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Old 5th Jun 2013, 06:46 PM   #1
D-Jota
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Default Star Trek - Interiors for Prologic9's Enterprise-D

Another installment in the evolution of a great model!

Shortly after trying my hand at applying JMoney's texture maps to Prologic9's Enterprise-D model a while back I thought it would be cool to map/model in some interiors for it as well; I have a couple of close pass animations of IRML's Enterprise-D archived on the drives which show off that multiplaning effect which I always thought looked pretty sweet.

It's been several weeks by this point and I now have some form of room or texture map placed behind every window on the model. In all possible instances the dimensions of each room were informed by sharing the verticies of the ship model itself (typically those for the shield grid).

I screen dumped and stitched some choice “camera” angles for the bridge, Ten Forward, the observation lounge, Troi's living quarters and Picard's living quarters as featured on the Star Trek The Next Generation Interactive Guide CD-ROM and placed them behind the appropriate windows. These are a little hit and miss as many of the ships windows are so narrow and the bridge is inset quite far beneath the glass dome on deck 1, they're a little tricky to see.
The observation lounge has a fish lense look, indeed I'm seriously thinking of modelling that room completely (again, looks fantastic on IRML's Enterprise-D).

Where next? - I was faced with some rendering issues which emerged when I first rendered the rooms behind the surface of the saucer; I have since discovered the solution (simple to correct actually if a little time consuming) so that will need sorting.

I want to put partitions in each of these rooms to break them up a bit and I also want to stick in some doors. I even want to model in some furniture to sit behind some of the larger windows.

I also intend to expand and apply this for use on EremiticWolf's refit-D as well.
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Old 5th Jun 2013, 07:18 PM   #2
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I like the look of this and will be following your progress with rapt attention.
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Old 5th Jun 2013, 10:08 PM   #3
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Originally Posted by SG_Stargazers View Post
I like the look of this and will be following your progress with rapt attention.
Me too, I want my interiors for my Nova to look this good.
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Old 6th Jun 2013, 01:31 AM   #4
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Always thought Prologic9's Enterprise could use some detail. Helmsman, sarcasm at full

So far this is already amazing.
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Old 6th Jun 2013, 06:31 AM   #5
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It already looks very good!
Ill be following this thread with to much attemption. Please, go ahead.
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Old 6th Jun 2013, 10:08 AM   #6
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Following closely this one.
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Old 6th Jun 2013, 03:42 PM   #7
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Nice!
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Old 6th Jun 2013, 06:23 PM   #8
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It might be a fun easter egg to "borrow" the observation lounge animation from the Season 1 Bluray and use that as a texture...
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Old 8th Jun 2013, 01:56 PM   #9
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Looking really good. Simple but effective method.
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Old 8th Jun 2013, 09:01 PM   #10
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That's looking awesome.

I've been running into problems with trying to apply the textures to the neck area. FYI there are now two versions of the Galaxy refit, one version, everyone has seen except it has an updated cannon and a few other things fixed, the second is with the third warp engine removed and a Tactical Pod in it's place that I am still working on, also the Cannon has had some extra detail work done on it for this version., let me know when you want to apply your interior to it and I'll release the version with the updated cannon.
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Old 14th Jun 2013, 02:09 PM   #11
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What a week I've had! - My PC got kicked in the nuts last Sunday by a virus that prevented my Windows desktop from loading (even in Safe Mode ). Then just when I thought I had cured the thing, a simple reinstallation of the sound card drivers resulted in the machine becoming unusable . So instead of progressing this project I had to commit to a fresh install of the machine which all but killed any free evenings I had... Still, all good now!

I see that the photographic texture maps have scored quite a bit of attention, indeed I have already received a request to share them out so... (see below!).

