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Donny's Late TNG Era Interiors

I was never attached to the idea of the holographic screen, but to me the viewer design for INS and NEM seemed both overwrought and a step down from the expansive screen in TNG. I much prefer the more minimalist way it was presented in FC — just make it a regular viewer in the wall: A floor to ceiling screen bordered by segmented orange leds. Somewhat reminiscent of the old TOS screen with its blue border. It was streamlined and efficient. I love that the chasing lights under the screen are now wider like in TFF-GEN (ent B). The one thing that bugged me about the TNG design is that the chasing lights were so short and such a small part of the under screen area. Made them seem a lot cheaper - especially since the extra room was used for a couple Lcars panels that we never see used. On top of that, the lights changed to the “wrong” direction after season 1. (I recognize at the time the set was created, the only other example of those lights was TOS as the TMP-TVH bridge lacked them (save for a few short in-screen depictions and sound effects). But I digress. The Ins viewscreen was just too fat - too much plastic and too small of a viewing area. I never cared for how it tapered in at the top in a trapezoid shape. It really is at odds with the rest of the set.
I agree that the larger display area made a much more "cinematic" impact. Remember those early TNG bridge sketches with the enormous viewscreen? That would have been fantastic to see on the Ent-E.

The smaller screen in INS was a lot more in line with TV Trek of the time, which was having a real love affair with trapezoid viewscreens at this point in the franchise - regardless of how impractical they were. What if something important were to happen on the top corners of the screen? :biggrin:
 
Hey Donny, the font you used on the plaque isn't quite right. Look at the curvy-shape of the R in the reference files.
 
Hey Donny, the font you used on the plaque isn't quite right. Look at the curvy-shape of the R in the reference files.
I know. I couldn’t find the correct font. Times New Roman was the closest I have. If you know of the correct font, I’d gladly swap it out.
 
@Donny Not sure if you have noticed, but I saw on the first contact sov bridge floor in front of the captains chair

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Was that supposed to be there, or did they forget to pull up the tape before Frakes called "action"?
Those panels, whatever they were, were there in all three Enterprise-E films. I dunno what purpose they served, neither in-universe or production-wise. I assume they were cut outs for electric access, but then again it seems like they'd be able to hide something like that better. Anyway, I'll be including them in my build.
 
Well, I've gotten a whopping ONE station's static LCARS graphics done (applied to all three consoles here). I admit this kind of work is exhausting to me, which is why I started now before finishing up modeling so I can take it piecemeal and not have to do them all at once. But, now that I've got one done, work should go faster because the template is pretty much the same across the stations and it's just a matter of moving little graphics around and making sure everything's aligned correctly. But then there's the matter of the animated monitor screens, which I'm going to be keeping as simple as possible for time and effort's sake.

Luckily, the port and starboard console station graphics are mirrored, so that saves me a bit of time.

I'm also surprised at the color scheme of these. You never really notice the array of colors until you stop and look at them apart from the rest of the set.
 
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I know. I couldn’t find the correct font. Times New Roman was the closest I have. If you know of the correct font, I’d gladly swap it out.

A friend looked at it and suggested Century Schoolbook which seems like a very close match. The upper-case letters and numbers look right, compared to the text and registry/stardate. The only thing that might be off is the lower-case "g", but it's a little hard to tell what the original looks like. I need a higher-resolution image of the real plaque or source graphic.

But it's overall a good match and will be hard to spot any problems even if closely examined.
 
A friend looked at it and suggested Century Schoolbook which seems like a very close match. The upper-case letters and numbers look right, compared to the text and registry/stardate. The only thing that might be off is the lower-case "g", but it's a little hard to tell what the original looks like. I need a higher-resolution image of the real plaque or source graphic.

But it's overall a good match and will be hard to spot any problems even if closely examined.
Nice! Thanks for doing that search for me. I've spent entire evenings trying to find fonts before that match screen-used props, and that particular night I did not want to use the time to go down that road. I'll place this font in tomorrow and check it out.

Good news everyone! I got the old Captain's Chair CD-ROM working tonight (which required me installing Windows XP on a virtual hard drive), and sure enough, EVERY panel in the bridge is accessible and surprisingly super accurate. The panels are pretty low-res and can't be used outright, but I was able to take screenshots of every panel and stitch them together to be used as reference for the remaining console panels. It also contains a few video files of the animated screens which I can use as reference for building my own. The entire program was overseen by Mike and Denise Okuda, so I'm assuming that's why everything is so accurate. They probably used the actual image files used to print the negatives used on set. Score! A huge weight is now off my shoulders at having to "guess" the exact layout from some pretty otherwise fuzzy images. I'm really wishing they'd have had the technology used to make the Captain's Chair program back in the TVH Enterprise-A days....
 
Nice! Thanks for doing that search for me. I've spent entire evenings trying to find fonts before that match screen-used props, and that particular night I did not want to use the time to go down that road. I'll place this font in tomorrow and check it out.

You're welcome, but as I said it was a buddy that found it, I just asked some prop replica builders if they had any ideas. :)
 
Yeah, I really like that aspect, too. Makes it that much more realistic. :techman:

I sure you've gone into how you create the graphics in the past, but remind me, you are building them in Illustrator and importing them into your 3D program, correct?
 
Yeah, I really like that aspect, too. Makes it that much more realistic. :techman:

I sure you've gone into how you create the graphics in the past, but remind me, you are building them in Illustrator and importing them into your 3D program, correct?
For these TNG panels, I revisited my workflow to make sure I was making them in the most efficient way. My previous TOS, TMP/TWOK, and TUC panels, for instance, were almost completely done in Photoshop. But the TNG panels rely much more on alignment and consistent spacing than the others. I originally thought I'd create the layouts in 3ds Max (as flat geometric shapes) and use the grid-snapping tools there (which I am incredibly used to working with) to create the layouts, and then render those shapes out to a texture. But this proved cumbersome. So I then moved to Illustrator, which proved superior. Not only does it have great alignment and snapping tools, but any shape you create is easily editable, especially in terms of being able to adjust rounded corners on the fly. The only thing I don't like about Illustrator is that I find working with layers in the program is pretty clunky.

Anyway, I create a clean black-and-white layout image in Illustrator. Once this is done, I export that image and bring it over to Photoshop as a single layer. Once in PS, I then add color to the "negative" by multiplying blocks of color over the black-and-white image. I then multiply gradients on top of that to give it that "lightbox" look you all are commenting on above, and add a slight inner shadow to the "buttons" to further enhance the layered backlit look. I also create a flipbook image (multiple animations cells stitched together on a single image which are later animated in succession by the game engine) for any blinking buttons needed (the ones that appear bright/hot orange in the images above blink on and off slowly, as they do in the movies). I then black these blinking buttons out on the main emissive texture (with an opacity of about 10%) so that with the flipbook image added on top of them gives the illusion of blinking lights turning on and off. I also save out a black-and-white mask of what areas of the display that are brushed gold.

Then I take this all into the game engine, which is added to the emissive channel of the material I've already created of the black, glossy panels themselves (of which I've added fingerprint/hand smudges which you can see when the light hits it just right ;)). The brushed gold bits are created by blending the black glossy material with a brushed gold material with the aforementioned mask as a blend between the two.

I personally love the backlit look of the panels, although I know that in-universe the panels would more likely be evenly lit. But there's a warmth to the backlit look I think you lose when you idealize them to be consistently lit.

All this being said, I may go back on my previous statement that I wouldn't be making the animated displays appear to be on monitors (as they do on-screen). If I can't get them to look "correct" as integrated into the backlit displays, I may very well do the monitor thing. We'll see. I need to do some tests.
 
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