First off, I am honored to be the first to say (on your forum): CONGRATS!
What you’ve done here is nothing short of amazing. I watched your YouTube trailer on the edge of my seat, constantly thinking “No way” and “Oh God this is perfect”. My friend and I noted and appreciated so many details, and I loved every minute of it. My mind was blown at the end when the camera flies out the top of the bridge.
I am very much looking forward to seeing where this goes.
Now for suggestions… my friend and I were discussing the gamification of this project.
One idea that came to us was a “Crew Management” premise. Similar to a sports team management game you could design your crew, transfer personnel to the ship, view their bios, records and assign them to duty shifts. You could give promotions to crew members who earn it, maybe even conduct personnel testing and training scenarios.
You could go around with your PADD and analyse crew members you see. I think that would be very immersive and engaging.
I just saw the video, bloody fantastic and this is coming from an Aussie Trekkie. There are a few thing I like to get of my chest…
-on the blueprints, BE CAREFUL as it does not show the Brig in deck 37
-recommend creating mini games based where you are such as 3D chess, the phaser range on deck 4, a battle simulation on the bridge, etc.
-use your tricorder to scan anything (also consider that as game objectives and unlocking achievements)
-I hope you can pilot shuttles from moving from shuttlebay to shuttlebay, land on planet, shuttle phaser a asteroid, etc. and maybe make that into an objective.
-Have the Enterprise D warp to different environments such as Earth space dock, utopia planets in Mars orbit, etc.
-how will you design the centation (aquatic) rooms?
-the LCARS voice will be there?
-the turbo lift function must be simple
-I hope we can use the transporter and beam anywhere
-can we see our way to walk all the way the the nacelles?
-torpedoe launches, we get to see photons and different types of probes?
-the battle bridge
That’s all I got to say, I hope you’ll read this and email me for a reply
If we’re going to make this a general comments/questions thread:
– Are you intending to have NPCs? Crew standing at stations or wandering around the ship?
– I can’t help but notice that you’ve replicated the inconsistent backlighting that TNG’s LCARS panels tended to have. Why that decision, as opposed to a more consistent glow that was probably the intention?
– A ship map function as we wander around is probably essential. Although I suppose it’d be great, if doable, to build that into the corridor wall panels and have it able to navigate us to any feature we wanted.
– Lastly, is there any way that people without 3D experience can contribute manhours in some way.
– It’d be great if fans could get a crew quarters to decorate as their own, as long as it was in-theme and not over-the-top.
– The font on the door labels looks a bit strange. What font are you using? Although part of it is that TNG always used all-capitals for things like that.
Are you generally modelling the ship on the 4-foot or 6-foot model? Obviously the 6-foot probably wouldn’t be able to fit ten-forward and would need adjusting there, but I feel like the 6-foot in general is more of the intended design. It looks like you have the 6-footer’s deflector, but the nacelle pylons look less gradual in their curve, like the 4-footer, so are you going for a mix?
Will you be referencing Probert’s concept art for things that never made it into the show, like the sketches he did of cetacean ops or captain’s yacht? It’d be neat to have one of his original shuttle designs in the shuttlebay, the ones that they never made because it was too curved to model.
Sorry I keep adding more posts, I keep thinking of more things because VERY EXCITED.
THIS IS REMARKABLE!!! I would certainly lose a significant portion of my life enveloped in this. The only thing I found a little odd was the staircase. I don’t recall there ever being staircases in the show as every time the turbo lift wasn’t an option it was “into the Jefferies Tubes”. I always imagined that the turbo lifts and Jefferies Tubes were the only way to get from deck to deck as we would often see the bulkheads close in the event of decompression. Would exploring the Jefferies Tubes be a viable concept?
Anyway… Keep up the good work, I can’t wait to see where this goes!
First, absolutely fantastic. As an owner of the original set of blueprints, I have always wondered if someone would have the time and ability to fully render this fantastic icon, stunted in it’s TV presentation only by a limited budget.
One possible source of funding perhaps could be “enlisting” crew members. The first thousand or so contributors/sponsors would get personalized crew quarters and perhaps eventually avatars of their likeness on the crewed vision of the shop. If it takes off…. hey, just cut and paste the ship, call it the Yamato and start over.
Again, thank you for your labor of love for a ship revered by so many.
Wonderful job so far! The attention to detail and stylistic extrapolations are beautiful. The Bridge’s head in particular is great! Are you planning to incorporate the three dimensional visual aspect of the main viewscreen to replace the flat 2D image you’re using right now? This was a rad element of the viewscreen that never really played well on our silly 2d televisions. Described in the TNG Tech manual as having “omni-holographic display elements … capable of displaying three dimensional information” we got to see the rad effect whenever the POV was showing the viewscreen from the side, instead of seeing whichever giant head was speaking always from a front view, we’d get to see the side of their alien faces looking toward the captain’s chair. I imagine with space shots this would essentially look like a window. Keep it up! This is fantastic!