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Donny's TOS Enterprise Interiors

Ok guys. The critical question: should I start a new thread for these updated TOS images I'm about to post? Is it time to put this thread to rest since it's spawned so many of my other projects? Or shall we keep the fire going on this rich document of my Unreal Engine TOS & TWOK projects?
 
Ok guys. The critical question: should I start a new thread for these updated TOS images I'm about to post? Is it time to put this thread to rest since it's spawned so many of my other projects? Or shall we keep the fire going on this rich document of my Unreal Engine TOS & TWOK projects?
I say do it right here. I'm subscribed to this thread; I assume many interested parties are already subscribed. If you changed threads, please put a link to the new one here. Looking forward to what's to come. Thanks!
 
I also think you should maintain this thread - you're still doing what it says on the tin, so why not? ;)
 
Ok guys. The critical question: should I start a new thread for these updated TOS images I'm about to post? Is it time to put this thread to rest since it's spawned so many of my other projects? Or shall we keep the fire going on this rich document of my Unreal Engine TOS & TWOK projects?
It may be easier for people to see the newer work in a new thread too.
Either way, keep it coming!
 
Here here. The title says it all.

BTW, did you post that you did this?
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Incredible texturing.

Are you still using Substance?

Love the motion of the Helmsman's viewer.
 
Incredible texturing.

Are you still using Substance?

Love the motion of the Helmsman's viewer.
For this project, I've used substance for more detailed props, but most of the materials you see for this are generated procedurally within Unreal.
 
I just noticed the leather of the chairs and the reflections off of the stations, outside of the controls.

Nice job.
 
(Although there were many versions of the bridge I created with various 3D rendering programs in the past, for the sake of clarification, we'll just simply say this is my third version of the bridge using the Unreal family of real-time rendering engines)

I've spent the last few months, in various bits of free-time, updating my previous build of the bridge of the TOS Enterprise. Version 1.0 (click here for images) was my first and only attempt at the bridge in Unreal Engine 3, and Version 2.0 (click here for images) was my first attempt in the Unreal Engine 4. This, Version 3.0, is my second attempt in Unreal Engine 4, employing more complex yet cleaner geometry, more realistic and effective materials and textures, more accurate-to-the-show post-processsing, a working chronometer and a raising/lowering helm targeting scope.

I had originally planned to just update all the shader materials, but decided I wanted to go a little bit further and get a little more detailed than my last build. I ended up reconstructing all the geometry from scratch, using previous models as a template, making corrections here and there to provide more accuracy.

In the previous two builds, I paid very little attention to the various control panel setups at each of the different stations, and had such a limited knowledge of Unreal's shader/material setups that I didn't know how to achieve the look of the colored back-lit semi-transparent resin buttons that populated all the bridge control panels. After a few years more experience with creating my own shaders, I decided to try and get each of the unique panels looking as accurate as possible given all the references available to me (mostly blu-ray captures).

I also completely re-lit the bridge to give a more true-to-show look, and also achieved better results this time around emulating the trademarked shadows from the grating in the turbolift alcove. I substantially toned down the bloom post-process I used in Version 2.0 so that it better represents how the set looked through the cameras and film stock used on the show.

I added an actual working chronometer to the helm console, which consists of 3D dials actually rotating in real-time, and employed some basic animation skills to have the helm targeting scanner raise and lower when a keyboard button is pressed near the helm panel. You can see both of these details in action in the video.

A special thanks to Trekbbs member feek61, whose research into the original sets has been an invaluable reference to me over the years when creating various bits of the bridge, including the console screens, control panel surfaces, and the entire helm console.

Anyway, as Tallguy posted earlier, here's a video of the updated bridge in real-time:
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And here's a plethora of screenshots for you

General Views:















https://flic.kr/p/VJFnze
The helm console was totally regenerated from scratch, using updated measurements from the actual prop:



The astrogator dial was also regenerated from scratch.

As well as the chronometer, which features actual rotating clock dial geometry.









Note the enhanced materials on the control panel buttons:

Note the ear receiver in it's clip next to the intercom station at the science station:

And an ear receiver in it's clip on the communications station as well, just below and left of the data card holder:
 
The last time we saw your take on the TOS bridge, I would have thought there wasn't much room to improve, but I would have been wrong. It gets better and better with every iteration, and it's come a long way.
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Here here. The title says it all.

BTW, did you post that you did this?
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When I look at that beautiful bridge, it makes me wish so much that JJtrek had used it, and just swapped out the jelly bean consoles for predominately black touchscreens (or ideally haptic screens that produce physical buttons). Why couldn't they have done this? Have any fans ever done a render of what such an updated TOS bridge might have looked like?
 
When I look at that beautiful bridge, it makes me wish so much that JJtrek had used it, and just swapped out the jelly bean consoles for predominately black touchscreens (or ideally haptic screens that produce physical buttons). Why couldn't they have done this? Have any fans ever done a render of what such an updated TOS bridge might have looked like?
Just answering my own question - not too fond of the execution, but same idea:

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