Not being one to leave well enough alone, I have embarked on adding a Hangar Deck to my CGI TOS Enterprise. I posted a preliminary image in my other thread, but I thought this should have one of its own.
My goals are:
Make it fit, somehow.
Make it look as much like what we saw onscreen as possible.
Make it make sense from functional standpoint.
I'm trying to make sure that the various alcoves lead to workable spaces between the hangar walls and the outer hull. For example, there is enough space to go from the aft alcoves to a curving ladder that grants access to the control booths.
Put me in the camp that says the cylindrical thing over the axis of the doors is not a cabin. It's just too small and hard to access. I'm going with an aft long-range sensor. One of the problems of modeling the Enterprise as it really is is that this structure is visible from inside the hangar when the doors are open. I have an idea to fix that, but it will have to wait until a little later.
Anyhow, on to the pictures. These are all still WIP pix. Textures have not been assigned yet, and there is still some modeling to do. The figures are 6-feet tall.
First up, the "standard view":
Second, an approach view:
Here I borrow an excellent idea from my friend JHeilman. Since the hangar must extend at least a little bit forward of the aft end of the engine pylons, their structure is seen interrupting the forward bulkhead. In my version, what you're looking at are not the pylon surfaces themselves, but two of the structural spars they are built around. I made them similar in shape to the two supports visible down the length of the ceiling. My rationale is that all are structural members which have been sheathed with a cover to make the hangar air tight. My plan is for the spars themselves to be visible where they cross into the gallery. They will have walk through cutouts so they don't block the gallery completely.
Next, the view from one of the aft control booths:
The cool thing about these CGI models is that you can get a real sense of what it might be like to "go aboard" the E. I haven't decided if these will have a stand up control console or if they will have chairs and a lower console. Any suggestions?
Finally, here's a Lenore's-eye-view down into the hangar from the port observation gallery:
I'm still working on the outer walls of the galleries. These will be the outer hull of the ship, complete with windows. This looks like it will require me to re-locate some exterior windows by a little bit, so here is where the model will diverge from my completed exterior model. It will be have to be a separate version of the ship as I have worked too hard making my exterior match the 11-footer in every detail. I have already duplicated my exterior 1701 and rescaled it for the purpose. (My earlier version was studio scale, the new version is the full 947 feet.)
More updates as I get the time.
M.
My goals are:
Make it fit, somehow.
Make it look as much like what we saw onscreen as possible.
Make it make sense from functional standpoint.
I'm trying to make sure that the various alcoves lead to workable spaces between the hangar walls and the outer hull. For example, there is enough space to go from the aft alcoves to a curving ladder that grants access to the control booths.
Put me in the camp that says the cylindrical thing over the axis of the doors is not a cabin. It's just too small and hard to access. I'm going with an aft long-range sensor. One of the problems of modeling the Enterprise as it really is is that this structure is visible from inside the hangar when the doors are open. I have an idea to fix that, but it will have to wait until a little later.
Anyhow, on to the pictures. These are all still WIP pix. Textures have not been assigned yet, and there is still some modeling to do. The figures are 6-feet tall.
First up, the "standard view":
Second, an approach view:
Here I borrow an excellent idea from my friend JHeilman. Since the hangar must extend at least a little bit forward of the aft end of the engine pylons, their structure is seen interrupting the forward bulkhead. In my version, what you're looking at are not the pylon surfaces themselves, but two of the structural spars they are built around. I made them similar in shape to the two supports visible down the length of the ceiling. My rationale is that all are structural members which have been sheathed with a cover to make the hangar air tight. My plan is for the spars themselves to be visible where they cross into the gallery. They will have walk through cutouts so they don't block the gallery completely.
Next, the view from one of the aft control booths:
The cool thing about these CGI models is that you can get a real sense of what it might be like to "go aboard" the E. I haven't decided if these will have a stand up control console or if they will have chairs and a lower console. Any suggestions?
Finally, here's a Lenore's-eye-view down into the hangar from the port observation gallery:
I'm still working on the outer walls of the galleries. These will be the outer hull of the ship, complete with windows. This looks like it will require me to re-locate some exterior windows by a little bit, so here is where the model will diverge from my completed exterior model. It will be have to be a separate version of the ship as I have worked too hard making my exterior match the 11-footer in every detail. I have already duplicated my exterior 1701 and rescaled it for the purpose. (My earlier version was studio scale, the new version is the full 947 feet.)
More updates as I get the time.
M.