Decided to modify my existing USS Yeager corridor set (first image) to create a corridor for the USS Cerberus.
Still in progress, of course, but you can compare the first two images and see the different style I'm going for with this one. Besides adding more details, I've still got to replace the lift with a different style.
Did a quick LCARS screen using existing elements for the Cerberus corridor.
I also did a new turbolift based on the USS Prometheus one (which was a redress of the Enterprise-D emergency turbolift, only seen in TNG twice). Might change it to something else, it's a bit on the small side.
Recreated the turbolift graphic from the Prometheus, but on the Cerberus colors for the lift. I also modeled the handrails and the remaining corridor panels.
New release of the Roddenberry Archive was launched today, check it out at https://roddenberry.x.io!
This update includes the USS Discovery bridge from Disco S1; the IKS Amar bridge from TMP; an expanded DS9 promenade with more rooms available to explore; and the ready room for all versions of the NX-01, among other smaller changes and additions. Enjoy!
Now that we're back home, I gotta talk about the reason we went to the UK in the first place.
Last week was the opening for Bridge Command, an immersive and fully interactive starship experience in London, in which a team of players command a starship in a variety of missions. There are two ships available which need a different sized crews.
During the pre-production phase, I was the lead concept artist for the project, coming up with the design language and shapes for the ship interiors.
The two ships have small corridor sections, ready rooms, bunk beds, a detention area with actual movement sensors, shuttles for away missions, an interactive engine core which needs repairs after battles, and much much more.
The team did an incredible job translating my rough 3D concepts into functional rooms and interactive elements, I was blown away and can't wait to return to London and actually play a mission or two.
Took some time today to finally change the font on my TOS-movies era screens from the inaccurate 'Jefferies' I was using before (left), to the appropriate 'Microgramma' (right).
As part of today's (or yesterday's, depending on time zones) update, The Roddenberry Archive released a two part interview with writer David Gerrold, and it's incredible, I can't recommend you go watch them even if you have just a passing interest in Star Trek.
Eye opening stuff on several aspects, both good and bad, about Gene Roddenberry, Trek, and sci-fi in general.
Started working on a sickbay for the USS Cerberus. Gonna be a mix of Voyager and Enterprise-E as far as influences, but with its own color pallet and details.
It's quite dark at the moment as most light sources aren't set up yet, I intend the final set to be brighter.
So... I completely redesigned the room as I wasn't happy with how Voyager-esque it was.
It now has a symmetrical layout with two beds at each side of the central surgical area, with a nurse station also at the center of the room. At one end there's a glass division connecting to the chief medical officer's office.
It's nearly there, I just need to do some more LCARS, finish the biobeds, the surgical area, and some other details.
Increased lighting levels all through the room, finished the biobeds (including the surgical arms, and yes they do move into place), and did a bunch of other details all over. Other than some LCARS and final touchups, I think this set is nearly done!
A stray that often spends the night on my mom's backyard appeared injured on Thursday, very weak and with an infected paw full of maggots.
I was able to catch him and took him to the vet, the paw was cleaned and he spent the night in observation.
Yesterday he came home, but unfortunately he's FIV positive, so we can't keep him and he's locked in the bathroom. At least we'll cure that paw, neuter him, and hopefully find him a forever home.
@ramsey@lisamelton I know what you mean though, there's something about the lack of people that make it unsettling, it's specially noticeable when I'm working on long corridors, completely empty...
@Rekkert@lisamelton Oh, wow. I love it. Add the background warp sound and some random door swishes (without footfall sounds), and it turns real creepy.
Re-rendered my old season 7 TNG bridge using the latest Blender 4.0 goodies, like AgX and the improved Principled shaders.
Plus I also added all the stuff I've been learnt for the past few years, so it has an AO pass, displays with falloff, and a lot of other small tweaks that overall make for a vastly improved look IMO.
Spent the weekend reworking my old USS Odyssey bridge from DS9's "The Jem'Hadar", updating textures, lighting and rendering pipeline to be in line with my newer work.
The season finale of Lower Decks was awesome; but personally the standout moment for me was Mariner on the bridge of the USS Passaro (very nice tribute by the way).
It seems that at least a couple angles were based on renders of my recreation of the Enterprise-C bridge, as they share some details I added which weren't really there on the set. I'm flattered 😄 ❤️
I guess this now means I have to do the Passaro bridge in 3D? 😉
More work on the USS Budapest engineering during the weekend.
Added a glass panel at the center of the room, it'll display the EPS conduits all across the ship, similar to the TNG 'pool table'.
Also added more control panels at the back of the room and a door to a Jefferies junction at one side. Modeling is now mostly done, I just have to add some light fixtures on the ceiling and other bits.
Today's #ThrowbackThursday is the bridge of the Norway-class USS Budapest!
I obviously designed this one with a lot of inspiration from Voyager, which isn't my favorite aesthetic (too much grey!), but it was an interesting change from the more Enterprise-E inspired interiors I was doing at the time.