Welcome to the fancy new Scifi-Meshes.com! You old username and password should work. If not, get in touch with staff either here, on Facebook or on Discord.
For a quick summary on what's new, check out this thread.
You should also check out the Community Guidelines here.
You can check out most recent posts here or by clicking the handy links on the top menu or the sidebar.
You can dismiss this message by clicking the little X in the top right corner.
Hey all! I'm trying to get better about posting my work at other places besides the Trekbbs, and I could also use more feedback and discussion with other artists as well. For those that aren't familiar with my work, I almost exclusively use the Unreal 4 game engine for renders, as my career is in real-time game art rather than TV/Movie quality renders. Therefore, many of my meshes are lower poly with high-poly details baked onto the textures.
I've focused primarily on interiors of the Kirk-era Enterprises but in the last year or so I've been also been dabbling in ship exteriors. I'll be using this thread to show both and to dump any progress on my various projects here as well.
For starters, here are some recent shots of my Smithsonian-accurate TOS Enterprise model. I'm currently doing some touch-up work on the model and will post more in the coming weeks:
Next, here are a few shots of my TMP Refit for Unreal 4. It came in at just over 100,000 polys and used a few 2K and 4K textures. I wanted the paneling to appear more pearlescent as it does in TMP, but unfortunately was unable to achieve this affect due to the fact that Unreal 4 does not allow for colored specular highlights to be differed from their diffuse color (I attempted several workarounds and unfortunately never found a good solution, so I just gave it my best shot). I completed this in April after about a month and a half of work.
Here are some more up-close shots:
I'll be posting more of my work in this thread shortly!
A recent fun project that deviated from my usual interiors/ships focus is the Environmental Suit from TMP/TWOK. Was a very fun project and I learned a lot from the new processes and techniques required!
Next, here are several bridges seen in the first three Star Trek films. I built all four of these in tandem with each other and took about 2 and a half months to complete
That's some fantastic work on everything. As a person who plays games, I can appreciate great stuff like this being done in Unreal 4. It's cool how you say it's low poly, and I know it is, but your great work combined with the game engine's renders make it not look low poly.
That's some fantastic work on everything. As a person who plays games, I can appreciate great stuff like this being done in Unreal 4. It's cool how you say it's low poly, and I know it is, but your great work combined with the game engine's renders make it not look low poly.
I guess I should point out that some of the meshes are more "mid-poly", and that what we consider an acceptable range for game models has changed significantly over the years. So what some once considered "low-poly" might be different from what someone working with a modern game engine might consider it to be.
In my world of hobby mesh making mostly for images, 100k is very low poly.
Oh! Something I should note that I used to save polys. All my windows on both my Enterprise models are done via mesh decals with parallax occlusion. Saves me quite a lot of work too.
Yeah I remember the days where 100k was the budget for an entire game. But still where many of us model 1m to 4m poly ships to think that these are real time renders out of a gaming engine. I mean that refit is likely more detailed than what was used in the redo of TMP. It is definitely more detailed than many TV series models. Some of those that I have seen are often a hot mess of tricks and quick modeling.
Here's some more of the work I've completed in the last year or so. The corridors seen on the Refit Enterprise in the first three films, first off in their TWOK appearance:
And their more austere TMP apperance:
Here's an accompanying video, where I demonstrate the red-alert chaser effect:
Now for some Original Series stuff, starting with the Enterprise Bridge as seen in Seasons 2 and 3 (these images are from a couple years ago, and I am currently doing a polish and lighting pass on this bridge, as well as creating "The Cage", "Where No Man Has Gone Before", Season One, and "Mirror, Mirror" versions):
Here's a video showing some light interaction elements on the bridge:
Those TWOK corridors are my favorite of all the stuff you did They look absolutely spot on. I also had not seen some of the TOS interiors. They look great. Only thing bothering me a bit is the foil texture. It looks a bit flat.
Those TWOK corridors are my favorite of all the stuff you did They look absolutely spot on. I also had not seen some of the TOS interiors. They look great. Only thing bothering me a bit is the foil texture. It looks a bit flat.
Yeah, that foil texture is older than these renders and could use an upgrade. I'm actually planning on doing a polish pass on most of my TOS sets soon.
Dam impressive work.
Watching those animation it look like a droid or probe looking at a derelict ship. Loving the HUD when it looks at the fire extinguishers.
Although I have a ton of older work I'd like to post here soon, I'm going to take this opportunity to show off some hot-off-the-press work, which I just finished last night.
The Enterprise bridge as it was seen in "The Cage"
Over at my thread at Trekbbs, I do a breakdown of all the differences between the set as it appeared in "The Cage" and how it appeared in the series proper for anyone that's interested: Donny's TOS Enterprise Interiors
Posts
Here are some more up-close shots:
I'll be posting more of my work in this thread shortly!
The Motion Picture Enterprise Bridge:
More can be found in my associated Flickr album
The more dimly-lit Wrath of Khan Enterprise Bridge:
More can be found in my associated Flickr album
The U.S.S. Reliant bridge, also from The Wrath of Khan:
More can be found in my associated Flickr album.
And the U.S.S. Grissom bridge from The Search For Spock, with a conjectured elliptical layout:
Again, more can be found in my associated Flickr album.
Frequent updates at our Discord channel!
I guess I should point out that some of the meshes are more "mid-poly", and that what we consider an acceptable range for game models has changed significantly over the years. So what some once considered "low-poly" might be different from what someone working with a modern game engine might consider it to be.
But anyway, thank you for the kind words
Oh! Something I should note that I used to save polys. All my windows on both my Enterprise models are done via mesh decals with parallax occlusion. Saves me quite a lot of work too.
Feel free to contact me if you're interested in commissions!
Here's some more of the work I've completed in the last year or so. The corridors seen on the Refit Enterprise in the first three films, first off in their TWOK appearance:
And their more austere TMP apperance:
Here's an accompanying video, where I demonstrate the red-alert chaser effect:
Here's a video showing some light interaction elements on the bridge:
Frequent updates at our Discord channel!
Yeah, that foil texture is older than these renders and could use an upgrade. I'm actually planning on doing a polish pass on most of my TOS sets soon.
I've got more TOS stuff I'll be posting shortly.
Watching those animation it look like a droid or probe looking at a derelict ship. Loving the HUD when it looks at the fire extinguishers.
The Enterprise bridge as it was seen in "The Cage"
Over at my thread at Trekbbs, I do a breakdown of all the differences between the set as it appeared in "The Cage" and how it appeared in the series proper for anyone that's interested: Donny's TOS Enterprise Interiors
Frequent updates at our Discord channel!
I've always liked the color scheme for the bridge from The Cage. The intercom things were cool too.