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Old 9th May 2019, 07:57 AM   #1
amdfe
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Default Star Trek - USS Phobos Shuttlebay

A few months ago I put together a shuttlebay interior for Riley's old USS Phobos object. It began life as a general sci-fi hangarbay (wonderfully designed by another artist), so I had to kitbash and retcon it heavily to make it fit and look reasonable for this application. It features a control room (probably main engineering) and a rotating lift, which is used to re-orient the shuttle after each trip. The size and shape restrictions of the ship's empty cavity didn't allow me to easily re-scale everything, and so you can see that the steps and rails are a bit under-scaled; but I think it's passable.

I fussed with the lighting for many weeks, because at that time I had almost no experience lighting interior scenes. These are some of the better renders.





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Old 9th May 2019, 08:08 AM   #2
DigitalOrigami
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That is sexy!
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Old 9th May 2019, 09:27 AM   #3
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Indeed. And I would say that your time spent "fussing" was well worth the effort, this is nice, moody lighting.

My favorite is the one with the two officers with PDA issues in the middle of the hangar deck where a shuttle is about to land

(Edited to add): I am just starting to get my feet wet in 3ds Max and noticed you're sporting the same notch on your profile belt. You said:

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Originally Posted by amdfe View Post
...I had to kitbash and retcon it heavily to make it fit and look reasonable for this application.
My questions are, did you do this kitbashing in 3ds Max? If so, which renderer did you use? Thanks! (And again, sexy!)
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Old 9th May 2019, 09:51 AM   #4
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would agree was well worth the time and effort fussing, great renders and work......!
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Old 9th May 2019, 10:30 AM   #5
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I am so please this work achieved sexy status!

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My questions are, did you do this kitbashing in 3ds Max? If so, which renderer did you use? Thanks! (And again, sexy!)
Everything was done in LW Modeler. As I recall, I downloaded the original hangarbay in OBJ format. The kit-bashing and retcon entailed breaking down geometry I didn't need and building up new geometry or bringing in elements from other objects. For example, the control room is actually a stripped down version of a starship bridge.The final step was re-texturing specific surfaces with graphics (e.g., to represent doors and control panels).

Some of the translation is lost in the still image, but the two crewmen just got busted using the lift as a merry-go-round

Thanks for the kind feedback, everyone.
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