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Modelling corridors?

Kazan

Cadet
Newbie
Hi everyone.

I've always wanted to take a swing at modelling the corridors on Voyager in 3D, but I haven't been able to find much reference on them yet.

I've seen bunches of models though. Are people just eyeballing it? I find that hard to believe lol.

Could anyone point me to a possible model sheet? Or a blueprint for Voyagers corridors/halls etc? There's plenty of material for the ship itself, even the room layouts, but I want to model the actual corridors themselves (something fairly simple to start with).

I thought it would be a fun exercise for me inside UE4 as well. I would love to put together an interactive walkthrough of parts of the ship :P

Anyway, thanks for any help!
 
I do it by looking. Go and make a corridor by looking at it. Then set a camera to look at the same point as picture you are referencing. Then you should see if your corridor is wider than it should be, or taller than it should be. Than you correct it and check again until you are satisfied with the result.

Here
latest


You can see that the corridor is little taller than it is wide. So start with that. I see that you are using Unity engine. I too love that engine. I tried many others but none are as Unity.
 
It's best to start with any dimensions you know, so we know the corridors are 8ft wide, as they are the same set as the TNG corridors. Then you can look at other schematics and get other dimesnions for things like doors, corridor height etc (also 8ft). There is always a degree of 'eyeballing' involved because we simply don't have the blueprints for every single bit, but its fairly easy to get blindingly close.

When 'eyeballing', it's best to look at screenshots that have people in, or at least something visible that you know the exact size of. I personally 'imagine' a 30cm on the set, which is obviously 1ft, which makes working stuff out pretty easy.

You'll find a lot of useful stuff here: http://www.trekbbs.com/showthread.php?t=244483
 
Another suggestion, in addition lewisniven's suggestions, is to see if your 3D tool has a match photo/view match option. This allows you to set up your camera's perspective to match the perspective of the reference photo.
 
Wonderful suggestions guys. Thank you very much.

Been playing with it for the better part of the day, so far so good. Just a wall section for now. I'm sure I'm screwing up lots of little details and I already have tons of things to fix but it's looking decent so far.

Thanks again :)





 
Spot on, once you get in to it you just get in to a flow and it all starts happening. Looks awesome so far :)
 
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