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Published: 2013-05-31 06:51:21 +0000 UTC; Views: 1491; Favourites: 25; Downloads: 67
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A: Every window actually has a room behind it.This picture shows my Conway station model with most of the outer walls removed. You can see that there is an actual room behind every window, with its own lighting and even little people in it. Even the dark windows have rooms behind them, they are just unlit.
I realise this is slightly insane. People who know more about CGI modelling than I do will probably look this and be aghast. They will say there are better (or at least simpler) ways of creating the impression of interiors than this. Still you gotta admit, it's kind of impressive.
If you look closely you will see that there are no rooms where there are no windows; in other words I only modelled interior spaces that are visible from the outside. This means this is not a proper cutaway (for which I would have built a complete interior), it is more a warts-and-all exposé of one of my models.
I should explain that I didn't build all of these rooms by hand; I'm not that mad. I use the POV-Ray raytracer to create my pictures, and POV-Ray models are built using a scripting language which supports programming constructs like variables, expressions, conditions and loops. This allowed me to write algorithms for placing the windows and building the rooms, which means I can create a model with a thousand rooms in little more time than it takes to build one with only ten (although the number of rooms, or more accurately the number of windows, does have quite an impact on render time).
At present the rooms have people but no furniture, something I hope to correct in future. You may also notice that the room lighting is tinted to vary the colour, something I believe they did on TOS to make it look like they had more room sets than they actually did.
I have also rendered this picture with the outer walls in place [link] .
Rendered with POV-Ray 3.7 on Thursday 30th May 2013. Thanks go to *Reactor-Axe-Man for asking the original question and giving me the excuse to do this.
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Comments: 12
coyote-viper [2020-10-29 22:19:53 +0000 UTC]
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Cinnabear [2016-11-29 17:07:47 +0000 UTC]
It's VERY damn impressive...
I love your designs for this, and for the Kelway Station... the docking ring concept you're using is unique amongst the various stations I've seen fans design, and I find it elegant and quite in keeping with the flavor of the universe in which it's set. Truly beautiful work.
I came for the Daleks... and stayed for these!
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Suga-Spice [2014-02-14 12:17:53 +0000 UTC]
This station is awesome!
I'd love to see more!
If you did a deck by deck, that would be fabulous! Love to see more of the interior!
It would be awesome if there were drydocks attached to the docking module with armatures. Just a thought. hehe
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Jim197 In reply to Suga-Spice [2014-02-20 19:34:47 +0000 UTC]
Thanks, I'm glad you like it.
As it stands, the interior has gaps in it (where there are no windows), but if I ever build a complete interior for the station I will happily do more interior shots and cutaways.
I have experimented with combining the station with a drydock, but I haven't come up with an arrangement I really like yet.
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AwesomeHatsCo [2013-06-05 18:10:38 +0000 UTC]
THAT... IS AMAZING! That detail is incredible.
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BasillArt [2013-05-31 14:29:23 +0000 UTC]
Awesome work. I know how crazy stuff like this can seem, but I've known a lot of modelers (including myself) that try to back as many view ports as possible with at least some simile of interior space. I tend to reserve fully modeled interiors for larger openings and close up shots that are meant to reveal much more (like large bays, or public spaces and recreation areas with huge panoramic view ports), but this is truly the way to go for this particular style of realism in my opinion. Heck, all that algorithm stuff alone would blow me away. And as much furniture and detailing as I've used in some of my interiors, I've yet to add the little people!
The only simpler method I can think of is totally 2D images acting as the window facing or just backing the frames. This can be perfectly acceptable in full view beauty shots, but tends to loose effectiveness ever closer the camera.
Again, impressive design.
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Jim197 In reply to BasillArt [2013-06-01 07:31:19 +0000 UTC]
Thanks, it's good to know other people don't think I'm completely crazy.
I experimented briefly with 2D images, but as you say they just don't work well up close. Also you don't get the variation in brightness you would expect between windows viewed from different angles, and that's true even for distant shots. Fortunately I'm a software engineer by trade, so programming and algorithms are what I'm good at.
Glad you liked it.
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Jim197 In reply to Reactor-Axe-Man [2013-06-01 07:11:36 +0000 UTC]
Thanks for asking the question, I enjoyed answering it very much
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