@evil_genius_180: Thanks! It's all just random numbers of course.
Naturally. That's all they ever were. Then the LCARS button labels were nonsensical too. That's why you see stuff like someone hitting a button labeled "Mode" to fire.
Worked on this a bit more when time allowed, mostly back in December but as I wasn't entirely happy with stuff I didn't update here. I've added some further detail to the curved corridor walls, making the shape of the silver handrails a bit more interesting, and adding texture to the carpets. I've also added a cylindrical corner piece on the columns when the corridors intersect, to avoid having a big empty space there.
Other than greebling up the empty walls opposite the Jefferies tube access (third image) I think I'm done with the corridor, unless I'm forgetting something or someone has any suggestion.
For all my finished Trek fan art, please visit my portfolio
It feels like the perfect fit between Voyager's and the Enterprise E's interior design. And could easily lead on to the Stargazer corridors from ST Picard season 2.
Thanks for the comments, glad you're liking the progress!
Logically I say I'm almost done with a design and then immediately proceed to change it hahaha. Like I said before there was something about this corridor that never quite clicked with me, and those horizontal fabric panels were the key, I decided to remove the vertical metal bars breaking them up and to mirror their design on the smaller corridor, as well as on the new connecting corner piece.
I think the design is more cohesive now, thoughts?
Post edited by Rekkert on
For all my finished Trek fan art, please visit my portfolio
I understand WHY you altered the shape of the handrails… for visual interest, but I just can’t help thinking why… I mean, your hand naturally wants to grip and follow a straight handrail, so a straight rail is more logical. Like I said, I understand why you did it visually… but to the eye, it looks awkward for actual use… IMO. ASI said… I love this set… the colors, the design… beautiful work.
Fantastic work, as always. You can tell from the amount of detail in the Enterprise E corridors that the ship was designed inside and out to dazzle on the big screen and later on HD televisions.
@BolianAdmiral: Seeing the way most Trek corridors are designed, IMO the handrails aren't really there for you to follow it along, more to have something to grab in the event of a hit or the CO calling the crew to brace for impact. The handrails on the Enterprise-E or NX-01 corridors would have the same problem, for example.
@evil_genius_180: Yeah, though there's still some leftover from the TV sets with walls that are suspiciously empty, especially noticeable on the residential corridors from Insurrection, which are redressed elements from the Voyager sets.
I went back and forth on whether to have the large LCARS display I mentioned before on one of the corridor segments. I just didn't like the way it looked with the previous version of the design, but now with the revised fabric elements I think it works a lot better. I based the actual LCARS display on this wall panel from Insurrection, though it's actually quite a lot smaller on the Yeager, and I envision it as an interactive general map of the ship.
As for the remaining empty walls opposite the Jefferies tube access, I also took some inspiration from Insurrection there, as I used these awkward teal frames as a starting point, but by reusing elements from other Yeager rooms I tried to make them look more like they belong in the design than they did on the Enterprise-E.
For all my finished Trek fan art, please visit my portfolio
You could even make the padding colors different based on the section of the ship if you wanted, sort of like how TMP used that red-orange padding on the corridors where the officers' quarters were.
Definitely think the area around that wide door in the last render could use some work. Those two rectangular things don't do it for me, but I think some kind of paneling similar to the Voyager set BoleanAdmiral posted would work (perhaps a different pattern to line up with the parts in the other corridor segments), and maybe even a jeffries tube access panel on one side or something.
@BolianAdmiral: Seeing the way most Trek corridors are designed, IMO the handrails aren't really there for you to follow it along, more to have something to grab in the event of a hit or the CO calling the crew to brace for impact. The handrails on the Enterprise-E or NX-01 corridors would have the same problem, for example.
The "Oh s***" handles. With as many times as they showed crowded corridors with crew members bouncing around when the ship was attacked in TOS, I'll bet they'd have loved those handles.
