I also rendered this with a 35mm setting instead of the usual 65mm I use to get more into the shot which also has the effect of making the bridge look even bigger than it really is.
 


Tried something with the console and built it based off the Phase II blueprints I found, the same ones that gave me the look for the chair here. Hoods on the monitors were too thick, rebuilt them messed with the lighting which should be obvious as well as the materials in the bridge. The Turbolifts here are very much a work in progress, I just needed to see if they all matched up with the alcove and doors and I didn't have anything weird going on.



This show my rebuilt consoles and the floor controls I modeled for the science station. I'm going to model a tactical station, but I'm probably not using it on my bridge as it was one of the things I disliked most on the TMP bridge, but I wanted to have every option, so it's getting built. I started in on the viewscreen and the one I end up using is probably going to be a mix of the Final Frontier version and something from the original series. I'm mostly happy with how the ceiling kibble all rendered out, but the green dome I'm going to have to play with. Need to build the Phase II version of the Captain's Chair and Helm and Navigation consoles next I think before I get too far into this.
 


Phase II Bridge work continues. Added the Captain's Chair, need to change some of the dropped flooring material settings, working on texturing for the consoles.



Added a slightly more primitive version of the motion picture viewscreen to the bridge and some wall kibble to give those empty wall panels something other than blank space. Just need to detail the turbolifts and that finishes off the modeling of the Phase II version of the bridge. Going to texture it for some better crewed renders and to make my life easier when I start in with the TMP/WoK update to this. After the texturing here though and a few renders I think the first thing I'll be modeling for the bridge are the chairs.
 
Rather than start a bunch of threads as I branch out to fill out the alternate reality my stuff's going to be set in, I figure I'd just keep posting in this one. The Terminus Timeline is an alternate reality that branches off from the moment Jim Kirk takes the Enterprise into the Great Barrier in Where No Man Has Gone Before and events in that timeline differ quite a bit from the Prime timeline. I'll get into that more when I actually get to making the comics to illustrate the stories with the ships and sets I'm building.

The idea of actually giving this timeline a name came when I realized something that bugged me, even when we go into an alternate reality in Trek, other than the new Kelvin timeline, the ship designs and set designs are largely unchanged. Sure some of them are parallel, but I doubt just cosmetic changes would be happening. So the timeline change shifts the tech flow a bit and up through the Dominion War from Kirk's attempted trip through the barrier. It would start to re-align then but not entirely.Yes, I know, budgets and all that kept things limited, but I don't have the limitations a studio would.

My first actual ship build is a take on Excelsior's design. It's a hybrid of the Ingram design (I bought those blueprints at a convention back in the 90s) with a number of changes that I liked from Excelsior as well as some other original elements as I go. This would be a jump up from MadKoiFish's Reimagined Connie, so some fo the changes and look I'm bringing over from that. Definitely a work in progress that I'll be going back to as I work on the Phase II style bridge. Texturing is a bit tedious for me.

alternate_universe_excelsior_class_wip_by_ashleytinger-dag0ipd.jpg


And I've got a small update on my Phase II style bridge. I'm doing console and monitor work for it at the moment. Tedious but the results look good. Basing these off the Enterprise Bridge Blueprints, the Enterprise Flight Manual and the color schemes of Bridge 9 from Vanishing Point.

 
The set models are pretty good, but the ridiculously contorted human figures are still very distracting for me.
 
The set models are pretty good, but the ridiculously contorted human figures are still very distracting for me.

90% of the poses they're in are straight from loaded pose presets. More to get the figures in the scene and doing something so I can see how the lighting is working and just so they're not standing there in the T-pose they load into DAZ with. Some I like, a lot of them only look good in specific shots. Some of the poser artists have strange ideas on how people stand and walk.
 
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