You've inspired me. Using the DE and DE bonus material, I'm going to take a crack at this myself.
I've started the tram shots and have a few questions.
The sequence you are envisioning would be:
1. The tram approaches StarFleet HQ in a shot similar to the Director's Edition but matching the unused Tram shot in it's depiction of San Franscisco. I would use the provided photo of San Francisco bay to reconstruct the shot as needed.
2. The second shot shows the tram entering StarFleet HQ from the outside like the screenshot provided. I am currently breaking that shot apart to be able to composite the various elements and color correcting/grain removal as well to get a clean plate. I'm thinking that the clouds in the BG could move a bit and some sort of slot gag to bring some life to the water.
Do you intend to use the shot of the shuttle approaching StarFleet HQ that was used in the 1979 release between these two additional shots? If so, then I'll have to make certain that all three shots (the two new and the one existing) will all match color-wise.
Finally, I'm assuming that the shots should look like they could have come from the 1979 release rather than have lots of digital bells and whistles like multi-plane/parallax movement. Is this correct?
http://youtu.be/S7YdWQC8QRA
Best to watch in HD, though keep in mind a lot of film grain and detail are compressed out (look at photo for such details).
Most of the reflections I've done on the pod ride look somewhat fake but that's in keeping with the reality that they would have been done in post production and not on set.
I've often wondered if Trumbull was thinking of an arcade game spinoff when he wrote the dialog for the spockwalk (Yeah, he wrote it), because it seems like the kind of thing the console would tell you before the game started in earnest.Not to rush ahead too far...but I'll be curious to see what happens when you got to the Spock-walk scene. I didn't understand then, and do not understand now, the need for the viewer to become so familiar with the operation of a thruster suit. I don't see the plot-gain there...![]()
not bad at all (any chance you can make the little guy escaping from epsilon9 look a little bit less like a Major Matt Mason toy falling off his wire? That probably bugs me more than any other shot in the movie, even more than those out of focus vger exterior shots when Kirk asks for reverse angle on viewer during flyover)
I think the thruster suit thing as "verisimilitude" run amuck. I liked the detail, but it was utterly superfluous.
I hear about Hanks and Major Matt Mason, but never seemed to hear about progress. I like your idea of "the future that never was".
I doubt he was thinking of arcade games in late 1979. I don't believe voice synthesis appeared in any video games prior to Stratovox and then Berzerk in 1980.
Then again, Trumbull's thinking was always ahead of its time, wouldn't surprise me to find he and Don Bluth were both thinking about laserdisc tech ... Bluth did a dragon kind of game in the early 80s,I think, based on LD tech.
Those Tom Cranham* storyboards are very interesting, but it is obvious that Gene Roddenberry was an aficionado of the beton brut architectural movement (interspersed with the occasion Bucky Fuller geodesic dome) as per the unused Yuricich SF matte painting and insisted on its appearance in ST:TMP in opposition to Cranham's pseudo-googie skytram terminal and cityscape. A virtually identical brutalist architectural style is also depicted in Genesis II (Tyrannia), Planet Earth (Pax - a really shitty matte painting, it must be noted) and even the titular city in the ST:TNG episode Angel One.
*Cranham, incidentally, also designed the Tyrell Corporation pyramid for Blade Runner.
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