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Donny's TOS Enterprise Interiors

Even fast processors would have a hard time keeping up with all models being high-poly. Game models, in general, tend to be low-poly equivalents. Donny models primarily for the Unreal4 engine in this thread. I don't know what STO uses.
 
Even fast processors would have a hard time keeping up with all models being high-poly. Game models, in general, tend to be low-poly equivalents. Donny models primarily for the Unreal4 engine in this thread. I don't know what STO uses.
Scribble said it right! Games and fully 3D environments render in a real-time engine so it’s imperative that models and textures are as efficient and low-cost as possible so that everything runs at a smooth frame rate. And although low-poly games models these days are considerably higher in polycount than their counterparts just a few years ago, it’s still more efficient to bake the super-high details into the textures of the low poly model to fake details that would otherwise cause a greater draw on a computer’s resources.
 
That makes sense, thanks, Donny.

My question's actually the opposite, though: why do the high-poly version? Or do you need to do that before you can then reduce it for the low-poly version?

(Please forgive my extreme lack of knowledge).
dJE

Scribble said it right! Games and fully 3D environments render in a real-time engine so it’s imperative that models and textures are as efficient and low-cost as possible so that everything runs at a smooth frame rate. And although low-poly games models these days are considerably higher in polycount than their counterparts just a few years ago, it’s still more efficient to bake the super-high details into the textures of the low poly model to fake details that would otherwise cause a greater draw on a computer’s resources.
 
That makes sense, thanks, Donny.

My question's actually the opposite, though: why do the high-poly version? Or do you need to do that before you can then reduce it for the low-poly version?

(Please forgive my extreme lack of knowledge).
dJE
The high poly version's details get baked into the textures for the low poly version so that more detail appears on the textures than there actually is in the low-poly model. These high-poly models never make it into the game; just my texture/material authoring program for baking.
 
Okay, here's the status of my conjectured toilet/handsink combo in the aft compartment of the TOS shuttlecraft

Here, you see everything stowed away nicely. Note the addition of a TOS-style replicator / food slot.


The commode folds out at the press of a button.


And the hand sink folds out as well!


Thoughts? I tried very hard to keep a very angular/boxy TOS look to the commode and handsink.
 
Okay, here's the status of my conjectured toilet/handsink combo in the aft compartment of the TOS shuttlecraft

Here, you see everything stowed away nicely. Note the addition of a TOS-style replicator / food slot.


The commode folds out at the press of a button.


And the hand sink folds out as well!


Thoughts? I tried very hard to keep a very angular/boxy TOS look to the commode and handsink.

Very cool!!! One comment - That silver stuff on the floor was not the prismatic stuff as you have it drawn but was perforated steel plank (PSP) or "Marston Mat." It came in a bunch of different design and hole sizes and was used by the military to build airfields, roads, etc. and locked together to form different shapes depending on what was needed. They used this stuff a lot in the Pacific theater during WW2 and in Vietnam to build taxiways and sometimes runways on muddy, unstable ground. The stuff on Star Trek was no doubt surpluss of which there was a ton of it around back in the day. You can see in the cap below that it has raised texture and you can also see the joint down the middle where it connected together.

thegalileosevenhd474.jpg



Here is a photo of some of the bigger stuff used to make an airfield
710x528_2162987_1865482_1459327505.jpg
 
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