Here is a WIP of the first floor of the Adventurer’s Guild Hall. Because of crazy proportions on the interior vs exterior, I decided to drastically increase the height of the building to allow for the height seen on the inside view, as well as allow for a second floor for adventurers to rest. This one is going to take a bit more time, due to the custom tapestries, weapons, armor, and 8 stuffed heads (visible) and a few more hidden things that I’ll make to fill up the hall. I am excited for this one!
Also, because I feel bad for taking so long to post, here is another view of the Old Lady’s house from above. Ha, I really am going to have to make some more paintings to fill these houses so I stop using that same Speilburg Valley image from the game.
Hello all! Sorry about the delay, but I felt like expanding a bit into more unknown territory. Here is the Thieves Guild from the game, followed by shots from Unreal:
I’d be careful, it looks like the Guildmaster has been winning lately.
So… what’s old Boris up to behind the iron door? Well… probably counting the coin from a certain blonde adventurer buying the Acme Thief Tool Kit for 100 silvers!
There is a lot of empty sacks, as the brigands have stifled profits!
In other news, I played with the bar lighting a bit more. the other one was too flat. It still needs more work, but I’ll post the progress here:
Not sure where to go next. The Adventurer’s Guild has all those creatures on the wall and the suit of armor, which means a lot of sculpting fun, but also a lot of work. Maybe the sheriff’s house? Dry Goods store? Barber? There actually is not much left of the places shown in the game. So that’s good at least.
I normally post Sunday, and I am very close to finishing the Thieves Guild, but I thought I would just post a random other perspective of the main entrance. I enjoy how overgrown the wall feels, even though it isn’t exactly safe.
I’ll post the Thieves Guild when I can… Then… to the next building!
The USS Enterprise D is massive. If any of you have been to Washington D.C. you may have seen the Pentagon. It’s huge. The saucer section sits neatly over the offices of the pentagon. The whole ship is as long as 6 American football fields. There are 42 levels, each with unique living quarters and laboratories. Much of this was not visible in the television show, only imagined in the minds of it’s designers. The show did conform to some kind of template in placing the varied rooms that we see in logical locations throughout the ship. We are all familiar with the usual locations of Ten Forward, the bridge, and engineering, but there are 39 other decks, and square kilometers of space to explore!
The exterior of the ship is also very curvy. It means that in pretty much all areas of the ship that have windows, the slope of the outer walls will be very extreme. Windows would curve upward and over the room, and give minimal space the closer you got to the outer wall of the ship. It would feel more like an attic. However, we see in the show, that the designers worked pretty well with this restriction, and the ship felt pretty luxurious. This does still leave us the problem of where the decks exist within the ILM model.
This deck chart was found on trekplace.com. This image breaks down the deck / window relationship for the saucer and neck of the ship. ILM took great pains to make sure that the windows were placed in a way that made sense, but sometimes it doesn’t work out that way. In fact, when you did deeper, a rather large discrepancy develops between the different deck sizes on the ship, as seen below.
You can see as the decks get closer to the equator of the saucer, they become shorter. Because of the slope of the outer skin of the ship, the windows would have to be enormously long to make sure the deck hight was consistent. It was a bit difficult to try and piece this all together at first, but fortunately many others have debated this topic. There is a fine article on the matter here: http://www.ex-astris-scientia.org/articles/galaxy.htm I have decided to scale some of the decks up, and also have variable heights on some of the decks. I don’t think the final output will be affected.