New ST:TOS Fan Film WIP Thread

And meanwhile, uh, bit of a scaling issue with the Astrogator clock toggle switch...

:p :lol:

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OK, fixed...

:p

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Hey, not too shabby now, coming right along.

I forgot to finish the chronometer when I modeled the bridge in Plasticity, and now I can't go back, so I have to finish it in Blender. I traced the clock texture map from an image on Feek's website (those images are his, and at any rate you can't just slap a web image onto geometry and expect good results). It's actually pretty sparse, the rest of the detail will be geometry.

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The font is close, but not exact--that's very hard to find for free, and I hate spelunking on font sites anyway.

So here's the resulting texture placed on the chronometer face. All I need now is to model the clocky bits and the little knobs that go above the curved text, plus the little screw heads, and Bob's your uncle (or so he claims). :p

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OK, last one for the night--here's the whole helm so far. Believe it or not, the Astrogator compass is a picture of a mousepad that I got online. It now lays forlorn on the floor behind my desk, its original purpose far away in the rearview mirror. I just shot a pic with my phone, brought it into Designer, and--well, the less we say about "uncle" Bob, the better. :p

I may decide to model that tri-arrow thingy in the center, or I may just leave it as part of the texture--haven't decided.

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(Actually, I just looked behind my desk, and it's actually a large decal that I shot with my phone--I can't find the mousepad anywhere, and I seem to remember the decal was sharper.)

(Man, I've really gotta clean up back there...)

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OK, I lied--this is my last post tonight. (I really have to stop doing that.) :p

As you can see, the bridge is coming along, but there's quite a way to go. All those little colored buttons and rockers have to be done individually, which is quite laborious. I've only got Comms and half of Science done so far buttons-wise. But there's quite a lot done, too. Ceiling and lighting cove are hidden here for visibility.

(If you're curious, I went from a combination of the McMasters blueprints, the Desilu stage blueprints, online screenshots from TrekCore, and my own shots taken at the Set Tour in Ticonderoga during Trekconderoga '22.)

Modeled about 95% in Plasticity, some little doodads in Blender, turbolift interior yet to be modeled.

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The small screens are only animated to blink on the science, comms, and engineering stations, because those are the only stations with speaking characters at them. They're background anyway and will likely be out of focus.

The rest of the bridge consoles have screens taken from Pinterest stills blown up to 4K resolution and massaged a bit in Photo, if you can believe it, which I can get away with in wide shots. One or two screens I made by hand in Designer. The big overhead screens are wallpapers that I gussied up with computery-looking graphics and framed in blue to look the part.

Except for the "Condition Alert" sign--that one I created by hand in Designer from screen grabs of the original. That will get a closeup in the film. It ain't Star Trek without a red alert!

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Here's the Astrogator mousepad online--maybe I should've just downloaded the pic on the website instead of spending the money... :lol:

 
Had quite a breakthrough yesterday after a tutorial on another subject led to an unexpected workflow modification that automated the texturing of all those buttons. Went from tediously surfacing small groups of buttons to just knocking out entire panels all at once. I expect to finish texturing the bridge today. I'll probably get some test renders up tonight. Yay!
 
Test renders inbound.

Many tweaks to come yet, such as lighting up those overhead cove lights over the bridge stations (I just forgot to do it), adjusting the lighting over the turbolift door, and working out that %$@&#*!% chaser light under the main viewscreen, but there's time for that yet. All in all, I'm quite happy with the look. I'm going to be working on my teaser trailer much sooner than expected... :)


Bridge Test Render 01.jpg


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Bridge Test Render 06.jpg
 
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