The turbolifts shouldn't be right next to each other. You want some separation between them, so that if something damages one of the lifts, the other one will probably still be okay.
Just center the holocom, and it'll look superb. As for the gap to Ezri's right...well, that's actually good to leave as is. The "gap" could be where a relief shift comes in for communications, and tactical. Or it's where Ezri goes when she need to be somewhere, while Sam's console is "out".
Ah, good point. I hadn't thought of that.Yeah, just center the holocom, and it'll look superb. As for the gap to Ezri's right...well, that's actually good to leave as is. The "gap" could be where a relief shift comes in for communications, and tactical. Or it's where Ezri goes when she need to be somewhere, while Sam's console is "out".
thats what i was thinking... a sort of 'path down' to talk to Ezri and give reports and such...
M
I hadn't seen that zoom of the Aventine before... if that's right then yeah, the doorway i have leading to the conference room could just be a small curved corridor leading around so the conference room was directly in front of the bridge...
M
So...if those two disks in the exterior shot aren't turbo-shaft tops...what are they?
So...if those two disks in the exterior shot aren't turbo-shaft tops...what are they?
I designed them as endcaps for the 2 turbo shafts.
I use 3ds Max for both interior and exterior.
I like to use Mental Ray (comes with 3ds Max) as the interior renderer, because it's fast and has a set of excellent stock materials.
It has been at least 3 years since I last made an interior and I learned a ton in that time.Hmm.....
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