@BolianAdmiral: I like that LCARS there too, I intend to use it on other corridors such as the Appalachia's when I tackle those.
@seanr: Indeed! I played with different padding colors to think what different areas of the ship could look like, or to quickly redress the corridor for another ship. Agree regarding the area around the door needing more work, as you'll see below. I didn't add a Jefferies access hatch because there's already one right across from the door.
Added some subtle paneling around the frames at each side of the door, with the exact same style as the panels around the door at the end of the corridor, to keep it consistent; I really didn't want to overdo it, I feel like the rest of the corridor is already close to being overdesigned.
and 1 other.
For all my finished Trek fan art, please visit my portfolio
Here are a ton of renders of the finished corridor. I might still do a red alert version, but at this point I'm a bit burned out of this set, been staring at it for too long hahaha.
and 3 others.
For all my finished Trek fan art, please visit my portfolio
Over the weekend I started a short project to create a transporter room for the USS Victory. While the ship is very much "Enterprise-B era", I want to approach this room as a little experiment on what the TUC art department could've created if they'd had more budget and time to redress the TNG transporter set for the Enterprise-A. As such I'm using the TNG set as a starting point and moving things from there towards the TWoK-era set, completely ignoring the Enterprise-A transporter rooms shown in TFF and TUC.
To that end, I'm doing stuff like covering the vertical lights at each side of the transporter platform with metal grates; changing the trapezoidal step into the platform to a metal crescent-shaped one reminiscent of TOS; replacing the TNG back-lit panels behind the transporter to ones with a hexagonal pattern, to kinda showcase an in-between stage from TWoK to TNG; and other stuff like that.
These are very WIP with only a few hours of work, everything's still subject to change. I still have to add paneling all over, a side door into a staging area (like in TMP), stickers and okudagrams, etc. I might flat out change the transporter platform itself as well, I had a few concepts but none worked as I would've liked. Also, I might get rid of the little bench, not sure if I like it yet. lol
As you can see on the last two images, I tested a few different variations on the console and the structure surrounding it. I also tested an 'H' shaped floor platform, very much like the one used on the refit Enterprise, which could've been built and placed on top of the TNG set floor to better mirror the movies set. But I thought this was too much of a regression in the end.
Comments and suggestions very much appreciated.
and 2 others.
For all my finished Trek fan art, please visit my portfolio
If you go with the raised flooring covering the 'circuitry' are you going to have the piping run through there like TMP or just be covered? The uncovered looks pretty good, but the callback would be nice too.
Love the modular approach, you can pump out pretty much any time frame, from freshly upgraded ships during TMP to Lost Era ships and movie era relics still used as third-tier ships in the Dominion War.
Since you're using Octane, what's your material like for your control panels and wall panels? Glass sheet over panel with graphics? Or is there another layer?
I find for my work I like the look of an offset light source, geo or light, behind an appropriately built glass or plastic sheet the best. But that tends to work for rcs, running lights, that sort of thing... no IES involved there either.
Over the weekend I started a short project to create a transporter room for the USS Victory. While the ship is very much "Enterprise-B era", I want to approach this room as a little experiment on what the TUC art department could've created if they'd had more budget and time to redress the TNG transporter set for the Enterprise-A. As such I'm using the TNG set as a starting point and moving things from there towards the TWoK-era set, completely ignoring the Enterprise-A transporter rooms shown in TFF and TUC.
It's always nice to see a "What if they didn't have to cut corners" kind of project.
I really like what you're doing here. It definitely looks more of a transition from the TMP aesthetic to the TNG one, more so that what we got on film due to having real world budget constraints.
Posts
Naturally. That's all they ever were. Then the LCARS button labels were nonsensical too. That's why you see stuff like someone hitting a button labeled "Mode" to fire.
Other than greebling up the empty walls opposite the Jefferies tube access (third image) I think I'm done with the corridor, unless I'm forgetting something or someone has any suggestion.
