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Refit/1701-A - 3D Model, Full Interior

Did a bit more work on the nacelle today, mostly fiddling with the side grilles. I realised that just putting a grille on there wasn't good enough, because not only does it need to vent plasma exhaust into space, it also needs to be airtight or the whole nacelle becomes vacuum. This is what I came up with, a kind of cowling or duct that fits snugly over the engine exhaust. I also had to re-plan where I was putting my pipes and cabling, because without the cowling/duct in place they'd all be melted every time the engines vent plasma :P

cowling.jpg


They just bolt right on the side like this:

cowling_cutaway.jpg


Not looking forward to making the curved end piece... that's going to be awkward as hell to align with a rectangular exhaust vent.
I know it's just a vent grill, but I love how much thought you've put into this.
 
I know it's just a vent grill, but I love how much thought you've put into this.

I think that's what I'm enjoying most about this project... encountering engineering challenges and coming up with practical solutions that makes sense, within the scope of what we see on screen. I want this thing to be as real as possible, so I tend to get all OCD over the details, lol :P
 
I've been working on crew access to the nacelle hardware, and interestingly enough there's enough room to fit a standing height jefferies tube just like the one we see in TFF:

standing_jefferies.jpg


I don't intend for this to be the same one we see on screen above, as this one will have a large plasma conduit running down the centre to provide power to the lower segments of the warp coils. I just like the fact there's enough room to allow for a very similar layout.

nacelle_jeffries_wip.jpg


Each segment of the corridor is beneath a single warp coil, so I'm envisioning the wall-screens being used to display important coil related information, and for performing fine tuning and configuration tasks etc. Those purple and blue pipes you see sticking out of the structural beam are for data and power cables respectively. These will be everywhere, providing ship systems with everything needed.

I seem to be having issues with the lighting on the render though, only half the wall lights are on for some reason. Can anyone recommend a good (free) renderer for SketchUp?
 
I hate to revive an old thread but I started a project of my own using this model from sketchup.

I am rendering all 20+ million polys in all their vertical glory. (no not all at once), I'm using a custom LOD system I am designing that in theory should allow me to have near unlimited detail (4-6 million polys at any given time) in a local area around the player running at 60-100 FPS on a single GTX 770.

You will be able to tour the entire ship, use ladders, turbo lifts and functional doors as well as entering and exiting Jefferey's tubes and a GUI menu that will allow you to beam to various locations on the ship. This ship is so large you could get lost!

You will eventually be able to fly the superstructure, (pilot the massive ship) as well as seamlessly transition from piloting to the first person character controller aboard the ship. You will also be able to seamlessly transition from first person controller to piloting a shuttle craft to check out the amazing external views in all of their rendered glory.

After the space sim and complex LOD system is done I intent to create a few short cinematic experiences. I am not sure yet what it will be, but it will involve phasers, torpedoes and shields.. perhaps a Borg incursion or a battle with a Klingon bird of prey from the same era.

I spent many hours putting this thing together and fleshing out my LOD software to make it work. I am looking for the creator of this model to ask for permission to use/distribute it within my unity build. I am doing this as a hobby/learning project only, not for any kind of money. I am a programmer, and I am still learning lighting/texturing so my first run may not be AAA quality but it will be "functional" from a software perspective.

Can anyone point me to the person who owns the rights to this model? There is no contact information available on sketchup nor terms of use posted.

Also, I'm not a modeler, I know enough in sketchup to be dangerous. This model isn't finished / game engine ready. I can fix the issues (and finish models) myself but it is time consuming for me not being very experienced in modeling. I could use the help if anyone is well versed in sketchup and would like to pitch in.

I will post more updates as I go, probably once a week. Should I start a new thread or carry on here?

Thank You,
Johnny Brown
onephpmastermind@gmail.com
Unity Developer


planetfromrecroom.jpg

recroomfromrear.jpg

SkyboxView.jpg

shuttlebayexteriorview.jpg

Untitled-3.jpg

upperdecksaucerview.jpg
 
Hi Johnny, I'm still in the process of building the model, and my intention is to get it into Unreal Engine so you can walk around the ship. I'll release the SketchUp model when it's done though, so if you want to use it for a non-commercial project I'd be interested to see what you do with it. I know enough of Unreal Engine to cobble together a ship you can explore, but if you want to really bring it to life in Unity I think that would be awesome.
 
I've been working on crew access to the nacelle hardware, and interestingly enough there's enough room to fit a standing height jefferies tube just like the one we see in TFF:

standing_jefferies.jpg


I don't intend for this to be the same one we see on screen above, as this one will have a large plasma conduit running down the centre to provide power to the lower segments of the warp coils. I just like the fact there's enough room to allow for a very similar layout.

nacelle_jeffries_wip.jpg


Each segment of the corridor is beneath a single warp coil, so I'm envisioning the wall-screens being used to display important coil related information, and for performing fine tuning and configuration tasks etc. Those purple and blue pipes you see sticking out of the structural beam are for data and power cables respectively. These will be everywhere, providing ship systems with everything needed.

I seem to be having issues with the lighting on the render though, only half the wall lights are on for some reason. Can anyone recommend a good (free) renderer for SketchUp?

I know I already replied on Deviantart, but I still absolutely love this idea. Can't help you with the SketchUp though I'm afraid. I couldn't quite get into using it.
 
Hey Johnny, I'll get back to you somewhere tomorrow when I had some much needed sleep.

Dan, I don't know which renderer you're using, but it almost looks like you're using a self illuminating surface. If that is the case, it might be that you kind of forgot to paint that part in the material you're using as your light source. Or a backface that has escaped your attention...
 
Haven't made a huge amount of progress on the model, but I have been playing with lighting and textures :P

new_metals.jpg


It's all a bit too shiny, but I like how coppery the warp coils are. Also, moving the sun around in Sketchup is a real pain, so I think I'm going to download a premade spacedock and stick some massive floodlights on it.
 
If you render in Kerkythea, you can pick a viewpoint and insert an omni light for easier lighting :-)
 
Made some progress on the nose of the nacelle. There are some weird shapes to contend with which have no obvious purpose. I'm thinking the bulky white things either side of the guy below should be housing for a kind of magnetic funnel, sucking interstellar hydrogen downward into the upper section of the grille to feed the bussard collector. I imagine I'll connect the bronze coloured side grilles to the same machinery, although they look like they exist to serve a different purpose. Do any of you guys have any good info on the TMP bussard configuration?

nacelle_nose_wip.jpg
 
Consulting the Strategic Design plans, I think that's just what they are: a funnel to the magnetic collector bay. The sides of the nacelle feature inlets for matter, but the top does not. I think the grille that warps all around the nose from bottom to top (where the bussard cap would be) is just a stylistic thing to cover it all up, while all the machinery is still there. From a construction viewpoint, this would make sense. It's denoted as the Bussard Magnetic Field Generator / Collector Bay in the plans, and they're positioned abaot right underneath of where your dude is standing.
 
My god. It's full of polygons.

I've been away from the boards, but I'm really glad to see you still working on this! I'm more than impressed.
 
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