Follow by Email

5.30.2013

Transpoter Room: Finished!

After wading through hundreds of screenshots and asking many people in the Trek fan community for advice or input, I think it's safe to say that the TOS Transporter Room is now complete. 

Before we begin, let's take a trip down memory lane, shall we?

Below is a screen cap from my 2007 attempt to replicate the Transporter room, using the ANCIENT LucasArts Jedi Knight: Mysteries of the Sith Engine.  You can tell I didn't do my homework.  Look at those horrible proportions!
YUCK!

Next up we have my  2011 attempt with the Quake III Engine.  Obviously I still didn't do my homework, and to make matters worse, most of the project was a copy and paste job from the Mysteries of the Sith version you see above.  Notice that Quake III didn't even support smoothing groups on the brush work!
OH, FOR THE LOVE OF GOD!  No smoothing groups??




And that brings us to today.

My 2013 attempt with the Unreal Development Kit. 

So much better.

It also helps that I'm using set blueprints this time around, and I have a few fans over at TrekBBS helping out, lending me their research involving set measurements, screen caps, control screen graphics, etc. 

Plus, I should note, I'm sober this time around (10 and a half months strong!).  The focus I now possess definitely helps me churn out better quality work.















5.25.2013

Transporter Console "Shaping" Up

Had to COMPLETELY rebuild the transporter chamber due to an error I made.  I had given the chamber 11 green glowing panels to it's walls instead of the actual 10, and had to correct the error.  Only took about two hours, but I got it done.

I've started blocking out the shapes of the transporter console, which is one of Trek's most memorable set pieces.


I'm not sure if the shape is 100% correct, due to being unable to find any exactly straight profile views of the thing, but got it close by matching it up with a screencap that was at a slightly off angle.  Close enough, I suppose?

5.23.2013

Transporter Pads

Loving how this is turning out!

The Transporter Room is really coming along, and I love the 60s sci-fi vibe that's really coming through.

The transporter pads were especially fun to model / texture.I started off with the best reference material I could find, which is a screen cap from the third season episode Elaan of Troyius.  In this episode, we get a rare up-close glimpse of one of the transporter pads (and a pair of Elasian feet).

Feet!


 I did some research and discovered that the transporter pads were actually made from Fresnel lenses of 10,000-kilowatt set lights.  I was able to then google up some images of actual Fresnel lenses and found a diagram of their shape.  I then modeled a high-poly version in 3ds Max and made a normal map to apply to my low-poly model of the pad.
Gotta love normal maps

I then ported the texture into UDK, and adjusted the material's specularity, gloss, glow, etc until I got the results below.
The final transporter pad material in UDK. It's really not as complicated as it looks.


The result




...Progress...


Finished up the last batch of greeblies for now.
Turbolift!
Still a lot of work to do, but the transporter room gets a go!

5.16.2013

The Devil's in the Details

Slaved away yesterday on my day off to get the wall plant-ons started.  These were positioned in different places each season (and sometimes each episode), and because this "deck" will be a template for several, I can actually put them, and others, wherever I'd like.  However, for "Deck 7" I am going to have the details in the spots you would expect them after watching a Season 3 episode.  Here are some shots.

There's a heap of discussion about this "hole" in the floor over at my thread at TrekBBS right now.  It's been hard to find good reference materials.

I hate how off-center this piece is on it's backing board, but that's the way it was on the show!

Classic!

My guess is that the producers of the show took random pieces of machinery and spray painted them solid colors.

The piece to the right has always been my favorite of all the wall plant-ons.

Still tweaking the texture lining the vertical Jefferies tube.

5.11.2013

Curvature

While there is still much work to do, I am very satisfied how the curved corridors are coming out.  Thanks to Mytran over at the TrekBBS, I was able to get accurate measurements of each corridor panel.  Lining them up over the schematic of the soundstage was then a simple task. 

Early test shot of the curved corridors

5.10.2013

TOS Corridor Work Begins

Because I've completed the TOS Bridge, I've moved on to blocking out the corridors.  I've had to do a lot of research to get the measurements just right, and with the help of some of the guys at TrekBBS, I've been able to nail the measurements of most of the corridor panels and doorways.

I'm laying it all out in 3dsMax on top of the season 2 set blueprints first, and then I'll bring it in to UDK.

Anyone that's ever read the Original Series Sketchbook will appreciate this...

The radial corridor, textured and lit in UDK.

5.08.2013

Modified Burke Chairs

The first time I've modeled "organic" shapes.  These modified "Burke" chairs should be familiar to any fan of The Original Series.   

I've put it off for years, but I finally got around to learning how to model organic, or non-linear, shapes.  I spent the last week or so watching tutorials, each giving lessons on different methods of building such shapes.  I'm quite pleased with the results, although I have to resort to using lower-poly meshes than I'd like due the limitations of a game engine.  Here are some in-game shots showing them off.

There's a specular seam issue on the legs which I just noticed.  Will fix soon!


5.02.2013

TOS Bridge Nearing Completion

With the exception of the chairs, turbolift, and Sulu's targeting scanner, the bridge is complete.  Here are some shots covering the last day of work...


Almost Done!

The Helm/Navigation Station.  Looks a little odd without the chairs.  Glow textures on buttons need work.

The chronometer.  I chose to go with the remastered version because I like the fact that it displays the stardate.

I start on the modified Burke chairs now, which will be a challenge since the shapes are very organic.  We will see how they turn out...