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AndyP's Trek building thread

Thanks everyone!

So finishing details on engineering has come to a halt as placing the set labels has killed my energy to work on it.

I've started working on my next TNG set which will be 10 forward. When building the Windows I first built them based off of the Picard recreation blueprints, only to realize that they are significantly larger than the original. From there I resized the dimensions based off what is listed on the prints @Redgeneral recently posted of Voyager's Ready room. The rest of the room is currently in a basic shape state, with measurements that are a best guestimate going off of the blueprints from the archive as well as stage drawings.

The acoustic panels I actually modeled rather than use a bump or normal map.

Currently for the colors of the room I am using colors from the Picard S3 TNG Bridge.

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When building the Windows I first built them based off of the Picard recreation blueprints, only to realize that they are significantly larger than the original.
You know, when no one else said anything, I decided that it must be my imagination and the camera angles were playing tricks on me.

How are you handling the corners of the room, next to the windows? On the set, they're obviously mirrors, but I've wondered if they're intended to be cut-outs in-universe, peeking into the next compartments over from 10-Forward.
 
@Santaman, @Rekkert Thanks!

@David cgc I did not think anything of it at the time, but now looking at screenshots of the episode, it's very obvious. For now I am going to be using a mirror material in those sections, but it will not be perfectly smooth, it will have a bit of a fog to it. For blender users, a Glossy BSDF material, with roughness set to .06125.
 
I always assumed they were cutaway sections and there were other lounges/function rooms on the other side, as @David cgc mentions. The show presumably used mirrors like they did with jeffries tubes in order to extend the set without straining their budget, but I'd personally be tempted to model the area as a cutout.
 
@SCE2Aux I'm pretty sure for the Jeffries Tubes they used a matte painting, but for sure a mirror in 10 forward. In the version built for These are the Voyages, it appears to be black plexiglass.

Updates on the set
  • Modified the door light to a more plastic material, as well as modeled in the graphic detailing
  • Modeled the doors
  • Started working on the area behind the bar
    • I'm trying to find good references for the backsplash, I don't recall seeing it appear at an auction before. And for some reason I feel weird if I were to take a screen shot from the Roddenberry.x.io version for reference.
  • Modeled the side "booth" seating. For these seats I have loosely based off of the version that appears in Ent: These are the Voyages, however I have modified the dimensions so that they better fit the set.
    • Research notes: For the Enterprise recreation, they used less acoustic panels, and the seats where lower, but had more cushion than the original. I wish the blueprints for the sets built for this episode will someday surface at an auction.
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@Redgeneral Thanks for that. The original MSD I modeled based on the blueprint in the archive, I have since remodeled it off of your blueprints, and then angled the display down by 10° so that it looked how it did for the later seasons.

Updates since last post:
I've been in perpetual ground hogs day with this funemployment time. I've spent a good amount of time job hunting, meeting with recruiters, getting sent to interviews, then passed up. I do have a job offer, and the pay is quite a lot, but it's a 45-90 minute drive to get there depending on traffic.

Updates on projects:
  • I spent a few days creating some static LCARS displays that will be used in future projects
  • -TNG Engineering
    • updated the console in the engineering office
    • Updated MSD display
    • added electrical tape details
    • updated warp core room materials to better match what is seen on the show (made it closer to a metallic brownish orange)
    • Begun placing set labels
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These are just so pretty...
 
Hey guys, it's been some time since I have last posted anything to this thread. I'm starting to get more free time as life settles a bit, which is allowing me to get back into some of my hobbies, including working on my various blender projects.

Most recently I've started adding various knickknacks to the scene, the pyramid game, as well as the lamps that were used in Picard S1, I also plan on modeling the vases that were in that scene, along with some bottles, cups, and a 3d-chess set.

After that, I also need to model the chairs, the replicators, and decide on how I want the back bar area to look, If I want it to have the sound panels that appeared in the early seasons, or the pattern that appeared towards the end of the series.

This is the progress that I've made on the 10 forward set in the past year:

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Keep in mind I actually modeled that portion months ago, just never posted any renders of it.

I started out with the general measurements from the ST:IV presidents office to do the back wall.

For the art piece itself, I used this image as the main piece of reference, as well as images taken of the ST:LV recreation
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Using the Steinbach drawing, i essentially traced each level of the piece of art then added a subdivision surface modifier. Once that was done I added a vert for the corners and then created a face. From what I could tell there are 10 "levels" to the original piece of art + the backing. Crude, but effective. Also time consuming.

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I then spaced each level 1/4 inch (I think? this part I modeled 4 months ago) and added a solidify modifier. From the front level to the back of the piece of art I modeled it at 2.75" thick

For the lighting, I then duplicated the edges of the piece and extruded to reach the backside of the wall, and gave it an emission shader that I set to a factor of 5. One issue I am seeing with this, is that if you are looking head on with the art, the lighting is barely noticeable.

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The material is a metal material, with a noise image texture being used as a bump map. But I just looked at the original set images and it looks more so like a rock material? So I might update this.
 
I've started populating the scene with knickknacks. I included the coffee set and trays of food from my previous mess hall sets.

Additionally I modeled some glasses, and bottles. The cup is based off of one from Ikea. One thing I did was use material settings where when you tilt the bottles and cups the liquid level stays parallel with the world origin, that way if I animate a character taking a sip it'll fake the appearance that the cup is full of liquid without needing fluid simulation.

I also modeled the vases from the Picard recreation. I used google lens to locate an online store that sells them in order to get the measurements.

finally you will notice I modeled the Terrace game that is seen in the later seasons of TNG.

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I still need to model the barstools, replicator, and was thinking of modeling another game.
 
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