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(WIP) Enterprise D Interiors

Good morning - afternoon - evening - whatever the case may be!

Hope everyone has had a good long week last week and enjoyed their weekend. I took a little hiatus to work on a side project (Unrelated to Star Trek - Have no clue what will happen with it. Game? NFTs? It's just a random creature generator at the moment, I don't even know what to do with it - just made it for fun)

I digress - I spent some time coming up with a few new design layouts. This morning one popped into my head after my cat woke me up at 3:30 am meowing and farting in my face. Thanks, Little Meowski (His actually name is Dude). So, half asleep, here I am, 10am working away on a new design.

I am still working on Probert's design - but that will become it's own project (that design is HUGE).

@David cgc - Your image from the, uh, "Stellar Cartography" room (barely) on the Ent D has given me some ideas as well.

@Michael - You are getting that round water entrance in the middle with some stairs. A bit different than your Photoshop concept, but based on your idea for sure. I originally wasn't going to include it as I couldn't really see it working with the deck plans for the Ent D, however, I think I have a way of making it work.

Also, @Michael - I agree with the widescreen "feel", this new design I came up with should tie it in with the more traditional square-ish sets (that fit the old TV format) we see from TNG, while still implementing some of that cool viewing window look from Probert's designs. The screenshots you provided for some of the other sets are going to be pulled from a lot for inspiration. They are good examples of the rarely seen rooms and tech found elsewhere on the ship.

@Firebird - The C.Ops from that image is huge, wow! And part of another ship if I remember correctly - though I do want to tackle this design!

@Rekkert - I agree, using this design feels very non-TNG. I think I've remedied that with this new design idea (upload later today, still got a bit of work to do on it.) BTW, great work on that sickbay room you just made - really nice, as always!

Thats it for now, I'll be updating soon!
 
UPDATE!

I was going to do this yesterday but the day got away from me, and I couldn't find the time.

I put the Probert concept to the side and will be working on that as its own project. I took a long look at the deck plans for the Enterprise D to see if I could find a way to work Probert's C. Ops "theme" into this piece. I think I've hit on something that follows the C. Ops footprint for the Enterprise D and also brings in some design elements that blend traditional TNG with a little of Probert's concept.


Main change also - this will not be navigations, it will be the wet dry access, like the deck plans call for. I will create the hallways that lead from this facility over to navigations a few corridors down. But that will be for later.

Renders:

robert-mcnatt-cetaceanops-progressrender-015.jpg


- To orient you, you can see the hallway I designed earlier which leads into this area. I really wanted to do the moon pool in here but I wasn't sure I was going to be able to work it into the plans originally. My idea, however, is to have this tube extend down into the room below on deck 14 and then out towards the main tank. This would allow both cetacean and humanoid crewmembers access into this room as well as the tank itself.

Since the entire ship is pressurized the moon pool works. Outside the viewing windows, the water itself will come up to ALMOST the top of the windows, (they need a place to surface and breath so there is room between the water surface and ceiling) and you'll be able to see (like at an aquarium) the water divide through the windows.

I'm still trying to figure out water caustic lighting, something to dabble with later.

robert-mcnatt-cetaceanops-progressrender-014.jpg


- Looking towards the stern of the ship. In the deck layout there is a little partition in the back of this room. I am not sure what I want to make it. Originally I was going to make it a general maintenance area for this facility. However, With this being wet/dry access (and not Cetacean Navigation itself) I think there needs to be a room with supplies and suits, rebreathers, etc. Maybe I'll divide this room in half.

The red handrail is, obviously, pulling in themes from engineering. However, I modeled this without reference, so it is a bit off on size. I'll be redoing it later. The supports will also be the silver supports like in engineering.

