There was one lift with double doors in TSFS and another in TVH's hospital scene. Those don't really count though.Oh I know. I always thought it odd they forgot the double door details with the lifts after TOS.
So I assume you got them.<walks into Donny's Inbox, turns over crate of photos, leaves>
Typing my thank you e-mail now!So I assume you got them.![]()
<looks around room> Now we've got their attention. Just what did I send Donny? Don'cha all wish you knew.Typing my thank you e-mail now!
I based my width of 2 cm for the doors from this scene, clearly showing a gap of about 2.5 cm/1 inch for the door pocket. It's easier for me to line things up in Unreal if I make it an even number (working on grid is important) so I just rounded down to 2 cm.
Sure, I could've made it thinner and done whatever I wanted, but I honestly like the doors having a little thickness to them. Any thinner and to me they'd feel less realistic, I suppose..
Given the amount of work and sheer incredible attention to detail you're putting in, I think a degree of "all over the placeness" is well earnt, and probably prtty much inevitable!I know I'm all over the place on where I sacrifice realism and where I don't.
I guess it all comes down to personal preference. Almost every step I take with this project is a decision of some sort, and sometimes earlier decisions influence later ones. For instance, if I were to make my doors thinner, I'd have to go through and update all the doorways I've already built, and re-construct the turbocar exterior to be a slightly smaller radius to match (which would mean not only re-scaling the geo but also re-baking my textures as well, since I bake custom textures for almost all of my geometry). Not a huge task but a task nonetheless that would take a complete "work session" to complete. So it comes down to deciding whether I'd want to take that task on or just live with my turboshafts being a few cm thicker. The turboshafts have to be larger than their on-screen appearance anyway to fit an accurately scaled turbocar inside, so a few centimeters really isn't all that much to worry about.
<looks around room> Now we've got their attention. Just what did I send Donny? Don'cha all wish you knew.![]()
The door thickness is also readily apparent in this shot (link). (I just noticed you can see part of a member of the film crew reflected in the glass to screen left!)I remember reading somewhere... God, I wish I could remember where. Possibly the round-table discussion that came in that booklet with Rick Sternbach's Enterprise-D blueprints?
Anyway, someone is talking about refurbishing the movie sets for TNG in 1987 and mentioned that the doors on the movie sets were only 1/4" thick and had trouble staying on their tracks, so even though it looked less futuristic, all the TNG doors were made 1" thick. But looking at that transporter room door, I'm not sure I believe it now.
When it was initially released, it was metric only. I believe now there are options for Imperial as well. But, honestly, I feel much more comfortable working in metric at this point, even though most Trek sets were built adhering to Imperial units rather than metric.I'm surprised that Unreal works in metric rather than imperial measurements!
Well, I didn't realize there'd be a difference in the required width of the turboshaft and the actual turboshaft set piece until yesterday morning, but months ago when I built the turbo-car I looked ahead to the cargo bay/rec deck turboshafts and realized what deviations I'd have to make in order to make the turbolifts actually work (inner/outer doors, curved inner doors moving in an arc, etc). Had I not thought ahead, I'd be cursing myself re-modeling my turbolifts right nowHow much was this a decision you'd made before starting this section? You said something a few posts ago that hinted you may have had this discussion in mind when you first started modelling your first elements.
I'm sad to report that I don't really do much doodling these days. I make exhaustive lists of tasks to complete per given area, which helps me stay on track and focused. But all my "doodling" is usually done in 3D these days. It's much easier to figure out dimensions, spacing, etc in a 3D environment rather than a 2D piece of paper.['d be fascinated to see your "preproduction" notes - please gods tell me you haven't got a full cartoon set somewhere lol
That actually looks like a real elevator that they put a big UFP decal on the front.There was one lift with double doors in TSFS and another in TVH's hospital scene. Those don't really count though.
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It's probably a stock elevator they pulled from the scene dock.That actually looks like a real elevator that they put a big UFP decal on the front.
The doors are wafer thin
Actually, I just walked through several screenshots and I can see the reflection is of Bones through the doorway.That reflection looks a lot like how Spock is standing.
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