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Donny's TOS Enterprise Interiors

That shower is so fitting for TOS it's uncanny! Is that a "door open" button I see as well? Awesome! :biggrin:
Yep! In-game, you press "E" to interact with the button on the outside, the door rotates open, and when you step inside, the light brightens and you press the inner button to close the door. The lights dim once you step out of the shower. It's the future! ;) I want to have it to where you can even turn the shower on and off. I'll post videos of all that once everything is finished. I've got a good bit of interactivity built into the main cabin as well.
 
I know it's not very space-age or futuristic, but to me, this more traditional approach does seem a bit more TOS than the previous version. Thoughts??
This is great, but the metal was cool, too. I liked Maurice’s idea about using the same materials as the vertical Jeffries tube.

Or…the smoked glass like they have in the transporter chamber!
 
I know it's not very space-age or futuristic, but to me, this more traditional approach does seem a bit more TOS than the previous version. Thoughts??
With the exception of the grey stage flatd (which were paired with light) many of the end incidental materials were 1960s-futuristic, usually reflective or sparkly.
If the full on reflective panels seem too much, what about alternating strips of reflective/plain, like the Transporter platform?
 
@Donny
re: the trapezoid shape. fair enough: your project
re: the metal texture in the shower. how about in the niches and down the "faucet spine" only, similar to a tile decorative feature?
 
If I could make a suggestion just above the water lever put control panel for the sonic portion of the shower. The sixties acrylic look is ok perhaps a retangular pattern with the colour
 
If I could make a suggestion just above the water lever put control panel for the sonic portion of the shower. The sixties acrylic look is ok perhaps a retangular pattern with the colour
But I have a combined control lever for both water and sonic. Why would a separate panel be necessary since you'll only want to use one or the other at a time?
 
The vertical ladder is NOT a Jefferies tube. It's just a ladder.

It's difficult to say from the images posted, but perceptually the texture in the shower looked bigger and blockier that it does in the ladder tube. It might be because we're so close up to it. Am I misremembering it occasionally looking a tad iridescent?

Anyway, it looks more TOS-like to me with the simpler paint texture.
 
Here are today's updates.





The big additions are what I've dubbed the "Material Reprocessor" and the wardrobe/closet. I've decided, for now at least, to leave the shower in it's teal acrylic look. I did try a mixture of the teal acrylic and brushed metal design I'd implemented before, but I really didn't like the results. Also, making the sink, towel rack, and toilet all this same teal acrylic material really ties the bathroom together, I think, in a nice mid-century way. I may revisit the brushed metal with radial anisotropic pattern in a bit with some tweaks.

The Material Reprocessor is the result of Friday's discussions about laundry disposal on board the Enterprise, which segued into a larger discussion about recycling all waste on a starship. This is obviously heavily influenced by the food processors onboard in physical design. The control panel design is influenced by the Vacuum Chamber Control Panel we see first in "Space Seed". The idea is that either dirty laundry or items to be recycled are placed inside. Once inside, the item(s) is broken down to it's base elements. If "Launder" is selected and garments are placed inside, then the garment is broken down, it's dirt and grime removed, and then reformed as a clean garment. The user may then retrieve the clean garment from the slot once it has been reformed. If "Recycle" is selected, the item placed inside is broken down into its base elements and those raw materials are added to the ship's store of raw materials to be later reformed into whatever is needed. This, obviously, is not based on any canon TOS element, but borrows heavily from what is written in "The Making of Star Trek" regarding recycling aboard ship, and later canon TOS productions.

As for the closet: I think it's almost overkill to have the rotating closet/wardrobe out in the sleep area and this new one in the bathroom, but I'm trying to honor the deleted scene in "The Corbomite Maneuever" in which Yoeman Rand is obviously fiddling around with Kirk's uniforms in this off-screen area:


You'll see I've got room for hanging uniforms and other clothing in the middle section, with additional drawers below and a shelf up top, where I plan on storing Kirk's vintage suitcase we seem him packing in "This Side of Paradise". It's gotta be stored somewhere!


The decorative grille on both outer walls of the closet keeps with my original plan of having a grille divider next to the toilet, and borrows the diamond from the grille in the guest quarters seen in "Charlie X" and "The Conscience of the King".


The towel is a replication of the only towel, to my knowledge, that we see in all of TOS, from it's apperances in "The Corbomite Manueuver", to "Charlie X" to "The Enemy Within" to "Turnabout Intruder" (and a few others, I'm sure). It appears greenish here due to the lighting, but is in fact the golden color we see in the reference. (Funny, I just realized that every time we see this towel, Kirk has his shirt off)





You'll also notice I moved the red alert indicator from above the door way to above the mirror, since the new closet blocks the view of the indicator from the rest of the room. This also allows an occupant of the shower to see the red alert indicator flash from the shower.

Next up I have to model a toilet. I don't want to use the same design as I used in the shuttlecraft (which I'm using as a placeholder for now), but whatever I come up with will not be super-futuristic. I'm thinking of going for mid-century look to keep up with the same aesthetic that I've used for the shower and sink, and to again consider the ideas and products that were available at the time of Trek's production.

