Great work Donny! An almost Robert Wise inspired style on that first render.
Say what you want, blurry has precedent in Trek!![]()
Awesome work, the misty distance just adds to the depth and size of the set! Shame we can't see the nacelle conduits any more, maybe when they are lit they'll be more prominent?
I wonder, how closely (visually) does this full size render compare to the forced perspective model used in TMP? The reason I ask is that the placement of the round "doughnut" sections seem a very close match and I know that in the FP model they were virtually touching!
I'm pleasantly surprised that I've managed to get the horizontal shaft area a pretty close match to the forced perspective set, visually.
I'm pleasantly surprised that I've managed to get the horizontal shaft area a pretty close match to the forced perspective set, visually.
Actually it's the opposite: the forced perspective (emphasis on "forced") is an good attempt to look like it's over 30m long, and what, in your virtual world, is really over 30m long.
Hi Donny, I almost missed this thread because is said "TOS" interiors, and I assumed it was another "original series" Enterprise thread. I've nothing against that (that's what I grew up with), but the TMP movie era (through ST VI) is what peaks my interest. I've got to say I've been following this with anticipation and awe ever since.
Anyway, I noticed in your horizontal intermix chamber that the starboard side is walled off, where the port side follows the hull contour (plus has the raised walkway you haven't added yet). I double checked on Trek Core, and you're absolutely right. Very nice work! The one thing that's always bothered me is the emergency bulkhead that lowers to isolate the HZ chamber. Since the bulkhead is obviously solid, I figure it's got to be lowering between two of those "constrictor pairs" rather than shattering one of the translucent tubes. I figure the "constrictors" have some mechanism to seal off the intermix tube and retract the coupling between the two so the bulkhead can lower.
That the long explanation, but here's why I bring it up. In your render, the two constrictors in a HZ pair seem too close together. They (theoretically) need to be spaced about the same as the prominent vertical constrictors to allow room for the bulkhead. Does that make sense?
I know it's a nit-pick and you may not agree with it, but I throw it out there anyway. Please keep up the wonderful work.
Lewis
So just how far back is this space going to go, Donny? The FP set ended with a FP matte painting behind the nacelle conduits suggesting the compartment extended the full length of the secondary hull, though it just looks like empty space back there...
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Really? That's surprising. Video games these days are able to present whole ultradetailed cities, and you've only rendered certain rooms of the Enterprise so far, not even remotely close to the whole thing. Is it a limitation of the Unreal 4 engine, or your graphics card? (No offense meant, I'm just curious.)
So just how far back is this space going to go, Donny? The FP set ended with a FP matte painting behind the nacelle conduits suggesting the compartment extended the full length of the secondary hull, though it just looks like empty space back there...
This has yet to be decided. I will admit, I'm starting to reach the limits of detail before frame rate really starts suffering, and I sill have to build the TWOK computer consoles and the dilithium chamber. I may have to sacrifice this canon area beyond the horizontal intermix for the sake of performance for the final end-product.
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