The two spaces in the handrail are going to be where two sets of metal pool side ladders will be. They will descend along both sides of the tunnel heading aft into the main tank.

robert-mcnatt-cetaceanops-progressrender-016.jpg


- Somebody really needs to clean those windows - but hey we are a ship under construction, so maybe we'll
get around to it. This view is from inside that room I don't know exactly what I want to do with. But I thought it would
be fun to throw this render in here as well.

A little info:

I'll be adding consoles along the windows, perhaps stations similar to the one Miles stands at in the transporter room. Not sure which look I'm going to go for here.

I'll probably add in windows along the curved sections of the wall (the side where you enter from the hallway). I have a few ideas here.

The floor will end up being that scratched up floor you see in the cargo bay with the trimmed carpet laid down over it. I'll have something similar with the carpet, it will just be something more befitting of a wet room where people will be sploshing water around.

Also - textures are pretty much non existent here. Most of this is just my base block out material so I can get everything UV unwrapped correctly.

Lighting will be added in but I'm still contemplating how I want to do that. I could do a large ceiling light like in most other rooms so there is ambient illumination, but that really oversaturates this room when mixed with the light coming through the windows. So I might stick with some simple circular inset lights (like is in engineering in La Forge's office).

And finally:

I took everything everyone said and all the critiques and mixed them all into this new design. I don't know how you all might feel, but this definitely has more of a possible TNG set design than the Probert approach I was doing before.

Enjoy, everyone!
 
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YES! This is much more like it! Very nice, @Mr. Phreez! :eek:

I think this looks much more believable as something they would have built for the show. But even if it didn’t, I think this just looks like a very cool set. The sets of walls on either side, the light structure on the ceiling, the central door leading in from the hallway … everything looks like it makes sense for the style of the show. Heck, like @David cgc I also really like the condensation on the windows, because it definitely adds a touch of realism to the place.

Thanks for taking everyone’s suggestions and thoughts into consideration. It’s such a joy seeing this come into being. :luvlove:

As far as suggestions go, I think the only thing I would do – and that’s likely something you were going to flesh out anyway – is trying to break up the design of the floor. Looking at those photos from more obscure TNG sets made me realize that they really liked adding levels to sets, probably to make them more visually pleasing for the camera eye and be able to block scenes more interestingly. I suggest adding something like circular stairs around the pool.

Oh, and definitely that ambient water reflection light on the ceiling! I think that will add so much to the ambience.

I also just looked at a couple of screenshots from the show SeaQuest DSV because that’s from the same general time period and even features a dolphin as one of the characters. I thought maybe there might be some inspiration for this set in there, but I actually think their sets were way too jumbled and hard to make out what you were even looking at. Everything is super dark and indirectly lit, because they were leaning heavily into the whole submarine look.

hAWyXP2.png
 
I love how the angled windows appear to follow the angles of the walls in the radial corridors. Helps tie it in with the rest of the ship while at the same time giving us something new and different.
 
Love, love, love what you’ve got so far, @Mr. Phreez! I can feel the design aesthetic with TNG’s set design much more strongly here. Something about the initial renders kinda gives me an Andromeda Strain vibe (the 70’s version), which I also adore. I also love the ceiling light fixture. It reminds me of the installation above the main biobed in Sickbay.

It’s kinda funny, just this weekend I was working on a blueprint sketch for my concept of Cetacean Ops that’s based on the production team redressing Engineering, and this is giving me some additional ideas in case I try to do a 3D sketch. I’ll share it later when I’ve got access to upload.
 
Hi @Mr. Phreez, I just want to say how much I'm enjoying your work on bringing the Enterprise-D's Cetacean Ops to life. Your designs are so thoughtful and have incorporated some lovely touches - plus it's great that you've been taking other people's ideas and thoughts on board (I have none of my own for you - yet ;)).
I've been fascinated with Cetacean Ops since first learning it existed in "Yesterday's Enterprise", and nearly exploded with joy when we got to see the Cerritos' Cet.Ops, so seeing your designs & renders is a real treat - thank you! :bolian:
 
:) Hello everyone. I've been busy so I haven’t had a lot of time to respond to everyone who commented recently, though I'll be getting around to that.

