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Donny's Refit Enterprise Interiors (Version 2.0)

Finished up the Aztec pattern on the nacelles tonight, which completes that part of the process. I still want to do some tweaking of the surface values here and there, but will be starting on windows tomorrow night. Here's some shots of the model as it stands tonight, fully lit:



For fun, here's a few shots showing a grayscale of the Aztec pattern over the ship, which I painstakingly replicated as best as I could:

 
Nice work! Looks much better with the brighter lighting as well. You also went above and beyond on the patterns. I did almost everything procedurally so I can generate variations if I need to. The only parts on mine that were hand drawn were the saucer top and bottom, deflector and green part of engineering. Everything else was cooked procedurally inside Substance Designer.
 
Nice work! Looks much better with the brighter lighting as well. You also went above and beyond on the patterns. I did almost everything procedurally so I can generate variations if I need to. The only parts on mine that were hand drawn were the saucer top and bottom, deflector and green part of engineering. Everything else was cooked procedurally inside Substance Designer.
Yeah, when I originally had the idea to model the exterior, I made it a goal to be as close as possible with the Aztec paneling as I could given the references available. Granted, it’s not 100% accurate (I challenge anyone to achieve that!) but it’s darn close.
 
Yeah, when I originally had the idea to model the exterior, I made it a goal to be as close as possible with the Aztec paneling as I could given the references available. Granted, it’s not 100% accurate (I challenge anyone to achieve that!) but it’s darn close.

Well, you've gotten closer than any other model I've seen before of this ship. I might adjust a few of my generators to match what you did a little more close. Mind if I use your images as reference?

As an observation, this is obviously a point where our goals diverge a bit. Although the reference is obviously the Enterprise and I tried to match it as closely as possible, I am building a generic Constitution Class model that can be used for whatever ship I want, and not just the Enterprise.

Anyway, superb work here!
 
Well, you've gotten closer than any other model I've seen before of this ship. I might adjust a few of my generators to match what you did a little more close. Mind if I use your images as reference?
Sure, go ahead. I will note that I used the Refit/Ent-A 1/350 Paint Guide as a general guide, along with screencaps since the guide isn't 100% accurate either. If you want to get more authentic with your Aztec, I suggest buying that guide.

As an observation, this is obviously a point where our goals diverge a bit. Although the reference is obviously the Enterprise and I tried to match it as closely as possible, I am building a generic Constitution Class model that can be used for whatever ship I want, and not just the Enterprise.

I'll be taking steps to customize registry and name as well so this could represent ships other than Enterprise. This paint scheme of the Enterprise is meant to represent the early versions of the Constitution Refit class. Also, at a later date, I want to do a proper Ent-A paint scheme and weathering to represent the later Connie Refit class.

Ahhhhh... Lighting makes everything better.

Amazing work.
I adjusted the lighting just for you, @Tallguy. ;)
 
Great job! Do you think that this is the most accurate digital model ever done of it?
Are you referring to the Aztec? I think the model used in the TMP Director's Cut was probably more accurate from what I can tell. Then again, they had access to the filming model that I didn't.
 
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Sure, go ahead. I will note that I used the Refit/Ent-A 1/350 Paint Guide as a general guide, along with screencaps since the guide isn't 100% accurate either. If you want to get more authentic with your Aztec, I suggest buying that guide.



I'll be taking steps to customize registry and name as well so this could represent ships other than Enterprise. This paint scheme of the Enterprise is meant to represent the early versions of the Constitution Refit class. Also, at a later date, I want to do a proper Ent-A paint scheme and weathering to represent the later Connie Refit class.

Donny, It seemed the Enterprise color appeared different in The Voyage Home, I'm curious to know how far the variants were from TMP, TVH, and TUC?

I like the customizing registry and name addition you'll add in future threads, will you also add this in your great TOS thread? I would love to make a request there, just for fun?
 
Created the textures for the window decals today. These are employed just like they were on my TOS Enterprise model. They consist of flat geometry resting against the geometry of the hull with the decal material applied. This decal material utilizes a displacement map, so it appears as if the windows are actually extruded into the hull. Saved a ton of time and polygons. Tomorrow I'll work on adding a material effect that makes it appear that a rough 3D space is behind the window when up close. Here are shots with the windows in place after a quick couple of hours of work:



Donny, It seemed the Enterprise color appeared different in The Voyage Home, I'm curious to know how far the variants were from TMP, TVH, and TUC?
I dunno how different the paint job is in TVH. I think it was the same as the previous movie, but probably cleaned up a bit and lit differently. In TWOK and every movie after, they sprayed the shiny Aztec paint job with a dulling spray to help stop the bluescreen from reflecting off the hull. After TVH, the greenish/grey parts on the neck, deflector, and the dorsal of the engineering hull were painted a bluish grey. Additional paneling was painted onto the engineering hull at this time as well, probably after they had to repaint the hull after it was borrowed by third parties and modified. You can read all about the model's history here: https://memory-alpha.fandom.com/wiki/Constitution_class_model_(refit)

I like the customizing registry and name addition you'll add in future threads, will you also add this in your great TOS thread? I would love to make a request there, just for fun?

