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Thread: Star Trek Interiors

  1. #1411
    SFM Obsessed Rekkert's Avatar
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    Ahh, yes I forgot to swap the two stations around, done!

    Been working on the labels and stickers some more these past few days:



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  2. #1412
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    Absolutely perfect!

    Incidentally and for anyone interested, the Starboard Egress opens onto a corridor not much wider than a standard set of turbo doors; this grants access to a modified Deck 1 similar in size (though not design) to that of the Constitution refits.

    On entering the corridor, immediately opposite there's a small hatch leading to an emergency equipment and ODN trunking closet. The corridor then follows the curve of the bridge as it heads around behind it. The first fullsized door opens into a Ready Room taking up the Starboard aft quarter of Deck 1.

    Next the corridor opens onto a stairwell (which can be sealed off but usually remains open) heading aft down to Deck 2 along the centreline of the vessel.

    Finally the corridor ends at a door in mirrored location to the Ready Room, accessing a cramped Mess and Head. These take up Portside Aft of Deck 1, and abutt the portside Turboshaft.

    Both Ready Room and Mess feature an aft-looking viewport; there's of course no docking ring on this module.
    Last edited by Starscream; 13th Nov 2018 at 01:51.
    He's not just a moron. He's the product of the greatest minds of a generation, working together with the express purpose of building the dumbest moron who ever lived.

    And you just put him in charge of the entire nation.

  3. #1413
    SFM Obsessed Rekkert's Avatar
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    More work on the helm console, modifying it sit lower as the TUC version, and with the back 'table' bit added. It's not intended to be a 1:1 reproduction of the TUC helm however, several details are purposely different, like the lack of the lights at the sides and the (still not done) TWoK inspired controls.

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  4. #1414
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    TWOK inspired controls? Like accordion buttons?

    So far this is coming together nicely. I never was a fan of the Constellation-class but this bridge sure looks good.

  5. #1415
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    No, God no -- no accordion buttons!

    The idea is that the less dated controls (such as the light-up flip switches from the Weapons Station, the sliders from the Helm, etc) that can be recolored easily so as to not create an aesthetic kluge, will be.

    Recall what was done with the TUC helm, and imagine something similar applied to both it and the standalone stations (well, Tactical for certain. I think we could get away with Okudagrams for Security), but with a touch of TWOK.

    Also, there's already a perfectly serviceable Okudragram equivalent of the accordion controls

    Glad you like it, Rusty!

    @Rekkert the extension to the Helm console looks great, makes it look more like a built in component of the bridge rather than something just glued in place like the TMP version
    Last edited by Starscream; 13th Nov 2018 at 21:13.
    He's not just a moron. He's the product of the greatest minds of a generation, working together with the express purpose of building the dumbest moron who ever lived.

    And you just put him in charge of the entire nation.

  6. #1416
    I have to ask..how are you doing the lighting for the room's?....that's one thing that I still suck at...can you help me?

  7. #1417
    SFM Obsessed Rekkert's Avatar
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    @Rusty0918: Thank you!

    @Starscream: Glad you liked it! Yeah, the helm looks a lot more grounded now.

    @The_meshmaster: I'm using Blender's built in Cycles renderer, which is physically based, thus creates realistic bounces off of surfaces. I simply set the materials for the lights as emissive, and those are my only sources of light, the light bounces on the room and thus illuminates everything realistically. I never liked the old fashioned approach of faking the lighting with spots and other 'invisible' lights like that, you spend a lot of time setting everything up and it never gets to look as realistic anyway.

    So, given that you're not on Blender, my suggestion would be to find a similar PBR renderer for Max. Cycles is open source so you might find an implementation of it as a plugin.


    I've worked on the keyboards for the wall facing consoles. These take a lot of inspiration from the Enterprise-C consoles, using the same muted colors and numbers at the top. However this is mixed with the traditional Ent-A keyboard layout, and they're only lit half as much as the other consoles, similarly to the unlit segments of white and light blue controls on the Ent-A science and comms stations (see the lower right corner here).


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  8. #1418
    SFM Nugget ashleytinger's Avatar
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    Quote Originally Posted by Rekkert View Post
    @Rusty0918: Thank you!

    @Starscream: Glad you liked it! Yeah, the helm looks a lot more grounded now.

    @The_meshmaster: I'm using Blender's built in Cycles renderer, which is physically based, thus creates realistic bounces off of surfaces. I simply set the materials for the lights as emissive, and those are my only sources of light, the light bounces on the room and thus illuminates everything realistically. I never liked the old fashioned approach of faking the lighting with spots and other 'invisible' lights like that, you spend a lot of time setting everything up and it never gets to look as realistic anyway.

    So, given that you're not on Blender, my suggestion would be to find a similar PBR renderer for Max. Cycles is open source so you might find an implementation of it as a plugin.


    I've worked on the keyboards for the wall facing consoles. These take a lot of inspiration from the Enterprise-C consoles, using the same muted colors and numbers at the top. However this is mixed with the traditional Ent-A keyboard layout, and they're only lit half as much as the other consoles, similarly to the unlit segments of white and light blue controls on the Ent-A science and comms stations (see the lower right corner here).


    Really digging this.

    You're basically lighting yours the same way I light mine. I build in Truespace but I assemble and render in DAZ Studio using iRay. So I build the lights and let them do their thing there. I hate having to bring in extra lighting as well to 'fake it'. Just build the lights into your set and call it good.

  9. #1419
    Quote Originally Posted by Rekkert View Post
    @Rusty0918: Thank you!

    @Starscream: Glad you liked it! Yeah, the helm looks a lot more grounded now.

    @The_meshmaster: I'm using Blender's built in Cycles renderer, which is physically based, thus creates realistic bounces off of surfaces. I simply set the materials for the lights as emissive, and those are my only sources of light, the light bounces on the room and thus illuminates everything realistically. I never liked the old fashioned approach of faking the lighting with spots and other 'invisible' lights like that, you spend a lot of time setting everything up and it never gets to look as realistic anyway.

    So, given that you're not on Blender, my suggestion would be to find a similar PBR renderer for Max. Cycles is open source so you might find an implementation of it as a plugin.


    I've worked on the keyboards for the wall facing consoles. These take a lot of inspiration from the Enterprise-C consoles, using the same muted colors and numbers at the top. However this is mixed with the traditional Ent-A keyboard layout, and they're only lit half as much as the other consoles, similarly to the unlit segments of white and light blue controls on the Ent-A science and comms stations (see the lower right corner here).


    Darn...thanks anyways bro for replying...but there is no plugin for that setting...shame.

  10. #1420
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    Hot damn, these Okudagrams are looking sexy
    He's not just a moron. He's the product of the greatest minds of a generation, working together with the express purpose of building the dumbest moron who ever lived.

    And you just put him in charge of the entire nation.

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