Hmmm, so... I thought I had enough room available for access to the lower lounge, but in practice with some girders added it's actually a really awkward entrance. The opening is a standard 36" door, and while it almost fits, the diagonal beam and the planter sticking out of the upper lounge prevents proper access to the doorway;
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Here's what it looks like with my 6' Spock dummy, who is definitely not happy with the entrance. It's also pretty rubbish in VR.
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Soooo, it looks like the only solution is to go with Andrew Probert's concept art from '79 (https://thirdwavedesigndotcom.files.wordpress.com/2017/12/probert-lounge-002-150ppi.jpg) with the open plan lounge. It's actually great how Andrew's concept art has proven itself to be the most viable solution twice now. Firstly with the stepped Rec Deck, and now with the lounge
I think this is actually going to be a blessing in disguise, because losing the awkward doorway enables me to include some toilets and a more feasible mess area;
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Oh Yeah. Mine is glued in my saucer now. I can barely see it.I've only seen this around and have not studied all of the geometry yet, but this was Polar Lights' solution:
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I've only seen this around and have not studied all of the geometry yet, but this was Polar Lights' solution:
Oh Yeah. Mine is glued in my saucer now. I can barely see it.
...
I was also messing around with bolts and things. I'm going to make each physical bolt a clone of the same component, because Sketchup gives you a count of how many instances of a component are used in a model. That means I'll know exactly how many bolts were used in the ship's construction, which for some reason I think is important :P
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It is VERY important to know how many bolts you've used! Because of... reasons!
On a side note, how many sides do the bolts have? Did you keep it at the standard 24 or did you go down to 12 for complexity sake?
Are you optimizing your models for use in a real-time engine/VR? Looking at the way you’re constructing things, I fear that you’re going to have major performance issues in Unreal. Are you baking normal maps from high-poly models are or you relying on geometry to carry all the weight?
At this point, I’m DYING to get the finished model into Revit and create a full set of construction documents, because I may be certifiably insane.
I do keep looking at splashing out on the 1/350 Polar Lights model, but having never constructed or painted a miniature before I'm nervous that I'd completely mess it up. At least with digital models you have an undo button![]()
I've added the emergency exit/maintenance access hatch under the bridge viewscreen. Can you spot the deliberate mistake: P
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They will have security in place to open the hatch. "Identify for toupee scan..."Yeah, the nifty hiding place where an assassin can enter unseen, and take out the first and second in command. ;-)
Yeah, the nifty hiding place where an assassin can enter unseen, and take out the first and second in command. ;-)
Plus the room below is a high-security area because of the whole computer core and EPS network thing, so without the correct toupee rank you can't get anywhere near the hatchThey will have security in place to open the hatch. "Identify for toupee scan..."
Yeah, it's actually quite difficult to hit the right balance between luxury and utility, although Kirk's quarters in TWOK are similar with regard to the use of wood and gold trim. His TWOK quarters are significantly more opulent compared to what we see in TMP, so it's likely that other areas of the ship also underwent a similar upgrade.Ohh, that looks really nice, though maybe a bit too luxurious for the more utilitarian interior Nick Meyer liked and would've used. It looks more like something Herman Zimmerman would've done on the Enterprise-A or D in my opinion.
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