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Donny's TOS Enterprise Interiors

Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looks great. Any chance of a short video walk-through?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny:

It's looking fantastic. It should be called the Real engine instead of the Unreal engine.

I'm still missing some of the cucoloris effects. Yours seems too subtle for me. I think the red transporter pad is a tiny bit too glossy. (It was non-reflective carpeting.) Also, I think the six overhead alcove lights, while corrugated, got a darker paint job for the third season (just like the walls were painted purple). Lastly, while you have the two intersecting white lines on the galaxy picture, you don't have the third (black) line. Those are the tweaks I would make.

But let me repeat: fantastic!
 
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Brilliant work dude, I look forward to everything else that's coming up, I have said it before but can we have a interactive walk around of the enterprise, interactive parts like the captains chair, stuff on the bridge, stuff that can be activated on other decks/rooms and such
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny:
I'm still missing some of the cucoloris effects. Yours seems too subtle for me. I think the red transporter pad is a tiny bit too glossy. (It was non-reflective carpeting.) Also, I think the six overhead alcove lights, while corrugated, got a darker paint job for the third season (just like the walls were painted purple). Lastly, while you have the two intersecting white lines on the galaxy picture, you don't have the third (black) line. Those are the tweaks I would make.

A) The cucoloris effects are there, but I agree...they are a little subtle. I'll tweak them a bit and make em pop a bit more.

B) Again, your eye is too good! I noticed that in both pilots, the floor was reflective instead of carpeted and wanted to test it out. Being that realistic reflective surfaces are so new to me (thanks to Unreal 4), and I really like the look of the reflective red floor, I kept it, although it was bugging me that it wasn't accurate. I'll change it, even though I love the way it looks!

C) I'm conflicted on the overhead transporter cylinders. After reviewing screencaps, I'm seeing that in some instances they look darker, and in some they look the same. Could it be that it's the lighting and not a new paint job?

D) Regarding the galaxy picture: the black line is there, it's just not evident in that screenshot.

Good of you to drop in, Greg! I've missed your input!
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looks great. Any chance of a short video walk-through?

Yes, I will try and get something whipped up soon.

surak-toc said:
I have said it before but can we have a interactive walk around of the enterprise, interactive parts like the captains chair, stuff on the bridge, stuff that can be activated on other decks/rooms and such

I hope to make interactive parts, but I'm handling building all the environments first.
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

C) I'm conflicted on the overhead transporter cylinders. After reviewing screencaps, I'm seeing that in some instances they look darker, and in some they look the same. Could it be that it's the lighting and not a new paint job?
Perhaps reuse of stock footage would explain the inconsistent appearance. After all, how many times did they reuse that footage of Jimmy Doohan's stand-in sliding the transporter levers?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

I've finished rebuilding the briefing room. I've corrected the view screen wall to match that as it was last seen on "Space Seed" (with included air vent to the right of the screen), and gone for the color scheme seen frequently in the second season of TOS. I may include a variant with the third season color scheme elsewhere, since there is probably more than one briefing room on board the Enterprise, and because I've been following a decidedly third season design scheme. The reason I'm including this second season color scheme first is because, IMO, it looks much better and less garish.









 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Fascinating! I'd like to sit down, read the report on the pad and pour myself a nice cup of coffee with some sugar and milk. :) (I have to shamefully admit that I hadn't paid attention to these stainless steel dispensers. Which episode(s) did we see those?)

Was the exterior of the triangular viewscreen really that glossy?

Bob
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Fascinating! I'd like to sit down, read the report on the pad and pour myself a nice cup of coffee with some sugar and milk. :) (I have to shamefully admit that I hadn't paid attention to these stainless steel dispensers. Which episode(s) did we see those?)

Was the exterior of the triangular viewscreen really that glossy?

Bob

We see the coffee/creamer/sugar dispensers in the briefing room in "The Corbomite Maneuver":

http://tos.trekcore.com/hd/albums/1x10hd/thecorbomitemaneuverhd113.jpg

http://tos.trekcore.com/hd/albums/1x10hd/thecorbomitemaneuverhd117.jpg


The larger dispenser appears in various other episodes in the Enterprise rec room, at the Janus mining colony in "The Devil In The Dark", onboard a shuttle craft in "Metamorphosis", among others.

I see what you mean about the tri-viewer being too glossy. After comparing to this screencap, I will tone it down a bit.
 
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Great work again! I was surprised to see that the view screen wall wasn't flat but that the panels are angled. I suppose this helped stop the temporary wall from falling over! ;-)
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny:
I'm still missing some of the cucoloris effects. Yours seems too subtle for me. I think the red transporter pad is a tiny bit too glossy. (It was non-reflective carpeting.)

B) Again, your eye is too good! I noticed that in both pilots, the floor was reflective instead of carpeted and wanted to test it out. Being that realistic reflective surfaces are so new to me (thanks to Unreal 4), and I really like the look of the reflective red floor, I kept it, although it was bugging me that it wasn't accurate. I'll change it, even though I love the way it looks!

Maybe meet it halfway - tone down the reflectivity so it only shows from certain angles/distances? Is that possible?
 
Re: TOS Enterprise Interiors -- Unreal 3 Engine

Basically, I'm trying to finish re-building everything I already had done with the Unreal 3 engine before moving onto new areas like Engineering. That means I'm focusing on sickbay right now, as it was the last thing I had completed before taking the long break that I did.

Here's a little teaser. The differences are subtle, but better nonetheless.
 
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