So, I've run into another slight snag. The turboshaft exterior, as constructed for the live action plate and then augmented by a paint-over in the matte, is approximately 8 feet in diameter, which is far narrower than it would actually have to be to place a turbocar inside. The turbocar interior set itself 8 feet in diameter, and since the turbocar and the turboshaft would both have to have some thickness to them AND support a set of doors built into both the shaft and car to work realistically, the shaft would need to be about nine and a half feet in diameter. This means I'll have to widen the gap between the support struts that the shaft runs between and the walls between those struts as well. This isn't too big of a deal, but it will result in the turboshafts looking wider than they appeared in the matte paintings.
The other option would be to model the turboshafts as narrow as they are in the matte, but then this would mean the player wouldn't be able to access the turbolift since there's no way I could make the turbocar fit inside without significantly scaling it down. So I'd then make those doors simply not function.
Given that I'd really like to be able to realistically access the turbolifts and use them to travel to other parts of the map, I think the wider turboshaft is the better solution.
The other option would be to model the turboshafts as narrow as they are in the matte, but then this would mean the player wouldn't be able to access the turbolift since there's no way I could make the turbocar fit inside without significantly scaling it down. So I'd then make those doors simply not function.
Given that I'd really like to be able to realistically access the turbolifts and use them to travel to other parts of the map, I think the wider turboshaft is the better solution.
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