The floor of the transporter room wasn't as much of a challenge as I thought it would be, thanks to a great blog article written by Basil on his similar project's blog, Star Station Computer Art. While I had noticed that the vacuum-formed "greebly wall" panel that was used as the floor was also used several times throughout the original Trek movies and TNG, Basil compiled a lot of great reference material on his blog that allowed me to build this static mesh as quickly as possible.
|This particular image served as my main reference image in MAX. What a godsend.|
|Took me about 4 hours to build this tileable static mesh in 3ds Max. Luckily I had some great reference material.|
Building it took a while, yes, as I'm still new at Max. Also, I wasn't sure if Unreal3 would handle all the polygons without frame rate taking a punch. I once tried the same thing in Quake III, with a lower poly model, and frame rate plummeted. However, my initial tests in Unreal3 have shown that it can handle far more polys than Quake III, and after tiling this mesh 8 times within the floor of the transporter room (adding ~40,000 polys), frame rate has dropped only a negligible amount.
Here are the results, which turned out rather nicely with specularity and a ambient occlusion map added.