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Donny's Refit Enterprise Interiors (Version 2.0)

You know, I'd fiddled around with making the docking port a slight larger diameter than the collar to give it some wiggle room (like in the movie), but when I retracted the doors into the bulkheads, gaps out into space appeared at the top and bottoms of the collar which would cause dangerous decompression. Unless I restricted them opening to less than 3 feet wide and we clearly see them open more than that when Kirk and Scotty board the travel pod from the orbital office in TMP. The fact of the matter is that the screen-used model pieces of the travel pod and docking port were not constructed to be workable, so I had to take some license here and divert from screen-accuracy a bit to make a believable (and safe) docking port system.

Extrudable/retractable gaskets surrounding the docking port doors and filling in any detected gaps before the doors open to prevent decompression. They're there, but unseen. ;)
 
But I digress, we want to know how you're going to handle this, not me.
I admit I've only begun to scratch the surface whether or not my plan to perfectly marry the entire interior with the exterior will work, without sacrificing too much screen accuracy of the interior sets. If needed, I will employ some trickery to at least make it appear everything fits inside, even though it actually doesn't (much like I had planned for my unfinished TOS shuttlebay). The only parts that I want to be perfectly married are the docking ports and shuttlebay. I can handle the rest with game-engine trickery if needed (the rec deck's large ceiling comes to mind).

I have my goals, but whether or not I'll be able to attain them is the question I'll soon answer. I'll always adjust those goals or make concessions if needed. Screen-accuracy of interior sets has always been more important to me than making it all fit. If I can at least maintain the illusion of it all fitting that's just fine with me.
 
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Extrudable/retractable gaskets surrounding the docking port doors and filling in any detected gaps before the doors open to prevent decompression. They're there, but unseen. ;)
Well that's the thing. The gaps caused by the doors sliding out of the docking collar were egregiously visible (I regret not taking a screenshot to demonstrate), so I made a choice between making a slightly wider port with gasket geometry or just making it an airtight fit. I chose the latter.
 
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I admit I've only begun to scratch the surface whether or not my plan to perfectly marry the entire interior with the exterior will work, without sacrificing too much screen accuracy of the interior sets. If needed, I will employ some trickery to at least make it appear everything fits inside, even though it actually doesn't (much like I had planned for my unfinished TOS shuttlebay). The only parts that I want to be perfectly married are the docking ports and shuttlebay. I can handle the rest with game-engine trickery if needed (the rec deck's large ceiling comes to mind).

I have my goals, but whether or not I'll be able to attain them is the question I'll soon answer. I'll always adjust those goals or make concessions if needed. Screen-accuracy of interior sets has always been more important to me than making it all fit. If I can at least maintain the illusion of it all fitting that's just fine with me.

This might save you a little time when you build out the TMP shuttlebay. I recommend going with Andrew Probert's revised matte painting for better fitment as he curves an outer walkway where in the movie it's straight and won't fit into the hull. It's subtle but when you model it you'll see why. Also, to save you a little time, according to Andrew Probert there is a ramp between the secondary hull docking port and the docking port door that Kirk and Scotty come out of. That way you don't need to split the floor levels.

Cheers :)
 
This might save you a little time when you build out the TMP shuttlebay. I recommend going with Andrew Probert's revised matte painting for better fitment as he curves an outer walkway where in the movie it's straight and won't fit into the hull. It's subtle but when you model it you'll see why. Also, to save you a little time, according to Andrew Probert there is a ramp between the secondary hull docking port and the docking port door that Kirk and Scotty come out of. That way you don't need to split the floor levels.

Cheers :)
Thanks for that! I was actually planning on going with Probert's more detailed matte painting anyway, as I've always considered that's the real cargo bay, as opposed to the one we see in the film.

[EDIT]@blssdwlf, wait what is this "revised" matte painting you speak of? Or are you just referring to his original concept?
 
