I know I've been pretty quiet lately, but I've actually been working non-stop behind the scenes. About a month ago, I hit a fatigue wall with my TUC bridge build as I faced creating 30+ unique animated LCARS displays for said bridge. I even started that project because I'd hit fatigue after working nearly a year and a half (or more?) on the latest iteration of my TOS project, with a goal of creating something I could release to the public. However, with CBS shutting down Stage 9 a couple of months back (and what that means for any potential fan-made releases of the sort), and the fact that I was burning myself out with a release mentality, I decided I should return to just working on these projects simply because it brings me joy (and joy to Trekbbs ). With the possibility of a release now out the window, it makes sense to dial down and return to doing it for fun. This means jumping around from project to project as my will sees fit, much as I'd done in years past. Wanna spend time in the lived-in, militaristic Enterprise-A of TUC? Go ahead, Donny! Wanna wrap yourself in the garish technicolor aesthetic of the TOS-E? Sure thing! Or revel in the total underrated beauty that was the TMP/TWOK-era Enterprsise? BY ALL MEANS!! (I know that historically I've always done this project-jumping, but since February of 2017 to about August 2018, I'd actually exclusively worked on my TOS project without deviation,) This brings me to this thread. I'd actually been toying with the idea of revisiting my TWOK-era project for some time now, but was waiting for the motivation to consume me, much like it has now. My original TWOK project was, by the way, one of my very first projects with the Unreal 4 engine, now over 5 years ago. Many of those early sets I'd built were seriously lacking in texture/material quality, accuracy, polish, optimization, customization, and interactivity. I've always also wanted to create the TMP variants of those sets, and quite possibly one day envision what the sets would look like as the newly christened Enterprise-A at the end of The Voyage Home (a stretch goal for now). So now that the motivation is eating me alive, it's time to return. The aims of this projects are: ------------------------------ 1. To create screen-accurate representations of the Reft Enterpise interiors and props as they appeared in the first four TOS movies as if they existed on a real starship, imagined from the era in which the movies were made (1979-1986). Any deviation from screen-accuracy will be noted. 2. To update or completely rebuild (where necessary) my existing Refit Enterprise interiors with enhanced materials, higher-res textures, and optimized lighting, with added bits of interactivity which will be showcased in videos (since the project will most likely never be released, these interactive bits serve to improve my game development programming skills) 3. To build the project with the mindset of swapping materials, lighting schemes, props, etc of the base "Wrath of Khan" interiors so that they can also depict their appearances in "The Motion Picture" 4. Create the Enterprise-A Bridge as seen in "The Voyage Home". 5. (Stretch Goal) Depict interiors other than the bridge as how they may have appeared on the Enterprise-A seen in "The Voyage Home". 6. (Stretch Goal) Create a variant of the bridge as seen in "The Search For Spock", complete with battle damage. ------------------------------ So, I'd decided to start by building the corridors as customizable and tweakable kit pieces, composed of all the different models that make up each segment. I programmed a variety of variables into each different segment so I could tweak things like lighting scheme and panel coverings, or toggle certain elements on or off. This way, I could plop down corridor segments very quickly to build a network of corridors far faster than if I had to place each individual element by hand. I did so keeping in mind that these corridor segments would have to serve as both their greeble and decal-heavy apperance in "The Wrath of Khan", and their more austere appearance in "The Motion Picture". Here's a graphic pointing out some of the enhancements I've made, compared to my original verison from 2014: By looking at this comparison shot, you can see that the overall fidelity of the models, textures, and lighting has been improved. The most notable addition is the metal mesh trim that runs along the floor of all corridor segments. This trim was present in the first fhree TOS movies but was removed when the sets were converted for use in TNG. I didn't include it in my earlier attempt, basically because I was too lazy to do so . I also added a screen-accurate slightly concave curve to all the light panels near the floor, which I'd left out of my previous build. And here are the showcase shots of the corridors as they appeared in TWOK (Note that you can click on any of the below images to view them in higher-res on my Flickr page, with some additional shots not showcased below) Note the Corridor Section Number, and the Corridor Junction Number, which were both present in TWOK and TSFS, but absent in TMP. Notice beyond the stretch of corridor below, we see a section with four panels and thus implying a higher ceiling. In the film, this section was actually a single "wild wall" that was moved during production to various points where the corridor stage actually ended. This wall also appeared in early episodes of TNG (I'll post reference images in my next post in this thread). ...and my attempt to flesh out what this section might look like had the rest of the walls around this "wild wall" actually been constructed Here are a few shots of how the corridors looked during "The Motion Picture". Notice the lack of greebles and decals, and the omission of the red alert strips and circular light panels in the bulkheads above (both of these details were not added until TWOK). This blue lighting scheme was seen on the engineering levels only in TMP: Here we see Deck 5, as it appeared in TMP, where orange suede paneling was placed over the brushed aluminum, perhaps to give a more comfortable "living quarters deck" appearance. This idea was abandoned post-TMP. Also note that the turbolift decals were beside the door in TMP, rather than directly on the doors in the later films. I have also added a "call button" that wasn't present in TMP, for in-game elevator functionality. "Who's been holding up the damned elevator?" In my next post, I'll go over some additional details, with up-close images of some of the details seen in the corridor, and a video of the screen-accurate red-alert tracer effect!