Provider of 3d maps and set-pieces for GMs and RPG players of StarTrekAdventures, and other systems. I'd appreciate a tip if you can afford it!
Commissions available!
tekknonerd.carrd.co
Long thought a myth by most experienced Starfleet officers, Deck Zero is said by crew on the lower decks to be a liminal space, occupying a unique pocket of subspace on every ship capable of generating a warp field. The deck will not appear on any blueprints, and if you're unfortunate enough to find your way there, you may never be able to get out. The Department of Stellar Cartography have been organising expeditions trying to find and study the elusive phenomena. This recording is from one such expedition.
I've been working on an update to my models of the Federation starship hallways as depicted in Star Trek Online (around 2410), which I've created so as to be modular, and fit together seamlessly.
I made some adjustments to the overall scale, mostly in making the ceilings lower, since I don't have to account for the player camera as the game does, but otherwise I've tried to stay as close to what is depicted in the game as possible.
Following conversations with some people, I also made a mock up of a version that attempts to match the aesthetic from Season 3 of Picard.
But it sort of gives Star Wars Imperial vibes as well...
Recently completed commission of a bar aboard a Federation Starship.
The bar and kitchen being accessible were particularly important, as the client wanted the bar to serve as both a place for crew to come and get food and drink served to them, or a place for them to actually prepare their own meals. To this end, the kitchen is very open plan, with a number of cooking implements and a replicator available.
Naturally, there is a large pot of mashed potatoes on display. Because no-one should ever let Star Trek VI get away with that.
Also present in the kitchen is the Main Fridge, and Freezer unit.
Another central feature is the buffet table, stacked with numerous foods for people to just come and grab if they need something quick, fresh, and tasty as they come off shift, which they can put on Starfleet themed plates or bowls as needed.
I honestly would really like this dinner set IRL...
Finally, large windows above a series of booths line the far wall, looking out into space, offering fantastic views as the ship warps between destinations.
With the nonsense ruling from the UK supreme court today, I will say again: Trans people are welcomed, accepted, and loved on this account. If you don't like that, or if you support JKR and TERF rhetoric, I want nothing to do with you and you are not welcome here.
Finished an update to a former commission for @uss-solkar, since it has been updated from an Olympic-class to a new Hope-class starship.
The request covered building out the rest of Deck One, adding a conference room, and hallway with escape pods off the back. Additionally, there is an atrium with Vulcan artwork - and some restrooms.
Lastly, a few minor adjustments to the Bridge, as additional changes are planned (including adding a Ready Room) including an updated MSD, which is also shown in the Turbolifts.
The Wolf-Rayet has started their Star Trek Adventures story over on ELH's channel. I created the animated intro for this show (and some of ELH's others!), and I'm particularly proud of this one!
If you're interested in an opening video for your RP project, Twitch videos, or any other project, feel free to get in touch and I'd be happy to discuss it!
Newest completed commission; for nomnomroko, and the RP crew of the U.S.S. Legacy. Go and take a look at her blog to see some of her character comics, they're great!
Anyway, the design brief was something that was 'somewhere between TOS and the Kelvin Reboot' in a period before the movies. As the design developed, I'm not 100% sure I managed to evoke much of the Kelvin-esque design elements; but then, the brief sort of evolved a little as we went along.
So what we have is something that sits somewhere in the early TOS-film era, but with elements that mimic the Strange New Worlds Enterprise.
As an aside, I managed to get the viewscreen to act like they do in the shows; as a digital window out into space. Excuse the grainy effect; this was a screen captured video of the inside of Blender:
All in all, I think it all came out pretty well! And Nom seems happy too, which is of course, the point of a commission!
Hello, do you have a pricing chart for your commissions? Thanks.
Not really, no. It usually depends on exactly what you are looking for. I'd say shoot me a DM with what you're looking for and we can discuss it in more detail. As a *ballpark* figure though, usually between £300-£400 GBP.
I've completed another commission recently for @uss-solkar. This one of the primary sick bay and local deck layout for his ship - including the CMO's office, reception desk, attached lab, and a bunch of other areas.
The breakdown for these areas is below the cut.
The first thing, as always, is a block-out and scale test for the environment. This was based on a very detailed document I was given to give me some art direction.
Much like previous modelling I've done, I planned to do this as a single modelled area, but eventually pivoted to modelling each room individually. This gave me a lot more flexibility to alter things in the rooms but not messing up the whole scene. It did introduce some other issues, but I can live with the trade-offs.
The next thing to work out was the hallways.
These are based on the Star Trek Online aesthetic, and I decided while I was modelling individual sections that it would be much easier to have a modular system that I can twist around corners, or switch out parts for doors, consoles, windows, or whatever else was needed.
It also allowed me to (shameless plug incoming) put together my Star Trek horror/backrooms video Deck Zero. Give it a run, if you're into that sort of thing!
Once I was happy that I could create corridors to order, I started on the lab.
This is when I started working on the individual room modelling, which was a bit of a process to get right. Basically I modelled a single section of the room, then made it form along a curve in the shape of the room. This allowed me a lot more freedom to alter the room out, although came with a lot of teething problems initially, but came out looking better in the end, I think.
The elements in the room which I needed to ensure were present, included the circular computer console, the side desk, the TNG-era....wall orb...the corner desk, and the shelving. So obviously the next step was to do those.
After that, I had worked with the new method to build the room enough to be comfortable with it, so I started on the main sick bay and attached office.
Obviously this was probably the big focal point, so a lot of variations on a theme here, but the key is/was that it have a lot of bio-beds, a transporter, and several ways in/out of the rooms.
This meant building out a lot of assets, from the bio-beds, to the "laptops" used in TNG/Voyager, medical tricorders and other equipment, and the desks and trolleys to put this stuff on.
You might notice a lot of very specific tools which have been present in various Star Trek's over the years. I always like putting little touches in like this, as it helps sell the authenticity.
The CMO using the office is Bajoran, hence the painting on the rear wall. The shelves will eventually be filled out with various knicknacks including books, and a model of a Bajoran lightsail ship.
The window out into the corridor was also a request.
The last area to cover was an airlock to the internal cetacean ops to allow for medical teams to quickly access it. This was relatively easy to throw together, compared to the rest of the area.
And finally, it was putting the finishing touches in, like accurate LCARS, lighting, and all the other elements that go into making the final images at the start of the post.