I've spent a fabulous 4 day weekend (due to taking an extra day for my birthday to extend an already lengthy 3 day weekend) working out the corridors surrounding the engineering set, which was a task due to scant reference. Starting with a floor plan of the engineering set and corridors, I was able to get the footprint correct, but fleshing out the majority of the set pieces' dimensions relied on abundance use of frame-by-frame screen captures and perspective-correcting bits and pieces of those, and then taking those into my modeling program and modeling with those as reference plans (which is my usual technique, but this required so much of it). For those wondering, the measurements of this two-deck set would suggest the decks of the Sovereign are ten feet from floor to floor of the next deck. The corridors themselves have a height of 8 feet with space for a a 2 foot tall gangway hatch between them.
Here are the usual two views that will accompany these renders, with "Daytime" (Insurrection) and "Nighttime" (First Contact) lighting schemes. *
NOTE: The detailing of the braces stretching across those round light portals are conjecture, as I am only aware of their general shape.
This is the scene of the Borg fight in First Contact, although you may not notice it without all the Borg stuffs adorning the walls, and the tight nature of all those shots. (Note: the hole in the ceiling behind the Borg's head is where they filmed the crew coming down out of the hatchway earlier in the scene, albeit without the Borgification. There was a bit of corridor constructed above this set that the crew later exits out of the center door on Deck 15 via the catwalk)
We get a couple good (but blurry) views of the area in Insurrection:
This ceiling plan helped lay down the foundation immensely, not only for this set of corridors, but the main one as well, since so many of those "main" segments branch off from this Engineering junction:
And this shot from the TNG Sketchbook helped a lot as well:
I still have to do some tidying up as far as details go for this section, and I have to generate the giant 14 foot engineering pressure door to call this bit of corridor complete.
*It is most likely that the corridors in "First Contact" were lit darker/bluer as part of the red alert condition the ship was in, and that in normal conditions the ship was lit with high warm lights, like it was in FC’s behind-the-scenes photos of these sets and in Insurrection. For the purposes of this project, however, I'm designating the darker/bluer lighting scheme as "Nighttime" and bright/warm lighting scheme as "Daytime", frankly, because trying to drop in-game/realtime from the bright scheme to the darker scheme for Red Alert would be impossible to do in Unreal due to the demands that lighting such a scene would place on a computer. Scenes like that would have to be lit almost completely dynamically with a ton of dynamic light objects due to the nature of these corridors, and I'm relying on static light bakes (which cost almost nothing at run time) instead. However, you can still press "Shift-R" while in-game to make the Red Alert indicators flash dynamically, in either mode, which was a good compromise.