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Donny’s Late TOS Movie Era Interiors

Any background,
Ut67qz2.gif

but not plaid. Can’t do it.
But think how much faster the Transporter would operate! :biggrin:
 
"That's our thing" is usually a generic equivalent, in my experience. Don't know if it's considered proper Queen's English though. There's probably some Cockney Rhyming variant out there.
 
Hey @Donny ! I've been following your work for awhile and I'm always blown away by what you do. I'm a modeler and graphic designer and Im wondering if you've ever posted or talked about your process/workflow for your work. I've combed through as many of your threads (which are MASSIVE) as I can and haven't really been able to find much? Could you talk about your methodology a bit? Or, if you've already posted about it and I've missed it, post a link to that post?
 
Hey @Donny ! I've been following your work for awhile and I'm always blown away by what you do. I'm a modeler and graphic designer and Im wondering if you've ever posted or talked about your process/workflow for your work. I've combed through as many of your threads (which are MASSIVE) as I can and haven't really been able to find much? Could you talk about your methodology a bit? Or, if you've already posted about it and I've missed it, post a link to that post?
I rarely go into detail about my process. Not that I'm trying to keep it a secret or anything, but I'll be frank: I don't have the patience for describing my workflow in detail. Teaching is not one of my strong suits, and I give so much of my free time to these projects (even more so now that I'm doing the cutaway views and, when Unreal plays nice, making videos as well) that taking more time to really go into my process at length just really isn't appealing to me. At the end of the day, I'd rather spend more time working on my projects than teach.

That being said, I'm learned in game-resolution modeling/texturing rather than movies or film resolution. So, if you'd like to learn, I'd suggest investing in a good tutorial site like Pluralsight.com and going over their tutorials on "game models", "modular environments", etc with your modeling/texturing package of choice. Also, Allegorithmic has free tutorials on Youtube on how to use their Substance suites of programs, which are what I almost exclusively use for texturing these days. Those tutorials are made by people who are professional teachers, and I can vouch for the quality, as I learned almost exclusively by watching both Pluralsight and Allegorithmic tutorials over the years. Sure, Pluralsight is a paid tutorial site, but I will say this: if you want to learn, it's worth investing in good quality learning materials and tools.

Sorry I can't be more of a help, but I just can't juggle trying to teach my workflow with all the other irons in the fire I've got right now, and like I said: there are others much better suited at teaching than I. I appreciate your interest though!
 
I rarely go into detail about my process. Not that I'm trying to keep it a secret or anything, but I'll be frank: I don't have the patience for describing my workflow in detail. Teaching is not one of my strong suits, and I give so much of my free time to these projects (even more so now that I'm doing the cutaway views and, when Unreal plays nice, making videos as well) that taking more time to really go into my process at length just really isn't appealing to me. At the end of the day, I'd rather spend more time working on my projects than teach.

That being said, I'm learned in game-resolution modeling/texturing rather than movies or film resolution. So, if you'd like to learn, I'd suggest investing in a good tutorial site like Pluralsight.com and going over their tutorials on "game models", "modular environments", etc with your modeling/texturing package of choice. Also, Allegorithmic has free tutorials on Youtube on how to use their Substance suites of programs, which are what I almost exclusively use for texturing these days. Those tutorials are made by people who are professional teachers, and I can vouch for the quality, as I learned almost exclusively by watching both Pluralsight and Allegorithmic tutorials over the years. Sure, Pluralsight is a paid tutorial site, but I will say this: if you want to learn, it's worth investing in good quality learning materials and tools.

Sorry I can't be more of a help, but I just can't juggle trying to teach my workflow with all the other irons in the fire I've got right now, and like I said: there are others much better suited at teaching than I. I appreciate your interest though!
Hey Donny, I totally get it. In a previous life, I was a working/touring musician and I used to get asked if I gave lessons all the time. You answer is almost verbatim what I used to tell folks as well. I have next to zero patience for teaching. I get the feeling. But I do thank you for the tips and I'm already researching up game-ready modeling and texturing. Much appreciated!
 
