Added spotlights on each of the ceiling rectangle lights (above the beds and side walls), so overall lighting is much higher which I think helps with the room being less depressive. Also, finished all the biobeds, with the bases and the surgical arms now in place (and yes, they do rotate properly into place).
The light fixture above the surgical bed now sports the same pattern as on the Cerberus bridge (and Prometheus), rather than the Enterprise-E inspired pattern I had used for previous ships, as this is more fitting.
Finally, after many different takes I went with a rather simple stripe for the office glass divider, with the medical symbol at the center and two vertical dividing lines.
Other than some LCARS and final touch ups on the carpet, I think we're done.
and 2 others.
For all my finished Trek fan art, please visit my portfolio
Before getting to some Cerberus updates, today was a new release for The Roddenberry Archive! The website and streams are once again available at https://roddenberry.x.io, and a lot more stuff has been added for exploration, including some DS9, Defiant, lots of TOS Enterprise rooms which you can access from the season 1 bridge via the turbolift, some TNG rooms, and much much more! We've also released interviews with Walter Koenig and David Gerrold, the last of which was really gripping and interesting in my opinion. Hope you enjoy it all!
As for Cerberus, final bits are in, I created a new LCARS screen, and added the last curves on the carpet pattern. I'll be rendering the final renders tomorrow!
and 1 other.
For all my finished Trek fan art, please visit my portfolio
Work and life are keeping me busy! Not complaining, but there's little time for these projects lately!
Last month we took a trip to the UK, my first proper holiday outside of Argentina. I had the chance to meet up with most of my England-based colleagues and friends from the Roddenberry Archive, (all of whom are members of this very forum), among many other wonderful things.
The main reason for the trip however, was to visit the (almost) completed sets of Bridge Command before they were opened to the public later that same week. Bridge Command is an immersive theater experience in London, that lets you and a group of friends command a starship in a variety of missions; with proper sets (bridge, corridor, cargo bay, sickbay, engine room, shuttle), uniforms, props, and everything! Between 2020 and 2022, I worked on-and-off with the art director to design most of the sets for Bridge Command. I'm extremely proud of the work we did, and of the very talented folks who built it all up and translated my 3D scribbles into real sets!
To give you an idea of the thought and care that went into this by the team, all the doors are automatic with proper sound effects, there are "windows" which react realistically to the movement of the ship, there's a detention area with real movement sensors and alarms, full lighting control for red alert and various situations, and even sparks and "damage" for when the ship is in combat. It was extremely surreal to walk through something I designed, and I can't wait to go back to London and actually play a mission or two!
Here's a concept render of the UCS Havock bridge I made back in 2021, and the set as it was built (with Art Director Owen Kingston, whom I worked with on these sets and was giving us the tour). We got a bunch more photos and videos of every system working, but I don't want to load up the thread with it all hahaha.
Anyway, after returning to reality from all that, here's a little personal project I've been working on for a while now, but was not able to find the proper time for. Essentially I had the idea of doing an emergency control room for the USS Victory, drawing heavy inspiration from the TOS version of the room, just as I did for the ship's briefing room. All the basics are in place, I just need to greeble up the walls somewhat and polish some of the shapes. I'm not entirely sold on the main "table" with the three control panels. I wanted it to be clearly based on the TOS version, but also unique and properly "TMP-era", I don't know if I achieved that, so comments are more than welcomed!
My god that's a long post, sorry for being so verbose
For all my finished Trek fan art, please visit my portfolio
Sweet!
That simulator reminds me of the sets for Starship Highlander, a German LARP group for something like that. Started out as their LARP set, eventually turned into a series of Star trek comedy fan films that became iconic, in part due to the CGI provided by our @tobiasrichter and over the years, it received several iterations, transformations into different franchises of sorts and by now it's a full-blown role playing simulator where most controls actually work.
@lennier1: Indeed, though from what I know, this is several orders of magnitude bigger. Here's an overview of everything as it was designed. Things were built a little different, some corridors were made shorter, others were added to compensate (for example, bridge and cargo bay were not build directly connected on ship 2).
More progress on the aux control room. I've made the control consoles at the sides of the table longer, and tweaked the shape of the table itself, to me it works a lot better now. I've also added more details all around, like a proper ceiling and spotlights, removable panels on the walls, pipes similar to those seen in the Enterprise-A and B, etc. It's still missing the displays for the central table, but other than that, I'm fairly happy with how things are looking.
For all my finished Trek fan art, please visit my portfolio
Ok, tweaked quite a few things with the table. I added some decorative inset lines on the top surface, similar to the ones on the briefing room table; I also extended the central console a bit more towards the back, to add space for another row of controls placed horizontally on the top surface, this pulled the central chair a bit closer to the door; there are now physical controls similar to those on the bridge on the two seated side consoles; and finally the front end of the table has a bit more character with some additional details modeled in. I think now I'm ready to call this one done!