CrippledPidgeon - This may surprise you but in all these years (say, more than 10!) I have never even set up an animation! That means my head is currently void of the knowledge that would enable me to recreate a pass of the Enterprise as seen in the opening titles of Next Gen. (although I don't doubt it's simple!) not to mention the savvy required to add the stop-animation of the observation lounge sequence inside a model that's being animated. But I can do the next best thing (see below!). Maybe I'll decorate a wall or a computer display with it, just as an in-gag. Maybe that would be taking this project a step too far. The irony is that when this project is complete, any potential err... “enhancement” offered by whatever I have contributed to the model will almost certainly look it's best when the ship's being animated; for stills you have to be a little choosey with your camera angles otherwise all the windows simply look beige which is all very hmmm.

EremiticWolf - I love what you did with the Refit-D that's already been released and I have of course already applied JMoney's maps to it in anticipation of it's turn to be interior decorated; but if you've an updated version I can play with then you can surely expect to receive my request to get it released so I can give it some love!

To you all: Thank you for the positives, I appreciate that!
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Old 30th Jun 2013, 09:13 AM   #12
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Hope you managed to get your computer up and running again and can start updating this. Im looking forward to doing some animation on it if its ever released.
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Old 30th Jun 2013, 10:21 PM   #13
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Quote:
Originally Posted by John Marchant View Post
Hope you managed to get your computer up and running again and can start updating this. Im looking forward to doing some animation on it if its ever released.
Yes I was able to breathe life back into the PC again; she's getting on a bit now but I'm too hard up to upgrade to the spec want (and I'm desperate to upgrade!); that virus was effing weird though and properly offensive.

I have since got back to this project but not as much as I would have liked to if I'm honest. I was able to correct the issue regarding a bizarre rendering anomaly I was getting: Basically some of the floors I had made for a couple of rooms in the upper decks of the saucer section looked fine in Modeler and looked even better when I rendered them naked; but when I placed them beneath the surface of the saucer itself, not only would those floors render out transparent, they would also cast an odd shadow on the saucer's surface! (see attached image) It was all about polycount at the end of the day; none of the floors to those rooms had enough so not only did I treat the three culprits, I went and tidied up all their brothers too.

I then set to partitioning each of the saucer's rooms. The rule that I laid down for myself means that I intend to have one room behind every window (or two windows depending on their proximity to each other.).

I have a week off work this week so you can be sure I'll be spending some hours on this.
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Old 30th Jun 2013, 11:34 PM   #14
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Im glad you got your rig up and running again and there was no serious data loss.

I wish i had a week off, oh well my time will come later.

Look forward to the updates.
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Old 5th Feb 2014, 09:52 AM   #15
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Any updates on this. Would love to see some interiors to the windows.
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Old 5th Feb 2014, 10:24 AM   #16
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Quote:
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Any updates on this. Would love to see some interiors to the windows.
I can't believe that I haven't dropped in on this thread since July last year!

I'm afraid that whilst I have progressed this project since my last post, I haven't really taken it far enough to show you anything that's much beyond what you've already seen.
I do feel wildy guilty though as I genuinely want to play on this significantly more than I have done; unfortunately my personal life has not exactly been kind to my hobby of late and those isses have quite selfishly been sapping this excess of time I used to enjoy.

On the upside, I was able to splash around 1600 on a new PC at the turn of the new year and I've been gagging to get back to the modelling (and yes, this project in particular!).

Thank you so much for your continued interest!
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Old 5th Feb 2014, 10:41 AM   #17
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Glad to hear your going to get back to it. Look forward to seeing your updates. Ive always thought that the one thing especially when doing animation on some of these ships is the lack of detail inside as you move past windows.

Its ok to slap a texture on a flat plane of a window for stills, but its always nice to get a sense of inside space when you animate, especially up close. We are now producing meshes that allow us to get allot closer and of course it means we want to see some inside detail in the close up.
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Old 5th Feb 2014, 03:24 PM   #18
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Good to hear that you're still at it.

Yes, Real Life (tm) does have a way of sucking up the fun time, doesn't it?
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Old 3rd Apr 2014, 08:09 AM   #19
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Now we're talking!

Had myself seven days off work last week and went in to it determined to get some modelling done. At the tail end of having so much time to play I was able to progress this project a little and jumpstart one of my future projects early, both at the same time.