Re Probert's matte rendering: I always preferred it to the finished shot because the shuttles and stuff add to the sense that the crew is rushing to get the ship out, which the wholly empty hangar in the finished film does not.
 
Thanks for that! I was actually planning on going with Probert's more detailed matte painting anyway, as I've always considered that's the real cargo bay, as opposed to the one we see in the film.

[EDIT]@blssdwlf, wait what is this "revised" matte painting you speak of? Or are you just referring to his original concept?

I guess it's his original concept. It's mostly identical to what was shown in the finished movie but he adds shuttles and corrects for the walkway curve so I consider it "revised".

probert-shuttlebay-curve.jpg
 
I guess it's his original concept. It's mostly identical to what was shown in the finished movie but he adds shuttles and corrects for the walkway curve so I consider it "revised".

probert-shuttlebay-curve.jpg
Ah ok. From what I've read, and if I recall correctly, it was his concept which was to be used as a basis for the final matte painting. The matte painting used in the film was painted by someone else (I forget who?), in which the shuttles and workbees were removed.

Ahh...here it is. Over at Forgotten Trek: (http://forgottentrek.com/designing-the-motion-pictures-cargo-and-shuttle-bays/).
"Once that image is approved by the director and producers, it is sent to the Matte Department so that a 'matte painter' can paint the actual 'working' matte.
That would be Matthew Yuricich, who also painted the mattes for the air tram scene in San Francisco and the backdrop to Spock’s scene on Vulcan."
 
^The geometry of drydock seems to be off in those mattes. It makes it look like the Enterprise is parked in drydock at a weird angle, not the “straight” and centered orientation shown in the movie.
 
Ah ok. From what I've read, and if I recall correctly, it was his concept which was to be used as a basis for the final matte painting. The matte painting used in the film was painted by someone else (I forget who?), in which the shuttles and workbees were removed.

Ahh...here it is. Over at Forgotten Trek: (http://forgottentrek.com/designing-the-motion-pictures-cargo-and-shuttle-bays/).
"Once that image is approved by the director and producers, it is sent to the Matte Department so that a 'matte painter' can paint the actual 'working' matte.
That would be Matthew Yuricich, who also painted the mattes for the air tram scene in San Francisco and the backdrop to Spock’s scene on Vulcan."

Thanks Donny. So it's his "matte rendering" that has the correct (or better) curves. Huh, I'm seeing a pattern here between his concept/renderings and the filmed version. :)

<corrected spelling. one of those days :P ) />
 
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@Donny, do you have any plans to have the Officers' Lounge and the Rec Deck appear more like Andrew Probert's original plans for them? I've always loved the placement within the ship that he came up with for those rooms, with the distinctive window designs allowing you to place them within the ship's exterior.
 
@Donny, do you have any plans to have the Officers' Lounge and the Rec Deck appear more like Andrew Probert's original plans for them? I've always loved the placement within the ship that he came up with for those rooms, with the distinctive window designs allowing you to place them within the ship's exterior.
Well, the miniature lounge set seen in TMP during the Surak docking scene ended up being pretty close to Probert's original concept in form at least (minus the wood grain paneling and swoopy 70s bench seat). Remember I did a version of this lounge in a TWOK aesthetic I devised back in 2015 (https://www.flickr.com/photos/61505200@N02/albums/72157677348286581), so I'll be going back to touch that up a bit and also doing a TMP version as well.

As far as the Rec Deck goes, I've never attempted to build the screen-accurate Rec Deck before, so I'm really looking forward to that. But one following Probert's original concept? I dunno. Perhaps I can fit that into a Phase-II build if I ever go that route. My immediate concern is to craft screen-accurate interiors of both the TMP and TWOK sets, with some dabbling here and there with a Reliant or Grissom version of the interiors.
 
^The geometry of drydock seems to be off in those mattes. It makes it look like the Enterprise is parked in drydock at a weird angle, not the “straight” and centered orientation shown in the movie.

I was noticing that. Maybe a section of the drydock swings around and move back into position before launch.
 
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