For all my finished Trek fan art, please visit my portfolio
Been playing around with my existing corridor set from the USS Yeager, and had an idea to turn it into a corridor for the USS Cerberus.
Here's how they're looking so far, the biggest changes are the new vertical lights at the bottom of each corridor segment, the removal of the light columns between each segment, and the wider corridors themselves, to make them more fitting for a larger vessel.
I also intend to completely replace the turbolift, with one matching that on Prometheus from 'Message in a Bottle', just in more appropriate colors for this ship.
Still a lot to do, though I don't know how much time I'll be able to dedicate to this one for the time being. I'm posting it mostly to force myself to keep at it rather than abandoning it like 50 other projects already lol
For all my finished Trek fan art, please visit my portfolio
Glad you're liking it! Indeed, I'm adding some Voyager in, much more noticeable in this update heh.
I've added more details on the inner wall segments, other than the handrail area, I now consider these finished. I've also replaced the Jefferies access wall with a large LCARS display one, ando modeled those weird light sconces that the Ent-E corridor had flanking some doors.
Post edited by Rekkert on
For all my finished Trek fan art, please visit my portfolio
Oh, I like the design of the new wall sconce lighting… looks totally Starfleet, and is a welcome change from the constantly reused sconces that started with the 1701-B.
@BolianAdmiral: It's a very weird sconce, I wouldn't say I particularly like it, but it was used in all three movies in the E, so it fits the era and like you said, at least it's not yet another reuse of the Ent-B ones lol
Created a graphic for the large LCARS screen, mostly out of already existing elements. I also did the new lift, which is pretty much the USS Prometheus lift (reuse of the TNG emergency turbolift). Still, it might be a bit too small, I'm not sure if I'll keep it.
For all my finished Trek fan art, please visit my portfolio
Like it all! The LCARS panel looks nice and simple, always felt like their resting displays should feel like the ones at the airport, basic information that you might need to know, with more access/control when needed. Sort of the "civilian" version of the Master Display on the bridge, maybe also showing the flight path like when you're on a plane.
I always wished we’d have still seen random background crew members using the animated “ship’s directory” graphic, like the one that directed Riker to the holodeck in Encounter at Farpoint… it would be nice to have actually seen the black panels in all the corridors utilized the way they were intended to be.
@BlueNeumann@BolianAdmiral: That was gonna be originally the purpose of what became the Master Situation Monitor in main engineering. In early S1 of TNG, the graphic was meant to be at generic corridor intersections, showing a full map of the ship with multiple overlays people could select. Originally main engineering was only this little area of the set, contained with the darken glass windows, the rest was just the corridor. Ironically they discarded this idea only to later create another generic corridor intersection area in the very same set spot all the same.
Created the turbolift graphic, which is exactly the same as on the Prometheus lift, just using the Cerberus colors. I didn't even recall this graphic existed until a few days ago, but by chance more than anything it fits very well with the vertical lights on the corridors, so it looks like it was all planned from the start.
Other than that, I've modeled a more detailed handrail with some floor-facing lights, as well as wall panel details for the remaining sections of the corridors. Still gotta do some minor stuff like correcting some UV maps and things of that nature, but other than that I think this is finished?
For all my finished Trek fan art, please visit my portfolio
I like the look of these corridor panels… it’s the E panels, but perfectly vertical, like on the D. I wasn’t a huge fan of how all the E corridor walls were angled.
@BolianAdmiral: On the one hand I agree, not the biggest fan of the E corridors; on the other hand, I'm finding it's really hard to make a vertical wall interesting, so I get why they went that route.
Here are all the finished renders! In the end I decided to also add handrails on the turbolift, looks way too cheap without them hahaha.
For all my finished Trek fan art, please visit my portfolio
Posts
The light fixture above the surgical bed now sports the same pattern as on the Cerberus bridge (and Prometheus), rather than the Enterprise-E inspired pattern I had used for previous ships, as this is more fitting.
Finally, after many different takes I went with a rather simple stripe for the office glass divider, with the medical symbol at the center and two vertical dividing lines.
Other than some LCARS and final touch ups on the carpet, I think we're done.
Before getting to some Cerberus updates, today was a new release for The Roddenberry Archive! The website and streams are once again available at https://roddenberry.x.io, and a lot more stuff has been added for exploration, including some DS9, Defiant, lots of TOS Enterprise rooms which you can access from the season 1 bridge via the turbolift, some TNG rooms, and much much more! We've also released interviews with Walter Koenig and David Gerrold, the last of which was really gripping and interesting in my opinion. Hope you enjoy it all!