It feels like the perfect fit between Voyager's and the Enterprise E's interior design. And could easily lead on to the Stargazer corridors from ST Picard season 2.
Logically I say I'm almost done with a design and then immediately proceed to change it hahaha. Like I said before there was something about this corridor that never quite clicked with me, and those horizontal fabric panels were the key, I decided to remove the vertical metal bars breaking them up and to mirror their design on the smaller corridor, as well as on the new connecting corner piece.
I think the design is more cohesive now, thoughts?
@evil_genius_180: Yeah, though there's still some leftover from the TV sets with walls that are suspiciously empty, especially noticeable on the residential corridors from Insurrection, which are redressed elements from the Voyager sets.
@ashleytinger: Thanks!
I went back and forth on whether to have the large LCARS display I mentioned before on one of the corridor segments. I just didn't like the way it looked with the previous version of the design, but now with the revised fabric elements I think it works a lot better. I based the actual LCARS display on this wall panel from Insurrection, though it's actually quite a lot smaller on the Yeager, and I envision it as an interactive general map of the ship.
As for the remaining empty walls opposite the Jefferies tube access, I also took some inspiration from Insurrection there, as I used these awkward teal frames as a starting point, but by reusing elements from other Yeager rooms I tried to make them look more like they belong in the design than they did on the Enterprise-E.
You could even make the padding colors different based on the section of the ship if you wanted, sort of like how TMP used that red-orange padding on the corridors where the officers' quarters were.
Definitely think the area around that wide door in the last render could use some work. Those two rectangular things don't do it for me, but I think some kind of paneling similar to the Voyager set BoleanAdmiral posted would work (perhaps a different pattern to line up with the parts in the other corridor segments), and maybe even a jeffries tube access panel on one side or something.
All in all, looking very good as always.
The "Oh s***" handles. With as many times as they showed crowded corridors with crew members bouncing around when the ship was attacked in TOS, I'll bet they'd have loved those handles.
@seanr: Indeed! I played with different padding colors to think what different areas of the ship could look like, or to quickly redress the corridor for another ship. Agree regarding the area around the door needing more work, as you'll see below. I didn't add a Jefferies access hatch because there's already one right across from the door.
@evil_genius_180: Hahaha, totally.
Added some subtle paneling around the frames at each side of the door, with the exact same style as the panels around the door at the end of the corridor, to keep it consistent; I really didn't want to overdo it, I feel like the rest of the corridor is already close to being overdesigned.
Here are a ton of renders of the finished corridor. I might still do a red alert version, but at this point I'm a bit burned out of this set, been staring at it for too long hahaha.
To that end, I'm doing stuff like covering the vertical lights at each side of the transporter platform with metal grates; changing the trapezoidal step into the platform to a metal crescent-shaped one reminiscent of TOS; replacing the TNG back-lit panels behind the transporter to ones with a hexagonal pattern, to kinda showcase an in-between stage from TWoK to TNG; and other stuff like that.
These are very WIP with only a few hours of work, everything's still subject to change. I still have to add paneling all over, a side door into a staging area (like in TMP), stickers and okudagrams, etc. I might flat out change the transporter platform itself as well, I had a few concepts but none worked as I would've liked. Also, I might get rid of the little bench, not sure if I like it yet. lol
As you can see on the last two images, I tested a few different variations on the console and the structure surrounding it. I also tested an 'H' shaped floor platform, very much like the one used on the refit Enterprise, which could've been built and placed on top of the TNG set floor to better mirror the movies set. But I thought this was too much of a regression in the end.
Comments and suggestions very much appreciated.
I find for my work I like the look of an offset light source, geo or light, behind an appropriately built glass or plastic sheet the best. But that tends to work for rcs, running lights, that sort of thing... no IES involved there either.
It's always nice to see a "What if they didn't have to cut corners" kind of project.
I really like what you're doing here. It definitely looks more of a transition from the TMP aesthetic to the TNG one, more so that what we got on film due to having real world budget constraints.