Yeah. The moderators consider multiple consecutive posts in a row as spamming, so you'll want to not do that 3-in-a-row posts thing again.I wondered how people were doing that without a big copy-and-paste expedition--thanks!
To be honest, the colors I used I'm not satisfied with, as I think my "true blue" is off hue. So whenever I do get back to tackling the screens (I prefer to make them all myself), I'm probably going to recolor them.Donny, do you have a color palette guide for the Enterprise-A control consoles you made?
I see. I am not happy with the colors I am using, even though it is from a complete color guide I had found ages before.To be honest, the colors I used I'm not satisfied with, as I think my "true blue" is off hue. So whenever I do get back to tackling the screens (I prefer to make them all myself), I'm probably going to recolor them.
I wouldn't trust any third party color guides. LCARS colors are generally hard to determine, since the colors are heavily influenced by their backlit nature, the film quality, film stock, lighting, color grading, etc. In any case, I find that many fan-made LCARS use overly saturated colors. Try picking hues that look good to you and then drop the saturation by 25 percent.I see. I am not happy with the colors I am using, even though it is from a complete color guide I had found ages before.
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I have been trying to find a better one without much luck. I will say at the very least, the colors you use look better than mine lol
That's a ship worth serving aboard.Instead of adding onto an already 117 page thread, I've decided to start a new thread for this particular project. Not only because it features a totally different Enterprise, but it's also gonna be a tad bit different from my other projects.
This will be sort of a re-imagining, if you will, of what the Enterprise-A interiors would have looked had the production team on Star Trek VI: The Undiscovered Country spent a little bit more time and money to further redress the TNG sets so that they appeared to be of a ship some 70 years earlier.
But hold up! Before you go any further, this will not be a reboot of the Enterprise-A. I don't want to reinvent the sets. I'm just theorizing what the interiors would have looked, let's say, for instance, if the Enterprise-D warp core was replaced by a warp core more befitting of a late 23rd century vessel. Or if they'd painted all the doors seen in the corridors red, like we see on the bridge and galley, instead of leaving them in TNG orange.
This project will give me some room to actually be creative and using these renders for more visualization purposes of "what-ifs", which sounds kind of fun.
Also, I am going to go very much in the direction of the "worn-out Enterprise" featured in TUC. Especially when watching in blu-ray, it's apparent that the production team spent time weathering the surfaces of the interiors to give the ship an older, more seasoned look. So you will see a lot of edge damages and light grunge on the surfaces. Nothing as extreme as a Klingon interior, but just enough to convey that the ship has been knocked around and seen it's fair share of action.
Anyway, without further ado, here are some shots of the Enterprise-A corridors with red doors instead of orange.
It took me a moment to see past the fact that it wasn't screen accurate, but the more I looked at the red doors, the more I liked it. Definitely sets the corridor apart from immediately thinking "ah that's the Enterprise-D corridors."
Thoughts? Changes you'd like to see in the sets we saw on-screen?
I’m still in UE4. UE5 is still early access and there are quite a few things I hope they iron out before the official release in 2022.That looks like a great foundation for the bridges DonnyIs this on UE4 or have you moved to UE5? (Or is this a different renderer altogether like Marmoset?)
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I know I overlooked the bridge for years due to the more visually interesting, harder-edged TUC bridge, but after working on the Ent-E bridge, I came to appreciate the softer feel of carpeted, more comfortable spaces.Like ST5 itself this Bridge is often overlooked but there are some interesting design ideas in there.![]()
I'd love to see this! I actually really like the TFF bridge aesthetic - and it has the advantage of having the turbolifts in the right place - but it did look somewhat unfinished.The only thing that really bothers me about the TFF bridge, other than the Mytran-mentioned safety gap, is the glaring lack of decals. Okuda went to town with the standardized decals for the next film, but here they're sorely missed, other than the "01-0010" near the viewscreen and similar label in the port turbolift (I've added one in the starboard turbolift for symmetry's sake). I'm thinking of rendering a version of this bridge with the same aesthetic but with the added TUC decal treatment, and calling it a bridge of a sister ship we saw named on LCARS and the "Operation Retrieve" presentation, probably the Endeavor.
- and it has the advantage of having the turbolifts in the right place - .
They're in the right general locations but they're too far apart compared to the previous bridge.I'd love to see this! I actually really like the TFF bridge aesthetic - and it has the advantage of having the turbolifts in the right place - but it did look somewhat unfinished.
Though in the context of the film, it probably was unfinished.
I’m still in UE4. UE5 is still early access and there are quite a few things I hope they iron out before the official release in 2022.
On that note, I had to actually cease using RTX features with UE4, as I was getting constant crashes while working on my Ent-E project (another reason I got burned out). I thought it may have been my CPU fan not keeping up, but I’ve narrowed it down to RTX features. It’s most likely an issue with early RTX cards not having enough VRAM. The problem has been heavily reported on the Unreal forums (for both 4 and 5) but largely gone unsolved. So I’ve deactivated the RTX features and reverted back to DirectX 11. Thankfully I haven’t had a crash since, but this means I can’t use Unreal’s new lighting build engine (GPU Lightmass) and ray-traced reflections, translucency, and ambient occlusion, which is a step backwards, but I’ll manage.
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