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Donny's TOS Enterprise Interiors

And the final round of liquor bottles, these of which were seen in "Let That Be Your Last Battlefield". I struggled to get the "crystal glass" look of the reference, but I'm pretty sure we'll just have to live with the limitations of Unreal's translucent shaders.



And with that, save for a few stragglers I'll get to at a later date, does it for the dining props. Over the next couple of days I'll be doing some housekeeping on the mess hall and then hopefully posting some final screenshots by the weekend. And then (yay!) the most exciting time of the process for me: moving on to a new area!

I'm thinking of doing sickbay next. I did half of sickbay (the examination room and intensive care ward room) during my last (albeit short) round with the TOS sets a few years ago, but it needs some severe updating so I'll be starting from scratch. HOWEVER, Sickbay is going to take a couple months at least so I wanna make sure it's what I want to go for at this moment because once I start an area, I don't like pulling away until it's at least 99% finished.
 
Here are the finished showcase images of the Rec Room, in both it's Season 1 and 2 configurations. I figure there's more than one rec room aboard ship, so why not honor both the Season 1 and Season 2 layouts? Besides, the Season 1 layout is much moodier and colorful, as opposed to the drab Season 2 layout. Note: I have yet to lay out the garish Season 3 mess hall.

Before finishing up, I programmed the foot slots to cycle through various menu items when activated. Check it out in the video at the end of the next post.

Here's the Season 1 layout, which is an amalgamation of all it's appearances in Season 1 ("Charlie X", "The Naked Time", "The Conscience of the King", and "The Alternative Factor":











 
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And here's the Season 2 version, which is a combination of it's apperances in "The Trouble With Tribbles" and "By Any Other Name":








And the video I promised!
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The game with the flashing cubes reminds me of the one with the light-up crystals from TMP. I'd never noticed it before (but, you know, I never noticed a lot of this before. I know everyone keeps saying it, but your work is second to none).
 
This is starting to get kinda spooky. The number of objects, the attention to detail, the fidelity of the modeling, the level of realism synthesized by the engine. It looked great before, but now it's gone beyond and crossed a psychological threshold for me. :lol:

I think it's the cards. It's like there were people just in the rec room. :eek: ;)
 
This is starting to get kinda spooky. The number of objects, the attention to detail, the fidelity of the modeling, the level of realism synthesized by the engine. It looked great before, but now it's gone beyond and crossed a psychological threshold for me. :lol:

I think it's the cards. It's like there were people just in the rec room. :eek: ;)

A primary goal is to make it look lived-in, so I’m glad my efforts are paying off.
 
I don't think I'd ever clocked just how different the tables were between S1 and S2. I really liked those round and oval ones, why did they go?

So many food cards! Are all the flavours of ice cream included? :drool:

The walkthrough of the Rec Room was gorgeous, I can really get a sense of day to day life on the Enterprise: recreation time is precious, space is limited. Enjoy it where and when you can!

All the functionality in the Engine Room is a splendid addition. A shame we couldn't go through that yellow door at the back, I am curious as to how it connects up to the EMM access tube and corridor network.
One query: Shouldn't that door on the upper level (opposite side of the room to the EMM) lead out into the rest of the ship? At the moment it's just a little booth, but Scotty entered that way from the upper decks in Doomsday Machine.
 
I don't think I'd ever clocked just how different the tables were between S1 and S2. I really liked those round and oval ones, why did they go?

So many food cards! Are all the flavours of ice cream included? :drool:

The walkthrough of the Rec Room was gorgeous, I can really get a sense of day to day life on the Enterprise: recreation time is precious, space is limited. Enjoy it where and when you can!

All the functionality in the Engine Room is a splendid addition. A shame we couldn't go through that yellow door at the back, I am curious as to how it connects up to the EMM access tube and corridor network.
One query: Shouldn't that door on the upper level (opposite side of the room to the EMM) lead out into the rest of the ship? At the moment it's just a little booth, but Scotty entered that way from the upper decks in Doomsday Machine.
I’ll be doing semi-complete deck layouts somewhere down the line. Just scrambling to build tons of assets so that populating those decks with “stuff” will then be a breeze. So, eventually, we will get to see what lies beyond that yellow door from the engineer’s office, and how that green booth connects elsewhere, and myriad other things I’ll get to “create” with a combination of never before seen spaces and this massive library of assets I’m building.
 
One query: Shouldn't that door on the upper level (opposite side of the room to the EMM) lead out into the rest of the ship? At the moment it's just a little booth, but Scotty entered that way from the upper decks in Doomsday Machine.
Personally I've always imagined that door as leading to the shuttlebay observation deck, but I assume there's an episode that confirms this interpretation.
 
Personally I've always imagined that door as leading to the shuttlebay observation deck, but I assume there's an episode that confirms this interpretation.
Nah, I don’t think that was ever inferred. As a matter of fact, we don’t even know exactly where in the secondary hull the engine room resides. All of that is up to interpretation.
 
Well, once you get around to modeling all the little one-off sets and variations, like Charlie Evan's room, you'll have lots of interesting things to populate the ship with. :)
 
I’ll be doing semi-complete deck layouts somewhere down the line. Just scrambling to build tons of assets so that populating those decks with “stuff” will then be a breeze. So, eventually, we will get to see what lies beyond that yellow door from the engineer’s office, and how that green booth connects elsewhere, and myriad other things I’ll get to “create” with a combination of never before seen spaces and this massive library of assets I’m building.
I sure hope you eventually do this with your refit Enterprise interiors, as well. I know I've heaped lots of praise on you before, Donny, but the reality and feeling of life I get from your renders of the TOS ship makes me wanna live there. It all feels so damned real.
 
I sure hope you eventually do this with your refit Enterprise interiors, as well. I know I've heaped lots of praise on you before, Donny, but the reality and feeling of life I get from your renders of the TOS ship makes me wanna live there. It all feels so damned real.
I want to do it all. TOS-E, Refit-E, Ent-A, Ent-D, and Ent-E. I'll be busy for the next couple of decades, at least ;)
 
Nah, I don’t think that was ever inferred. As a matter of fact, we don’t even know exactly where in the secondary hull the engine room resides. All of that is up to interpretation.
I meant to say I assumed an episode confirmed your depiction. I wasn't very clear.
 
Love the engine room vid. What was that large prominent red grating in engineering supposed to be with that forced perspective piping? When you step into that little green booth, my first thought was a decontamination booth between engineering and whatever is back there.

As always, excellent work.
 
Love the engine room vid. What was that large prominent red grating in engineering supposed to be with that forced perspective piping?
Their function hasn't ever been confirmed on screen, nor is it even certain that the length depicted by the forced perspective prop is even how it would be in-universe.

Some speculate that the tubes sit under the pylons and are connected directly to the nacelles. Others that they are part of the energy conversion/generation systems for primary systems like weapons or deflectors.

It is likely that they are part of the warp engine systems in some manner, as pushing them too hard in The Paradise Syndrome causes the whole area to "burn out".
This is also the episode that as Scotty refers to them as his "wee bairns"
 
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