I don't really have time to take requests right now, but feel free to PM me with your request and I'll decide whether or not I'm willing to oblige or if I have the time to. I'd also possibly request compensation if I do take on a job. Just please understand if I decline.
 
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Created the textures for the window decals today. These are employed just like they were on my TOS Enterprise model. They consist of flat geometry resting against the geometry of the hull with the decal material applied. This decal material utilizes a displacement map, so it appears as if the windows are actually extruded into the hull. Saved a ton of time and polygons. Tomorrow I'll work on adding a material effect that makes it appear that a rough 3D space is behind the window when up close. Here are shots with the windows in place after a quick couple of hours of work:


I hadn't thought of using displacement maps to do the windows in the hull. If you're not going to have a room behind it, that's actually a brilliant way of doing it. And it turns out fantastic.
 
I'll be taking steps to customize registry and name as well so this could represent ships other than Enterprise.

Is this done centrally? Part of me has visions of you typing in a single place saying "This is the USS Astaire registry NCC-1925," and everything updates automatically. The other part of me has visions of it having to be done manually, separately typing in about 50 different labels...

dJE
 
Are you referring to the Aztec? I think the model used in the TMP Director's Cut was probably more accurate from what I can tell. Then again, they had access to the filming model that I didn't.

I meant in terms of geometry/detail. Mostly the modeling.

You know, if you're accounting for a bunch of variants with the registries and whatnot, what about the first version of the B/C deck structure? That could be a cool mod to apply to a different ship.
 
Displacement maps are like drugs, once you start using them you never want to stop. I'd never considered using them for windows. I'd always just either booleaned them or used a normal map.
 
I hadn't thought of using displacement maps to do the windows in the hull. If you're not going to have a room behind it, that's actually a brilliant way of doing it. And it turns out fantastic.
I'm totally stealing this technique for my next ship project. Very clever!
 
I hadn't thought of using displacement maps to do the windows in the hull. If you're not going to have a room behind it, that's actually a brilliant way of doing it. And it turns out fantastic.
The optical trickery you use for the windows to make them appear inset is amazing!
I'm totally stealing this technique for my next ship project. Very clever!
Thank you all! When I attempted this with my TOS Enterprise last year, I wasn't sure it wasn't going to work, but it does beautifully. However, I did actually model the windows for the Rec Deck, Officer's Lounge, and Botanical Section that I will, at some future date, place low poly versions of those sets behind so they can be seen from the exterior. But for the smaller windows I didn't find it necessary to build 3D sets behind, since it's not necessary at this resolution. I will say, however, there is another drawback to this method. At very extreme angles, the illusion of displacement is shattered, but if this were part of a releasable project, I would solve this by just never letting the player get that close to the windows OR I would swap out the section the player is close to with a higher-poly model that actually has the windows modeled.

I meant in terms of geometry/detail. Mostly the modeling.

Ah. Well, I dunno about my model being the most accurate in terms of geometry/detail. @Viper's model is pretty close, but he has taken some liberty with a few of the details, diverging from the filming model. And the Director's Cut model looks very accurate as well. There are a ton of other 3D models of the Refit floating around out there, and I haven't seen them ALL, but I'm willing to bet that mine, when finished, will be the most accurate game-res model out there ;)

You know, if you're accounting for a bunch of variants with the registries and whatnot, what about the first version of the B/C deck structure? That could be a cool mod to apply to a different ship.
I might explore that at a later date. As soon as I get this screen-accurate variant done, I'll be moving on to more interior sets, but I like the idea of periodically coming back to both this model and the interior bridges and doing more variants. I just can't spend more than a month or two on any given sub-project without getting fatigued and ready to explore other things. I do want to make a proper variant with the additional pin-striping and previous bridge module of the Refit at some point, just for fun.

I build things extremely modular these days (compared to how I built them in 2014) so that making variants will be easy. It's just making the additional pieces that's time consuming.

For instance, since each separate structure of the ship is built as a seprate piece, it would be easy/fun to swap out the torpedo launcher geometry with another variant, say, based on one of Probert's other concepts:

It would just mean taking the time to construct other variants of that geometry.

Is this done centrally? Part of me has visions of you typing in a single place saying "This is the USS Astaire registry NCC-1925," and everything updates automatically. The other part of me has visions of it having to be done manually, separately typing in about 50 different labels...
I haven't quite worked out how I'm going to generate the registries yet, but I assure you I won't be hand placing every letter. I'll probably type out the names/numbers in Photoshop, set it to adhere to the proper semi-circular path as a layer over my saucer texture maps, edit the borders of the font to be red, and then export that layer out as a texture. Either way I'll find out tomorrow night when I get to generating the decals. :techman:
 
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Ah. Well, I dunno about my model being the most accurate in terms of geometry/detail. @Viper's model is pretty close, but he has taken some liberty with a few of the details, diverging from the filming model. And the Director's Cut model looks very accurate as well. There are a ton of other 3D models of the Refit floating around out there, and I haven't seen them ALL, but I'm willing to bet that mine, when finished, will be the most accurate game-res model out there ;)

You are probably correct on your last statement. Though, I have to say, the Director's Cut model has a lot of issues. Even with my liberties, which aren't that many, mostly small stuff, I would say mine is more accurate than that one.
 
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