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Donny's TOS Enterprise Interiors

Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looks great Don. Has the new software been giving you the full freedom to do what you been wanting to do? Or has it hindered you in achieving more than what we see here. ( which is pretty )

I'm very satisfied with the new software thus far!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

This is damn pretty. Really outstanding work, Donny.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Wow! The level of realism has noticably increased ever since the Unreal 3 Engine. Most impressive, the wait was definitely worth it.

Here, you see I've created a light panel that is placed where the set's studio lights would normally be.

Do I presume correctly that the light was somewhat inspired by the scene in "Journey to Babel" where Kirk gives Sarek a tour of the ship and points up? ;) (darn, I wish we had some lip readers that could tell us what it is exactly Kirk says to Sarek during this moment).

I'm not sure whether the ceiling lights in the corridors would look like the massive one on top of the hangar deck as blssdwlf suggested.
The ceiling light precedence I always think of would be the colored panels above the stations of the bridge. They have a somewhat corrugated diffraction nature (is that the right word?) that could disperse light at various angles and maybe explain the existence of multiple shadows we see?

Just my 0.02 $.

Bob
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

That's amazing work! Do keep it up! Are you going to shoot for a complete Unreal 4 walkthrough, or just a series of stills?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Wow! The level of realism has noticably increased ever since the Unreal 3 Engine. Most impressive, the wait was definitely worth it.

Here, you see I've created a light panel that is placed where the set's studio lights would normally be.

Do I presume correctly that the light was somewhat inspired by the scene in "Journey to Babel" where Kirk gives Sarek a tour of the ship and points up? ;) (darn, I wish we had some lip readers that could tell us what it is exactly Kirk says to Sarek during this moment).

I'm not sure whether the ceiling lights in the corridors would look like the massive one on top of the hangar deck as blssdwlf suggested.
The ceiling light precedence I always think of would be the colored panels above the stations of the bridge. They have a somewhat corrugated diffraction nature (is that the right word?) that could disperse light at various angles and maybe explain the existence of multiple shadows we see?

Just my 0.02 $.

Bob

I'm going to "pretend" that these light panels, through futuristic technology unbeknownst to us, have the ability to throw out different isolated hues of light, although the panels themselves appear white...;)

By the way, I was inspired primarily by this photo from The Enemy Within....http://tos.trekcore.com/hd/albums/1x05hd/theenemywithinhd464.jpg
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

@Bob - I wasn't suggesting massive at all. As mentioned in my original reply, I was suggesting the light panels to be less recessed like the hangar lights. The "Enemy Within" lights is another good source of inspiration and I'd suggest less recessed panels and to also extend them in a direction so the ends connect to the vertical frames. That way it'd keep to the style as shown. But it's just IMHO. :)

Wow! The level of realism has noticably increased ever since the Unreal 3 Engine. Most impressive, the wait was definitely worth it.

Here, you see I've created a light panel that is placed where the set's studio lights would normally be.

Do I presume correctly that the light was somewhat inspired by the scene in "Journey to Babel" where Kirk gives Sarek a tour of the ship and points up? ;) (darn, I wish we had some lip readers that could tell us what it is exactly Kirk says to Sarek during this moment).

I'm not sure whether the ceiling lights in the corridors would look like the massive one on top of the hangar deck as blssdwlf suggested.
The ceiling light precedence I always think of would be the colored panels above the stations of the bridge. They have a somewhat corrugated diffraction nature (is that the right word?) that could disperse light at various angles and maybe explain the existence of multiple shadows we see?

Just my 0.02 $.

Bob

I'm going to "pretend" that these light panels, through futuristic technology unbeknownst to us, have the ability to throw out different isolated hues of light, although the panels themselves appear white...;)

By the way, I was inspired primarily by this photo from The Enemy Within....http://tos.trekcore.com/hd/albums/1x05hd/theenemywithinhd464.jpg
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

The "Enemy Within" lights is another good source of inspiration and I'd suggest less recessed panels and to also extend them in a direction so the ends connect to the vertical frames. That way it'd keep to the style as shown. But it's just IMHO. :)

I originally wanted to extend the panels to connect with the vertical frames, but because the distance between each of these frames in the corridors of Stage 9 is different, I would be required to model a separate mesh for each section between the frames. This process would both take longer and require more memory at run time. Therefore, this modular approach I have taken works best, given the nature of a real-time gaming engine.

Plus, I like the way it looks ;)

Thank you, blssdwlf, for your suggestions though!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Guys, I'm loving the results I'm getting with the Unreal 4 engine. Check out this comparison shot of transporter chamber, which I recently finished rebuilding for Unreal 4:


Note the red floor of the transporter pad, and the braces on the ceiling above it. You'll see how the reflective surfaces add so much more depth and realism to the scene. I also paid more attention this time around, adding beveled edges and such, and added details to the upper cylinders of each transporter pad, such as what is seen in this screencap from Assignment Earth: http://tos.trekcore.com/hd/albums/2x26hd/assignmentearthhd0070.jpg

I'm amazed at what this engine and a little more effort on my part can do.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Y'know, I never noticed the corrugations on the upper cylinders til now. Thanks!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Gotcha :) Keep up the awesome work!

The "Enemy Within" lights is another good source of inspiration and I'd suggest less recessed panels and to also extend them in a direction so the ends connect to the vertical frames. That way it'd keep to the style as shown. But it's just IMHO. :)

I originally wanted to extend the panels to connect with the vertical frames, but because the distance between each of these frames in the corridors of Stage 9 is different, I would be required to model a separate mesh for each section between the frames. This process would both take longer and require more memory at run time. Therefore, this modular approach I have taken works best, given the nature of a real-time gaming engine.

Plus, I like the way it looks ;)

Thank you, blssdwlf, for your suggestions though!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

No pun intended, but that's absolutely unreal. :eek:
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

And here we go. The finished rebuilt transporter room in Unreal 4.











 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

My God - it continues to look like photos taken from the original set. The surface texturing on the control board and walls, the dead-on coloring - all perfect. I wish I had the time to do something like this.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

My God - it continues to look like photos taken from the original set. The surface texturing on the control board and walls, the dead-on coloring - all perfect. I wish I had the time to do something like this.

I'm glad you've noticed the extra effort put into the surfacing. Thanks!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Amazing! Indeed, Unreal 4 engine adds a most welcome natural look.

Here is a screencap from "Let That Be" with the rare viewing angle recreated above.
I noticed the flat screen wasn't there. It looks closer to "Assignment: Earth" or "The Savage Curtain".

Throughout several episodes there is repositioning of the walls around the flat screen and the scanner console. Did you go for an idealized version?

Bob
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Throughout several episodes there is repositioning of the walls around the flat screen and the scanner console. Did you go for an idealized version?

Bob

Yes. I threw together this layout last year when I originally constructed the set. I took all available references and created this "idealized" version, which was arranged as such to fit inside the confines of the Stage 9 corridor layout, and to include both the auxiliary console and the viewing screen.

I also want to say that I favored the layout seen in both "The Tholian Web" and "Elaan of Troyius". But I could be incorrect; I'm away from my references at the moment.
 
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