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Old June 25 2013, 03:38 PM   #301
Albertese
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
On second thought, is this actually a lizard or a baby crocodile / Gorn?

Bob
The skull behind Spock's head... I recall one of the Gold Key comics, where Kirk is on trial for something and one of the officers on his tribunal was an alien who looked as if his species may have been the source of this skull.

Let me look for it... *rummage, rummage rummage* Found it.

It was May, 1974, the issue was called "The Trial of Captain Kirk." I'm looking right at it as I type this.



Enjoy!

--Alex
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Old June 25 2013, 05:19 PM   #302
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Come to think about that, that's probably what they are, "Terran" animal skulls because that would have been cheapest for the actual production. Thus, if we were able to figure out to which animal a certain skull belongs, we would know what these skulls in McCoy's wall shelf actually are and what they should look like...
They don't necessarily have to be from actual Terran animals. They could've been molded out of plaster, etc by the production team.
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Old June 25 2013, 08:25 PM   #303
Albertese
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Oh, I misunderstood... Most of those skulls are absolutely from the prop department. The prominent ones, anyhow. Real skulls look nothing like that at all. Even the ones that look like ape skulls are obvious fakes. I do think the skull visible past the front of Nimoy's face in the pic Robert Comsol linked to, probably is a real skull that has been painted white with black in the eye sockets. Probably a deer or a dog. The black-ish one on the shelf outside of the niche I'm not as sure about. That might be real, or else a prop. It's certainly a mix and match game.

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Old June 25 2013, 10:17 PM   #304
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Was in the mood to get some props done before moving on to the Intensive Care Ward Room. So far I've got the large and small versions of the anabolic protoplaser, a few salt shakers....I mean...scalpels....the heartbeat reader, and the hypo. Still gotta model the reader tube, surgical scissors, spray bottle, and a few hand scanners. I just wanted to get these beauty shots before I go to work.

Props (no pun intended) go to GSchnitzer for his articles featured on the Phase II forums.


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Old June 25 2013, 10:47 PM   #305
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Was in the mood to get some props done before moving on to the Intensive Care Ward Room. So far I've got the large and small versions of the anabolic protoplaser, a few salt shakers....I mean...scalpels....the heartbeat reader, and the hypo. Still gotta model the reader tube, surgical scissors, spray bottle, and a few hand scanners. I just wanted to get these beauty shots before I go to work.

Props (no pun intended) go to GSchnitzer for his articles featured on the Phase II forums.
God, the heartbeat reader...

Great job on these, it looks like you could reach out and pick them up.
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Old June 25 2013, 11:09 PM   #306
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Talos wrote: View Post
Donny wrote: View Post
Was in the mood to get some props done before moving on to the Intensive Care Ward Room. So far I've got the large and small versions of the anabolic protoplaser, a few salt shakers....I mean...scalpels....the heartbeat reader, and the hypo. Still gotta model the reader tube, surgical scissors, spray bottle, and a few hand scanners. I just wanted to get these beauty shots before I go to work.

Props (no pun intended) go to GSchnitzer for his articles featured on the Phase II forums.
God, the heartbeat reader...

Great job on these, it looks like you could reach out and pick them up.
Well, yes, the "White Sound Device" (or "Heartbeat Reader" as FJ called it.) But, it seems to be lying around in all kinds of surgical places, so it must have some function we don't really understand. ("Quickly! We need to mask the sound of this patient's heart during the operation!").

“Space Seed:”

…and a bit later in the episode:

“Operation—Annihilate!:”

“Mirror, Mirror:”

“The Deadly Years:”

“Journey to Babel:”

“Day of the Dove:”

“Elaan of Troyius:”

“The Enterprise Incident:”

“Spock’s Brain:”

The Making of Star Trek
A Third Season publicity photo:

(It’s a little hard to see hiding behind the scalpels and medical scanner.)


More here:

http://forums.startreknewvoyages.com...0036#msg100036
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Old June 25 2013, 11:14 PM   #307
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post

Hey, Donny.

