Clear or Foggy?

•November 1, 2015 • 2 Comments

To blur or not to blur…

Console_011Cloudier versions, attempting to emulate TMP.

After comparing more screen shots this weekend, I noticed that the wedges in the first film don’t exactly match those in seen in the second. Not only are the colors altered and switched around in their order, but the thick Lucite type plastic that they are presumably crafted from, appears to have a more cloudy translucent quality in TMP than the more crystalline clear versions seen in TWOK. Continue reading ‘Clear or Foggy?’

On To Something…

•October 22, 2015 • 2 Comments

Control wedgies’ surface settings get their workout.

Console_007Working with color filtration to get the colorful transparency I seek.

Using the Surface Preset panel, I started sampling various transparent surfaces in an attempt to get better results for the colorful crystalline wedges staggered across the lighted control surface. I’m making progress, but haven’t had a lot of time to devote to it.

tmp_oq_009e1They look really great in the side shots.

I decided to take one of the wedgies and apply a preset glass surface, tweaking the color and transparency to my liking. I made the 2nd blue wedgie from the left my sacrificial test subject! Continue reading ‘On To Something…’

Cove’s Comm Console

•October 19, 2015 • Leave a Comment

Plus new wall mechanics for the foyer.

tmp_oq_015bThe glowing comm console.

Brain fried. Not many words to spew, but I managed to model a new communications console as seen in TMP and TWOK. Also got the entry foyer’s mechanical wall panels in place. This was fun, and I’m looking forward to trying the TWOK communications setup which fits in where the TMP view screen is currently located, but again… my brain is officially fried from this weekend. Continue reading ‘Cove’s Comm Console’

Changes, Both Subtle & Gross…

•October 14, 2015 • 3 Comments

A “Cove” wall gets minor overhaul.

tmp_oq_009dCove’s curved walls are not so similar after all.

Been working this thing like a puzzle, with tons of pictures, but with very few plans with any meaningful measurements. It seems every time I put in some new panel detailing, I find how horribly off course I am with some fundamental element of the overall design. Continue reading ‘Changes, Both Subtle & Gross…’

Upholstery: Take Two

•October 7, 2015 • 6 Comments

More subpatch seams and a few new wall panels.

tmp_oq_011aNew cushions finally “feel” right.

As much as I liked my early cushion efforts, I knew at the time they were only temporary fill ins. I attempted a new effort to refine the seam elements using Subpatch, but I was very disappointed with the render results. Continue reading ‘Upholstery: Take Two’

Getting Cushy

•September 30, 2015 • 9 Comments

Detailing begins in earnest.

tmp_oq_002c1Cushions and panel details moving ahead.

I began adding some details to the structures this weekend and kept on through a special day off from work yesterday. I started with the cushions for the main berth and moved on to some early panel work. I’ll state up front that I am not good at modeling organics (damn carbon-units), and cushions are certainly not my forté. Still, I must admit I am liking this first attempt at the cushions in the bunk area. Continue reading ‘Getting Cushy’

A Place to Park It

•September 29, 2015 • 6 Comments

My first attempt at some movie style Officer’s Quarters

tmp_oq_001Curvy walls in the office area. Rumor has it, this area is called the “cove.”

After a long procrastination of any such similar project, I finally decided I would start working on the movie style officer’s quarters. Naturally, it’ll be based on the original TMP design structure, but will incorporate style elements from its subsequent TWOK and TSFS appearances. This is because there were so many significant changes between the first and later films, as well as demonstrable redressings of the set to serve as multiple locations in those first three films alone: Continue reading ‘A Place to Park It’


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