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Star Trek Online (tiny)Agents of Yesterday

spockboy

Captain
Captain
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At 00:33 I laughed at the size of the crew!
Hilarious.


:)Spockboy
 
I thought Donny WAS hired, not during the first interview, but later.

Also, while Donny is unquestionably a VERY talented artist, he will be under considerable tight schedules and subject to the demands of managers who, in turn must submit to the whims of accountants. What we may see from him may be "compromised" by the demands of his employers.

I too questioned why all the "sets" are absurdly oversized. I was told it was a limitation of the render engine. Okay, then why don't the interiors of modest huts in something like, say, SkyRim, look like "vaulted chambers"? How come its sense of scale is more "balanced"?

Sincerely,

Bill
 
The scale does seem a bit off...

Anyway, this actually makes me excited about STO. I just couldn't get into it because of the post-TNG setting.

Kor
 
I thought Donny WAS hired, not during the first interview, but later.

Also, while Donny is unquestionably a VERY talented artist, he will be under considerable tight schedules and subject to the demands of managers who, in turn must submit to the whims of accountants. What we may see from him may be "compromised" by the demands of his employers.

I too questioned why all the "sets" are absurdly oversized. I was told it was a limitation of the render engine. Okay, then why don't the interiors of modest huts in something like, say, SkyRim, look like "vaulted chambers"? How come its sense of scale is more "balanced"?

Sincerely,

Bill

Very interesting.
Donny is indeed talented, but another reason for hiring him (for me) would be the fact that he had already created all of the sets beautifully.
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Thanks for the info!
:)
 
I too questioned why all the "sets" are absurdly oversized. I was told it was a limitation of the render engine. Okay, then why don't the interiors of modest huts in something like, say, SkyRim, look like "vaulted chambers"? How come its sense of scale is more "balanced"?

Don't quote me on it - but I remember this being answered as a 'camera' issue a while back. The larger spaces give room to move around without any views or perspectives being obstructed.

I'm sure theres a far more correct term than "Camera", but with smaller spaces there's less room for it to maneuver.
 
I thought Donny WAS hired, not during the first interview, but later.

Also, while Donny is unquestionably a VERY talented artist, he will be under considerable tight schedules and subject to the demands of managers who, in turn must submit to the whims of accountants. What we may see from him may be "compromised" by the demands of his employers.

I too questioned why all the "sets" are absurdly oversized. I was told it was a limitation of the render engine. Okay, then why don't the interiors of modest huts in something like, say, SkyRim, look like "vaulted chambers"? How come its sense of scale is more "balanced"?

Sincerely,

Bill
It's also an issue that the characters need to be able to move - and due to collision boxes (that's how the system determines if you can move tough an area or have to go around - and the size of the 'hitboxes' (used in the MMO engine during combat) the interiors and objects had to have a certain size to allow characters to move around in them. The TOS (and Defiant and Voyager) interiors aren't as bad (oversize wise) as some of the original ship and starbase interiors that still exist - because they realized they would never allow combat in those. The original STO Bridge interiors were all designed with a possibility of having to allow ground combat in them.
 
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