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3DStar Trek: The Original Series Enterprise Interiors (WIP): Unreal Development Kit

DonnyDonny284 San Jose, CAPosts: 54Member
edited August 2013 in Work in Progress #1
Hello!

You may remember me from a few months back, when I posted a thread featuring interiors of the Refit Enterprise I built for use with the Unreal Development Kit (UDK), which will allow exploring the interiors in real time. Unfortunately, my interest in the project fell so I put it on the back burner. You can view the thread for that project by clicking here.

For the last few months, I've been working on the interiors of the U.S.S. Enterprise from the Original Series, with the goal of using the interiors as a setting for either a virtual walk through of sorts or a series of single player FPS missions.

A life-long Trekkie, the aim is to be as accurate and true to the show as possible. I have not and will not make any attempt to "spruce up" the sets by adding any more detail that wasn't there in the series. If there was a plain grey wall on the show, a plain grey wall it will be in-game.

Anyhow, here's some shots showcasing some of the work I've done. These are all to be considered WIP, as I am constantly going back and revising areas.

All meshes built in 3ds Max or ZBrush, rendered with UDK.

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Let me know what you think! I've only been using UDK, 3ds Max, and ZBrush since January, so I've been learning as I go, as all my experience is with older modelling programs. Any technical criticism is welcome.

Also, if anyone is interested lending a hand with the project, please PM me. I'm glad to do as much as I can by myself, but will need the help of animators and programmers if I'm ever to make a single-player game out of these assets I've created.

Also, you can alternately check out my thread for this project at the TrekBBS, where we all really nitpick and explore the finer details of the TOS sets. View it by clicking here.

Thanks!
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Post edited by Donny on
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  • DonnyDonny284 San Jose, CAPosts: 54Member
    Another note:

    A couple years ago I also did a build of the TOS sets with the ancient Quake III engine. I posted a thread about it on these forums. Beware, it's not as pretty or accurate, but if you're interested you can see that project by clicking here.
  • TralfazTralfaz412 Posts: 846Member
    Hey Donny. Amazing work once again. I looked at the Quake III sets and although they look good, there is no comparison between those and the ones you have here. Keep up the great work.
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    I remember that old thread. Yeah, you've really upped your game and it was great before. These are fantastic. They almost look like screen shots. I also looked at some of the other stuff in your Flickr album and you do some fantastic work.
  • spacefighterspacefighter2 Posts: 0Member
    great modelling
  • RekkertRekkert4041 Buenos Aires, ArgentinaPosts: 2,303Member
    I remember your old Elite Force mod, that was already impressive. Now this, this is completely mind blowing! It looks better than most of the rendered ship interiors I've seen, and the fact that it's all rendered in real time makes it all the more incredible.

    Great work Donny, as always.
    For all my finished Trek fan art, please visit my portfolio
  • jrhotteljrhottel9 Posts: 0Member
    Donny, you could make a trek fan home sick. Really nice work!

    Question, with limited experience and funds, what software or game engine is good for interactive walk through s? 3DS-Max is my main modeling package.
  • DonnyDonny284 San Jose, CAPosts: 54Member
    jrhottel wrote: »
    Donny, you could make a trek fan home sick. Really nice work!

    Question, with limited experience and funds, what software or game engine is good for interactive walk through s? 3DS-Max is my main modeling package.

    I build all models in 3ds Max and then use the Unreal Engine for rendering them in real time. Unreal Development Kit is free to use for non commercial purposes. For interiors, I recommend it over Crytek since Crytek is mainly used for exterior scenes.

    Keep in mind, however, that meshes have to be considerably lower in polygons for them to work with real time rendering. Most games project high poly details onto low poly meshes using normal maps to make up for the difference.
  • jrhotteljrhottel9 Posts: 0Member
    Thanks, that sounds pretty straight forward but I'm sure there is allot to learn about the Unreal Engine.
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