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Donny's Late TNG Era Interiors

Is each station unique, or is there some repetition?
Thankfully, the console banks on the port and starboard side are the same. They aren't mirrored per se, but they are rotated 180 degrees around the bridge center point.
In fact, in FC, they were labeled the same:
Starboard, forward to aft: Science, <Blank>, Engineering
Port, forward to aft: Engineering, <Blank>, Science

In Insurrection, each station was given a unique label, and some of the graphics were slightly changed (I have yet to decide if I'm going to go through the trouble of making the necessary changes to these graphics). The labels now read as:
Starboard, forward to aft: Science I, Environment, Engineering I
Port, forward to aft: Engineering II, Mission Ops, Science II

The Master Situation console at the aft of the bridge: it's "keyboards" are mirror images of each other, with minor changes, so that helps. But creating an animated MSD is going to be a huge task. And as far as the freestanding consoles go, those are also more or less mirror images of each other in terms of layout but will still require care, like adjusting the text and "direcitonal pad" so that they're not mirrored

BUT then there's the task of creating the animated monitor displays. And I want to create ten or so of those.

So yeah. Still a good bit of work left.
 
Got the last of the wall console static displays done tonight, sans MSD graphic, which will have to come later, given that it's going to take quite a few days to create that puppy.

I'm glad I got a bulk of the LCARS work done already, as I feel much better about the LCARS workload still ahead. Not sure if I'm going to do some monitor screens at this point or start modeling the chairs or free-standing consoles. Gonna sleep on it and see what tugs at me the most.

Pulling back, I really like how it's all coming along. Bringing this set to life has always been a dream of mine, but it always intimidated me with its curves and details. I'm still intimidated by the odd shapes of those free-standing consoles, but my confidence is higher than it ever has at nailing them. This project thus far has pushed me out of my Trek comfort zone quite a bit, and for that I'm grateful.
 
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Now I want to see a next-gen version of my favorite multiplayer map in Elite Force, the one where you're tiny and there are all the tricorders that fling you across the bridge.
 
Beautiful, Donny.

This has always been my favourite bridge, and your work's really reminding me why! (and I'm glad you're getting CPD value out of it too).

dJE


...
Pulling back, I really like how it's all coming along. Bringing this set to life has always been a dream of mine, but it always intimidated me with its curves and details. I'm still intimidated by the odd shapes of those free-standing consoles, but my confidence is higher than it ever has at nailing them. This project thus far has pushed me out of my Trek comfort zone quite a bit, and for that I'm grateful.
 
Decided to take a break from LCARS and displays to model the crew chair. Here it is after a night of work. Still have to model the stand and do some tweaking on the material
I've never seen this one listed on Ex Astris Scientia, so I'm assuming they were chairs specially made for First Contact?
 
@Donny getting name-checked by Kate Mulgrew is pretty cool!
For those wanting context, Kate Mulgrew tweeted a shout-out to those on the STO team this morning that had a hand at bringing the Voyager-J to life for the game (which we've named the Janeway Class in her honor, despite being called an Intrepid Class on-screen). It was modeled by Tobias Richter but I did the intake work to get it in our game, and did a lot of material work on it, and took our publicity screenshots for it. Still, pretty cool to get a shout-out from her! FItting too since I've been binging Voyager lately and have recently moved her to my favorite captain spot.

EDIT: Thanks for the tweet screenshot, @cardinal biggles!
 
Your surfacing continues to annoy me. Fantastic job!
You mean the texture job on the chair? Substance Painter, man. I'm telling you. It's a literal library of realistic base materials at your fingertips (I also have access to Substance Source, their subscription-based material library, in which I racked up a bunch of download points for a few months then cut the subscription). Do a bake of some normal/AO/curvature maps, take a base material, add some procedural microsurface dirt/dust/scratches and some light edge lightening/wear generated by your baked maps, and you've got yourself a stew, baby.
 
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