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Donny's Refit Enterprise Interiors (Version 2.0)

There's nothing quite as fun as taking a model into Substance and just making it really dirty and beaten up looking. Sometimes I have to hold back because I end up making things look like they just barely survived a nuclear war.
Yuuup. Now that we have the tools to easily add wear and tear to textures, I find that the industry has been overdoing it at times (myself included). It's a common thought, in games specifically, that excessive wear = realism, which really isn't the case most of the time. In a post-apocalyptic game? Sure. But I think subtle wear is more appropriate for most settings.

But then again on the other hand, I feel that many Trek fan artists, specifically, forget to add that subtle wear and tear, which makes things look far too clean and unrealistic (I myself was guilty of this in my earlier work). There should be at least some roughness/gloss variation and micro-details like light scratches and smudges. When it's there, even if the viewer can't see it, they can feel it.

See the light scratches and spots, brushed aluminum pattern, and subtle edge wear I've added to the metallic surfaces in the picture below. It still looks clean, but the microdetails add a sense of realism.
 
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^I kinda feel it'd be more realistic if there were fingerprint smudges on the touchscreens.
That's a good idea! I usually put fingerprint smudges on mirrors and such, but for some reason never thought to put them on touchscreens! :p

In other news, that new relationship I was in ended abruptly last night*, so I'm back to having a ton of free time again. Well, shall we start with the engine room? I'll see you there, and everything will be in order! ;)

*No need for sympathies. While I'm bummed it didn't work out, I had a great time while it lasted!
 
I'd think about what parts of an item will get touched and concentrate the wear and dirt there, like how the wall around a lightswitch always gets dirtier faster than any other part. Where do people rest their hands, lean, or put their tools or coffee.
 
That's a good idea! I usually put fingerprint smudges on mirrors and such, but for some reason never thought to put them on touchscreens! :p

In other news, that new relationship I was in ended abruptly last night*, so I'm back to having a ton of free time again. Well, shall we start with the engine room? I'll see you there, and everything will be in order! ;)

*No need for sympathies. While I'm bummed it didn't work out, I had a great time while it lasted!
Then can I at least applaud your pragmatism? Even if not, I'm still definitely going to look forward to what you deliver next!
Are the white gloves really necessary though? ;)
 
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In other news, that new relationship I was in ended abruptly last night*, so I'm back to having a ton of free time again. Well, shall we start with the engine room? I'll see you there, and everything will be in order! ;)

*No need for sympathies. While I'm bummed it didn't work out, I had a great time while it lasted!

As long as no one died, and no one called the cops, you're probably good to go.
 
Here's the set as it was for the TV show. You can see out the top of the set here to something white.
24393315091_bc3af8ceae_k.jpg

I guess you coulda made the core disappear into one of those toroidal things if you'd wanted to.
Those ceiling panels look familiar - I think that they were reused as the floor tiles for the Kolinahr platform in ST-TMP
 
Well, I must say. That breakup knocked me on my ass harder than I thought it would. I've been struggling with motivation for the last couple of weeks. I finally think I'm making my way out of the black cloud, so I thought I'd post what I was working on before all went to hell, in an attempt to get back into the swing of things.

I know i previously stated that I was going to completely finish the TMP version of the engine room before moving onto the TWOK version, but I wanted to get all those broad strokes of both done before starting on the miscellaneous details that are easier to pick up once the bigger stuff is done. Thus, I started work on the Dilithium Reactor chamber. This version is much more accurate than my last attempt (and with more realistic textures), since blueprints of the room have been released since my last attempt in 2015.

Here it is so far. Pretty much just need to model the center reactor and detail the panels and such:

Compared to my previous version (which still looks pretty good, I must say, for working in the blind. I nailed the feel, but some of the proportions and angles are just.....off)

And a photo of the set:
 
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