It has always been my intention to model the sets from Next Generation and so on the back of my being a little underimpressed by my attempt to drop a panoramic image of the observation lounge behind the aft facing windows of deck one on Pro9's Enterprise-D model, I decided to spend every minute I could spare modelling my first interior.

I'm quite chuffed by how it all turned out but the model weighs in at more than 50,000 polys which is a little heavy for such a tiny, not to mention seldom seen feature of the Enterprise-D, so naturally I'll have to thin that out a bit before I have it join the rest of my decks.

Now everything's back to normal, (indeed I'm typing this up at work right now!) I sincerely hope that this hobby doesn't face the same levels of neglect as it did throughout 2013.
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Old 3rd Apr 2014, 08:44 AM   #20
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I don't remember the chairs being pink. However, it looks really great!
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Old 3rd Apr 2014, 08:50 AM   #21
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Very nice update indeed.
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Old 3rd Apr 2014, 12:56 PM   #22
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Wow! I love it!
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Old 4th Apr 2014, 07:35 AM   #23
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Looks excellent!
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Old 4th Apr 2014, 01:12 PM   #24
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Looks great!
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Old 5th Apr 2014, 05:39 PM   #25
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nice interiors
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Old 6th Apr 2014, 08:57 AM   #26
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I agree, nice updates mate
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Old 6th Apr 2014, 07:02 PM   #27
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Thanks for the nice compliments everyone, I'm glad you like the renders. Although a little daunting in the beginning (I often get a little intimidated at the commencement of a new 3D project! - I don't know why!!) once it got going, it turned into the modelling equivalent of a page turner (that also happens quite a bit too!).

This project also represents a few firsts for me: This is the first time I've ever attempted to model an interior, the first time I've recreated and applied some LCARS graphics to a model (they're quite fun!) and the first time I've ever braved the nodes facility in Surface Editor (simple wood characteristics in LW9.6).

Quote:
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I don't remember the chairs being pink. However, it looks really great!
It's quite possible that my monitor isn't calibrated right or maybe I just get too close to the thing I'm modelling to see the wood from the trees (or the pinks from the mauves!). I'll tone them down in future.

I commenced with reducing the polycount of the lounge yesterday beginning with those pesky chairs; I managed to reduce them from 4900 polys per chair to just under 1000 with no significant impact in detail or quality.
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Old 7th Apr 2014, 01:39 PM   #28
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This project also represents a few firsts for me: This is the first time I've ever attempted to model an interior, the first time I've recreated and applied some LCARS graphics to a model (they're quite fun!) and the first time I've ever braved the nodes facility in Surface Editor (simple wood characteristics in LW9.6).
awesome images and work by the way...

so how did you do those LCARS???
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Old 7th Apr 2014, 05:50 PM   #29
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awesome images and work by the way...

so how did you do those LCARS???
Thanks 3D_CG!

My ever expanding stock of Star Trek reference images includes some reasonable, albeit very low res JPG's of the backlit graphics used on the two displays in the observation lounge as well as the table and wall mounted control panels.

I also made use of a nicely put together website under development called the LCARS 47 Development Blog which a fellow F3D member linked in a post a few months back; the contributors of that site really have turned these Okuda graphics into nothing less than a science all of its own and assembled this great guide referencing all the styles that have been seen on the show over the years, the fonts that were used, text sizes, colours etc.

The Systems Status Display was reasonably straightforward to put together as there are of course a bazillion ortho-images of the Enterprise-D, so I picked a couple of nice ones and wrote some garb (lifted straight from the text on Ed Whitefire's blueprints) down the right hand side. The Starfleet Operations display was slightly more tricky as the text on my references aren't all that clear; fortunately Memory Alpha referenced and summarised the information from a similar graphic that was used on the show that had pretty much the same text on it.
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Old 7th Apr 2014, 07:50 PM   #30
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Did you look on trekcore? Keep up the great work.
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