Here's a design that caught my eye tonight while browsing the interwebs: The American Standard Luxor:
 
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The vertical ladder is NOT a Jefferies tube. It's just a ladder.

It's difficult to say from the images posted, but perceptually the texture in the shower looked bigger and blockier that it does in the ladder tube. It might be because we're so close up to it. Am I misremembering it occasionally looking a tad iridescent?

Anyway, it looks more TOS-like to me with the simpler paint texture.

Yeah, youre right about the pattern being bigger and blockier in the shower than it is in the vertical tube. I had the tiling settings a little too low. Iridescence is difficult to pull off on the game engine I’m using, if at all. I really haven’t done much research on the topic lately though. Perhaps a new update has made it possible or there’s a technique I have yet to discover.
 
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So, none of this interested you? All circa 1965:

https://www.treehugger.com/bathroom...ra-and-designing-for-people-not-plumbing.html

Most of all, I have a problem with a two handled hot/cold water set, since that infers a cold water supply and a pipe going back to a water heater. That seems to be taking the 1960s aesthetic too far. You could have the little spigot shown in WNMHGB and a small dial (or one red and one blue button) to mix hot and cold, with hot presumably made by heating the water right there where it is dispensed. No two handles needed.

Whatever you do, please try to take into account the possible lack of gravity and the need to seal off standing water in an emergency. A toilet with a puddle of water in it - as any contemporary bowl has - will be impractical in space and not be diverting that water resource back for reprocessing when not needed in the bowl.
 
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Looks great. You can put those half-diamonds at the top and bottom of the screen it make the center one look less arbitrary.

I think the mirror is a little boring. And given how high the ceiling is over the shower, can something be done to make that look better?
 
I for one am really happy with the result. It really does look like a never-before seen part of the original quarters. Totally believable to my eyes. :techman:
 
I don't follow the logic of needing more than one control handle. You turn it one way for water and the farther you turn it the hotter the water gets heated. Turn it the other way and it's sonic shower and the farther you turn it the higher the intensity. Simple. If you want to add "pressure" you can make that a "pull" feature, or a twist the handle feature or something. On control is all that's required, really.

As to the toilet, perhaps think like Matt Jefferies on a budget. How about a cylinder coming up at a 25 degree angle out of the wall & floor? That'd give you an elliptical top edge for a seat, which suggests "toilet" without actually looking contemporary.
 
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But I have a combined control lever for both water and sonic. Why would a separate panel be necessary since you'll only want to use one or the other at a time?

My apologies. I didn't zoom in close enough to see the area marked sonic :) That looks great the way it is :)
 
The big additions are what I've dubbed the "Material Reprocessor" and the wardrobe/closet. I've decided, for now at least, to leave the shower in it's teal acrylic look. I did try a mixture of the teal acrylic and brushed metal design I'd implemented before, but I really didn't like the results. Also, making the sink, towel rack, and toilet all this same teal acrylic material really ties the bathroom together, I think, in a nice mid-century way. I may revisit the brushed metal with radial anisotropic pattern in a bit with some tweaks.

While it was cool to see the brushed metal, I think it would be a little stark for someone trying to wake up for their shift, or worse, trying to wind down for sleep. A bit too industrial for my tastes. I like the teal acrylic material, both for the uniformity in the room, and for the palette upon which crew could do some personalization, if they wanted to.

As for the closet: I think it's almost overkill to have the rotating closet/wardrobe out in the sleep area and this new one in the bathroom, but I'm trying to honor the deleted scene in "The Corbomite Maneuever" in which Yoeman Rand is obviously fiddling around with Kirk's uniforms in this off-screen area:


You'll see I've got room for hanging uniforms and other clothing in the middle section, with additional drawers below and a shelf up top, where I plan on storing Kirk's vintage suitcase we seem him packing in "This Side of Paradise". It's gotta be stored somewhere!

I know military folks have to travel somewhat light, but especially in TOS, apparently available storage made that spare to almost Spartan. Surely everyone has a few favorite off-duty outfits, for a variety of climates, when shore leave opportunity presents itself. I think the shelving unit in the bathroom is an excellent addition. This is looking awesome!! Again, kudos for all your hard work.
 
6ClonC4.jpg

Looking at this set diagram, as well as Donnie's design overlaid on a similar diagram, brought something to my attention -- doors leading into the corridor from both main rooms in the quarters. It's been too long since I watched a lot of the season 1 episodes, but did these second doors last very long? Were they used very often? Most scene entrances by characters that I remember came though the door in the "living area", not the "bedroom area". That second door blocks off a lot of living real estate in the quarters that could be used for something else. Was there a reason MJ included that second door, with the required mechanism to slide open? I'd forgotten it was there, and it seems to me they weren't there in later seasons. Can someone speak to this, please?
 
The screen shots from this post show the answer, I think. The bed and the desk are swapped depending on the episode, but the wardrobe stays in the same place. Narrative or directorial considerations would dictate entrance from part of the set or another.

Thing is, after all these years, I never noticed there were three doors. Perception filter, I guess.
 
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