Monday 5 December 2011

More updates to the Jefferies Tubes...

I've had to tweak some of the sizes slightly, I couldn't find any schematics for the actual Jefferies tubes, or anything remotely canonical that related to their size, so this is purely guesswork...



They're in the Jefferies Tubes...

The last few days have mostly seen me making subtle tweaks to engineering and the such like. I was watching The best of Both Worlds the other day and noticed it had some great shots of the small station in the corner that we rarely get to see. With a mental note made I quickly got to work modelling that section, it'll get tweaked but here's what I have so far:



I also added some subtle green lights to the consoles opposite Geordi's station, I may however re-model these stations as I think the geometry could be more detailed.


Next up, I've been meaning to start the Jeffries Tubes for a while now, as I'd eventually like to start linking sections so a continuous walk through would be possible, this is an early test model but it shows how the general look is coming together, still a fair bit to do on that one.




Lewis.


Sunday 4 December 2011

Some new screenshots...

Some more work to do yet, namely on the ceiling of the corridor sections but its coming together, next up is almost definately Jeffries tube sections, so I can start linking some of these areas together...










Lewis.

P.s. Anyone reading this has probably seen this already, but I have to post it, this is looking incredible...



Thursday 1 December 2011

I think this guy needs a shout out...

LCARS graphics are always great to looks at, and I've just discovered a chap called Alexander Richardson who's drawing up some incredible stuff. I may end up stealing some of of his work to go in my project ;).

Do yourselves a favour and head over to http://lcarsgfx.wordpress.com/ and check out his msd's especially, some of the best work I've seen.



Lewis.

Tuesday 29 November 2011

I may of just cracked it, possibly...

Curved corridors, what a bloody nightmare! I think I've sussed it now though, I'll rework the 'transporter room' map to include these, then start fleshing out some other corridor sections. Next up is probably a holodeck, not the most challenging room to model I shouldn't imagine.


Lewis.

Monday 28 November 2011

New walkthrough video...

I haven't had much time to spend on this over the last few weeks, but here's a new video showing where I am so far...


Enjoy...

Sunday 23 October 2011

New master systems display, lighting changes...

I've brightened up a lighting a bit all round, and completely re-done the master systems display. Most of what I'm doing at the moment is arguably just detail stuff but its helping it to look more complete. Also did a full compile of  the map to get some better screenshots, enjoy...











Lewis.

Friday 21 October 2011

Pool anyone?

The 'pool table' in engineering has been bugging me for a while now, it was only originally done as a placeholder for scaling etc, so I decided to redo it from scratch. The new one is ever so slightly bigger, and is the correct dimensions, and far more detailed obviously. Also did a rough carpet texture and added some glow sprites to the spotlights...





Lewis.

Sunday 16 October 2011

Now arriving NCC-1701-D...

I've been thinking about sections of the ship that we never see on screen, obviously we only ever see a tiny fraction of the ship, mainly because that's all they could build set wise. I gave it some thought and had an idea for what would effectively be 'the arrivals lounge'. Maybe officers or dignitaries arriving on board via airlock would use this room, or something to that effect.

Located on Deck 25 on the 'neck' of the ship, here's my concept, in early stages...


Lewis.

Edit, some further tweaks, I think this looks better...


Definitely more natural lighting and the ceiling is more interesting. This is kinda what I'm using as a rough reference...




Friday 14 October 2011

Great news...

It would appear Valve have released an automatic update through Steam for the SDK tools, something to do with Team Fortress 2, anyway, its killed the Hammer editor that I'm using.

Seems to be the case for everyone judging by the Steam forums, so I'm dead in the water until valve fix that, brilliant.

Lewis.

P.S. In the meantime, help yourselves to a free desktop background...

[CLICK IMAGE FOR HIGHER RES - OBVIOUSLY...]

Wednesday 12 October 2011

And then it hit me like a slippery fish...

One of the things that's been giving me trouble is the curved corridors, namely how I'd get it all to line up, turns out it was far simpler than I thought, just a case of the clipping tool, and a bit of patience. So yeah, that's that problem solved. I'll almost definitely sharpen up the curve as it's way to shallow as it is, but as a proof of concept, it works fine, here's what I have...

(Oh, a bit more texturing for the transporter too).










Lewis.

Tuesday 11 October 2011

1 to beam up...

Fancied tackling something a bit different today, so made a start on a transporter room, still fairly early days on this one and I intend to tidy up the lighting obviously. Lots of texturing work to be done also...








Lewis.