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Star Ship Polaris

Polaris and Grandeur are probably the last jobs I'll be doing for anyone for free, so enjoy them while they last. :)
 
Here's my first take on a CG replacement for the physical console used in the live-action shots. This is only the basic shape and would have more details and gadgetry added.

polaris_engineering_concept02_wip08.jpg
 
Polaris and Grandeur are probably the last jobs I'll be doing for anyone for free, so enjoy them while they last. :)

Hope that doesn't bar us from seeing you post work that you do for yourself though. And hopefully that means you'll have time to work on more of your personal projects.
 
Now I want to go back to 2009 and build that console (I would also have liked between two more weeks and a month lead-time to build sets :lol:).

Really, really great.
 
You mean Grandeur? Don't worry, I've already resumed tinkering on that one. Hopefully I'll be able to show more progress on the 3D model relatively soon.

No, that is the ship you were thinking of for the design the next enterprise contest for another fanfic.

I'm thinking of a different design. Had a front thick saucer section that resembled an Akira a little with a smaller sub engineering section shaped like an egg.
 
Here's my first take on a CG replacement for the physical console used in the live-action shots. This is only the basic shape and would have more details and gadgetry added.

polaris_engineering_concept02_wip08.jpg

I like the design, but given the volume of space around it, does it make sense for the controls to be only on one side?
 
I envision this as the Chief Engineer's station where he oversees pretty much everything, mainly because he spends almost all of his time standing at it in the footage that was shot. There might wind up to be some basic controls or indicators on the back side of it but in general I think it's a one-man position.
 
Kinda. I've done most of this based on the requirements of the live-action footage that was shot, but I do have a general idea of the layout.

I actually would have preferred a Chief Engineer's station that more directly overlooks the chamber, but that would put all the cool looking stuff behind the camera and render these shots rather dull visually. I compromised by orienting his console radial to the center of the chamber, and I will probably add similar consoles in matching positions around its circumference.

I'm still figuring out exactly how to deal with whatever Maurice is kneeling down at. I did that retro/Krell instrument bank thing in the earlier sketches, which I liked, but I don't really care for the way it chops things up and obscures a chunk of the interesting background. I dunno, still mulling it over.
 
Well, it's okay for him just to be kneeling down to mop up what's left of some poor engineer who didn't make it through the jump. :lol:

One thing about stuff in the foreground edging into interesting stuff behind is that it takes a little of the "get a load of this" curse off of an effects shot. We actually could see most of the equipment that's in BG in your earlier sketch.
 
I still think the simplest answer for that one shot is just to have one of the floor grates swung up as if I'm checking something under the deck. I'm looking at the radioactive dipstick...and I don't mean Hudson!

How does this design work with the shots where we can see the actor's legs under the console? Do the legs on this obscure those on the physical console?
 
is it an optical illusion or a problem with the texture of the floor gate that they change angles after the control panel.
 
The space is divided into six pie wedges and the floor grate is aligned separately to each wedge. Having said that, the alignment isn't all that accurate. I basically free transformed a huge texture by eye to get it in perspective, but it stretches WAY beyond the boundaries of the image to do that and it was just a pain in the ass. If there's a better way of doing it, I haven't learned it yet.
 
The space is divided into six pie wedges and the floor grate is aligned separately to each wedge. Having said that, the alignment isn't all that accurate. I basically free transformed a huge texture by eye to get it in perspective, but it stretches WAY beyond the boundaries of the image to do that and it was just a pain in the ass. If there's a better way of doing it, I haven't learned it yet.

what would happen if you just changed the design to be a 6"x6" square grid like an industrial platform that allowed you to see something below it. Like your platform idea but more subdued.

That way it can be structured or welded to follow a radial pattern from the center of the core or just not aligned to anything at all and just square it off at odd angles everywhere.
 
To be honest, I'm reasonably happy with the floor as it is. Creating it was a pain but the results were pretty satisfying.
 
I'm thinking of a different design. Had a front thick saucer section that resembled an Akira a little with a smaller sub engineering section shaped like an egg.

Okay, I've decided you must be talking about my old UES Vanguard:

wip_115.jpg


That one does hold a special place in my heart and I will get back to it eventually.
 
^He might also be thinking of that starbase sized ship you did a sketch of.
So, lately I've been trying to do more "sketch of the day" type stuff, just to get in the practice and try to improve my speed. I had the idea for this one earlier today while I was at work, then I came home and drew it up in less than 10 minutes. Nothing fancy but I think it might have promise for further development.

RandomShip01_wip01.jpg
 
I'm thinking about how to model this to use as a virtual set. If the "pie slices" are 60 degrees and I assume the width of the three-display overhead in the center of the room to be the same as on the Command Deck - eight feet wide - that gives me some idea of how to proceed.
 
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