I'd make the hypo fluid be only about half full in the vial, instead of just red throughout.

Also, you need to add the two silver prongs onto the side of the surgical tray--like in the "Deadly Years" screen grab. (The two prongs on the side of the tray fit into the two holes on the side of the Examination Room Exam Table. That's how it attaches.)

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Old June 26 2013, 12:19 AM   #308
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

GSchnitzer wrote: View Post
Well, yes, the "White Sound Device" (or "Heartbeat Reader" as FJ called it.) But, it seems to be lying around in all kinds of surgical places, so it must have some function we don't really understand. ("Quickly! We need to mask the sound of this patient's heart during the operation!").
The James Blish novelization of "Court Martial" called it a modified 'white noise generator.' Which makes perfect sense to have during a delicate operation in a hospital setting, filtering out various environmental sounds (read: onboard ship noises) to allow McCoy and Chapel to concentrate on what they're doing and (post-op) allowing their patients to rest without the constant thrum of the ship's systems in their ears.
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Old June 26 2013, 12:29 AM   #309
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Nightowl1701 wrote: View Post
The James Blish novelization of "Court Martial" called it a modified 'white noise generator.' Which makes perfect sense to have during a delicate operation in a hospital setting, filtering out various environmental sounds (read: onboard ship noises) to allow McCoy and Chapel to concentrate on what they're doing and (post-op) allowing their patients to rest without the constant thrum of the ship's systems in their ears.
That's a very good explanation.
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Old June 26 2013, 12:36 AM   #310
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Nightowl1701 wrote: View Post
GSchnitzer wrote: View Post
Well, yes, the "White Sound Device" (or "Heartbeat Reader" as FJ called it.) But, it seems to be lying around in all kinds of surgical places, so it must have some function we don't really understand. ("Quickly! We need to mask the sound of this patient's heart during the operation!").
The James Blish novelization of "Court Martial" called it a modified 'white noise generator.' Which makes perfect sense to have during a delicate operation in a hospital setting, filtering out various environmental sounds (read: onboard ship noises) to allow McCoy and Chapel to concentrate on what they're doing and (post-op) allowing their patients to rest without the constant thrum of the ship's systems in their ears.
Well, yes. I'm just not sure why you want to toggle that functionality on and off with a hand-held device. Why not just mount it into the ceiling or something to make the room quiet? Dr. McCoy tells Christine to "Initiate sterile field" with the flip of a switch in "Journey to Babel." You'd think he'd just say "Initiate quiet field" if he wanted it quiet. And how would it have to work? Do you have to take the doohickey around the room to each individual air conditioner vent and speaker, and computer and overbed monitor to mask the sound of each one? I mean, you have to mask each heartbeat individually on the bridge and don't seem to be able to do it en masse. So do you have to do it individually with every sound you want to mask? All in all, I'm not convinced that this thing is merely an interoperative or postoperative emergent white sound device. I think it does something else.

(Also, technically, I think a white sound device and/or generator doesn't filter unwanted sounds; it merely masks them--although I'm not sure of what the practical difference would be.)
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Old June 26 2013, 01:18 AM   #311
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Very good points, Greg. And probably why we don't see anything like it afterwards - all sickbays from TMP on likely have it built-in to the architecture.
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Old June 26 2013, 09:29 PM   #312
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Finished a few more sickbay props...

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Old June 27 2013, 01:01 AM   #313
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

And three different size trigger spray bottles....
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Old June 27 2013, 04:10 AM   #314
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Looking Fantastic!

I think your Schmieden-Taylor dural scissors need to be painted red







Donny wrote: View Post
Finished a few more sickbay props...

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Old June 27 2013, 06:29 AM   #315
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Scissors are an easy fix. Thanks for pointing (no pun intended) that out, Greg.

Just spent the last 3 hours modelling this bottle of Saurian Brandy. And that does it for props for now! Whew.
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