I've had an uncharacteristically stressful week at work finishing up a project on STO, and I'll be honest: finishing up the other two transporter rooms right now feels like work to me, so I'm considering starting a new interior set this weekend instead; one that feels fresh and fun. I'm finding that trying to do three versions of a room over a single compressed period of time is draining...I'll pick the transporter rooms back up when I feel like inhabiting that space mentally again. I have an idea of what I'm starting next, but I'll keep a lid on it until I've actually chosen and begun work.

That being said, my brain has shifted back into excitement over some TFF stuff again, and wanted to showcase something I did last month but kept it a secret. The corridors in TFF have always bothered me, being hardly a redress at all of the TNG corridors. What we do see is almost unmodified from that series, except for some grey paneling they placed over the black plexiglass lining the concentric corridors:

The radial corridors only gained one thing: a roll of carpet on the left hand side of frame :)


I've decided to take the TNG corridors and alter the aesthetic to fit the vibe of the Enterprise-A as seen in TFF. Looking at the other sets, with their grey walls, carpeting, use of wood, and doors and neon blue mixed with warm-toned accent lighting, I've decided to visualize my "idealized" version of the TFF corridors. I also took cues from the deck signage we saw in the dreaded turboshaft scene (the style of the signage, not the wacky numbering) and the little numbered grey panels we saw in that same scene and the Jefferies tube.








Of course, this clashes with the cramped battleship-grey metallic deck-plating submarine-like corridors of the Ent-A in TUC, but recall from earlier in the thread where I'll be treating the two depictions of the Ent-A as either having a heavy refit in between films, or that they exist in two different parallel universes all together. This is a personal choice, one many may not agree with, but I'm very satisfied with the results.

Let me know your thoughts!
 
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I love, love, love the neon lighting coming from behind the upper panels in the radial corridor. They never intentionally used that space for anything in either the movies or TNG; I guess it would have betrayed the set's Phase II roots that were barely hidden behind the angled metal panels. It really creates a great effect, and you could also run red neon up there for when they're at battlestations as another accent along with the tracer lights.
 
You might want to put the panels over the plexiglass still like they did in TFF, to disguise the set better. That being said, the rest of it is quite good. I never liked seeing TNG signage in those corridors. Definitely clashed with the rest of the era. I'm glad that they were able to better disguise things for TUC.
 
It's amazing what slightly different colors, some carpet changes and that lighting do for that set. Yeah it's still got that TNG look but it definitely fits with the bridge and other parts of the ship we saw better. Nice job!
 
Yeah, the lighting really does tie it together with the bridge. But I agree about covering the plexi...since that does have an effect and is one of the few things they did change for the movie.
 
That blue lighting is perfect, it adds just the right splash of color to the set. I'm half wondering if there should be a slight bit more beige in there, perhaps the carpeting? Nothing but pure grey tones kinda makes it seem a tad flat.
 
The Brandeis-Barden Institute, a religious retreat center in Simi Valley, CA (outside Los Angeles). Their "House of the Book" building was later used as Lore's compound in TNG: "Descent," but it's probably most famous for representing the exterior of the Command Center on Mighty Morphin Power Rangers.
I'll have to visit one day.

Those side panels are parts of freezer spacers that ended up in EVERY scifi production from the late 80s through the 90s. They used them all over Babylon 5 and Deep Space Nine.
https://prostack.com/product/freezer-spacer/

Now, I always wanted to saw some parts off one for a large Excelsior Warp nacelle pylon base.
This for a saucer
https://www.hubert.com/product/33841?gclid=EAIaIQobChMI7Y6S5bvK9AIVgYfICh14VA1wEAYYByABEgIaFfD_BwE
 
What a fantastic idea for a much neglected aspect of the sets from this film!
Looks great too
 
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@Donny Excellent take on the idealize version of the TFF corridors. It feels like such a natural progression from the TMP-TSFS corridors, and yet a precursor to the ones in TNG. I can also see these as the corridors of the Excelsior in TUC.
 
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