As for Cerberus, final bits are in, I created a new LCARS screen, and added the last curves on the carpet pattern. I'll be rendering the final renders tomorrow!
Looks fantastic. 👍
Work and life are keeping me busy! Not complaining, but there's little time for these projects lately!
Last month we took a trip to the UK, my first proper holiday outside of Argentina. I had the chance to meet up with most of my England-based colleagues and friends from the Roddenberry Archive, (all of whom are members of this very forum), among many other wonderful things.
The main reason for the trip however, was to visit the (almost) completed sets of Bridge Command before they were opened to the public later that same week. Bridge Command is an immersive theater experience in London, that lets you and a group of friends command a starship in a variety of missions; with proper sets (bridge, corridor, cargo bay, sickbay, engine room, shuttle), uniforms, props, and everything! Between 2020 and 2022, I worked on-and-off with the art director to design most of the sets for Bridge Command. I'm extremely proud of the work we did, and of the very talented folks who built it all up and translated my 3D scribbles into real sets!
To give you an idea of the thought and care that went into this by the team, all the doors are automatic with proper sound effects, there are "windows" which react realistically to the movement of the ship, there's a detention area with real movement sensors and alarms, full lighting control for red alert and various situations, and even sparks and "damage" for when the ship is in combat. It was extremely surreal to walk through something I designed, and I can't wait to go back to London and actually play a mission or two!
Here's a concept render of the UCS Havock bridge I made back in 2021, and the set as it was built (with Art Director Owen Kingston, whom I worked with on these sets and was giving us the tour). We got a bunch more photos and videos of every system working, but I don't want to load up the thread with it all hahaha.
Anyway, after returning to reality from all that, here's a little personal project I've been working on for a while now, but was not able to find the proper time for. Essentially I had the idea of doing an emergency control room for the USS Victory, drawing heavy inspiration from the TOS version of the room, just as I did for the ship's briefing room. All the basics are in place, I just need to greeble up the walls somewhat and polish some of the shapes. I'm not entirely sold on the main "table" with the three control panels. I wanted it to be clearly based on the TOS version, but also unique and properly "TMP-era", I don't know if I achieved that, so comments are more than welcomed!
My god that's a long post, sorry for being so verbose
That simulator reminds me of the sets for Starship Highlander, a German LARP group for something like that. Started out as their LARP set, eventually turned into a series of Star trek comedy fan films that became iconic, in part due to the CGI provided by our @tobiasrichter and over the years, it received several iterations, transformations into different franchises of sorts and by now it's a full-blown role playing simulator where most controls actually work.
More progress on the aux control room. I've made the control consoles at the sides of the table longer, and tweaked the shape of the table itself, to me it works a lot better now. I've also added more details all around, like a proper ceiling and spotlights, removable panels on the walls, pipes similar to those seen in the Enterprise-A and B, etc. It's still missing the displays for the central table, but other than that, I'm fairly happy with how things are looking.
Here are the finished renders!
Here's how they're looking so far, the biggest changes are the new vertical lights at the bottom of each corridor segment, the removal of the light columns between each segment, and the wider corridors themselves, to make them more fitting for a larger vessel.
I also intend to completely replace the turbolift, with one matching that on Prometheus from 'Message in a Bottle', just in more appropriate colors for this ship.
Still a lot to do, though I don't know how much time I'll be able to dedicate to this one for the time being. I'm posting it mostly to force myself to keep at it rather than abandoning it like 50 other projects already lol
I've added more details on the inner wall segments, other than the handrail area, I now consider these finished. I've also replaced the Jefferies access wall with a large LCARS display one, ando modeled those weird light sconces that the Ent-E corridor had flanking some doors.
The Bridge Command pieces look really cool as well. Will have to look into that. Is it permanently in London now?
@ashleytinger: Thanks!
@richiewilch: Yes, it has a permanent location in London.
@lennier1: Thanks!
Created a graphic for the large LCARS screen, mostly out of already existing elements. I also did the new lift, which is pretty much the USS Prometheus lift (reuse of the TNG emergency turbolift). Still, it might be a bit too small, I'm not sure if I'll keep it.
Created the turbolift graphic, which is exactly the same as on the Prometheus lift, just using the Cerberus colors. I didn't even recall this graphic existed until a few days ago, but by chance more than anything it fits very well with the vertical lights on the corridors, so it looks like it was all planned from the start.
Other than that, I've modeled a more detailed handrail with some floor-facing lights, as well as wall panel details for the remaining sections of the corridors. Still gotta do some minor stuff like correcting some UV maps and things of that nature, but other than that I think this is finished?
Here are all the finished renders! In the end I decided to also add handrails on the turbolift, looks way too cheap without them hahaha.