For the moment - two progress update renders.

robert-mcnatt-cetaceanops-progressrender-021.jpg


- A lot of changes since the last update. The main most obvious are the lights along the side and the floor. I'm still working on the floor and need to tweak it here and there. It's not 100% yet. The lights above the windows are the ones seen above the beds in sickbay,

the_price_hd_120.jpg

The floor is lightly modeled after the floor in the cargo bay. - I don't know if I completely like it. I think I'll need to mess with it some more.

I also added some plant life along the wall in the back. I will be adding more around it but I figured this space might be utilized for various functions. There will be a few more consoles to the left of the plants along the empty stretch of wall - experiments and stuff perhaps?

The window in the back has also been removed and I opted for a LCARS style setup similar to what is behind Miles in the transporter room. This LCARS will essentially be a master display for the tank layout. It will show the location of all lifeforms within the tank, and be split between showing deck 13 and 14.

Oh! And I added a cool techy light prop to the ceiling fixture. It’s part of a scanning device seen in a few episodes. I imagine it as a device that can scan lifeforms for various reasons that are in or entering the moon pool. It may be too high tech looking. Not sure.

I also changed the railing, inspired by the same scene with Geordi and the light feature. The red was too contrasting, and this color blue goes well with this room.

KBYb3ny.jpg

Also, I m not entirely sure what to put on the left corrugated wall. Some drawers and storage? Leave it blank? Inset LCARS station? I have no clue.

robert-mcnatt-cetaceanops-progressrender-022.jpg


I think I'm still in the 'TNG' vibe - but I've been staring at these for so long its hard to tell. What does everyone think? How 'TNG' does the room feel? Note: I'm trying to balance the feel of the set design with the design if it were 'real'.

- Not a lot of work has taken place on the other end of the room. I tend to build from one side to the other. At least - that's how it tends to be going with this project so far.

More to come - And I'll get around to replying to everyone soon. Have a great day!
 
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I think the center part of the light fixture is a bit too techy. It looks to me like it's supposed to be a functional part of the cybernetics lab booth, and it's some kind of scanner pointed at Lal/Locutus/Geordi's brain. Unless maybe it is still some kind of scanning device, and the pool doubles as an examination area if one of the aquatic crew is being checked out by the doctor. Still, it feels very aggressive to me, like it's going to start shooting lasers out of it at any moment.

I've got to say, the potted plants are very TNG.
 
I think the center part of the light fixture is a bit too techy. It looks to me like it's supposed to be a functional part of the cybernetics lab booth, and it's some kind of scanner pointed at Lal/Locutus/Geordi's brain. Unless maybe it is still some kind of scanning device, and the pool doubles as an examination area if one of the aquatic crew is being checked out by the doctor. Still, it feels very aggressive to me, like it's going to start shooting lasers out of it at any moment.

I've got to say, the potted plants are very TNG.

My wife and I were discussing this as well. Is it too much for this area? In my thinking the ring above, specifically the center device, can scan any life forms entering or exiting the tank. It would scan for contaminates, general health of the individual, etc.

I was also thinking it might act as a neural link between the computer and a cetacean crew member. When making a neural link with something in the tube, I imagine it telescoping down closer to the waters surface. Perhaps this link allows for communication between humans and various sentient aquatic species.

One reason I chose it. Perhaps it is a bit too tech for this area and I should simply its look. But a scanning device of some kind makes sense in this area I think.

And yeah, you can’t have a TNG set without a plant or two somewhere! Lol.
 
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I think simplifying its look might be a good idea. That or just removing the part you borrowed from Data's lab and going with the rest of the ceiling array as it is.

As far as your blank wall, I don't think you necessarily need to put anything there; maybe some vacuformed plant-ons, but nothing too involved. If this were the show, that would probably be a good place to stick the camera; the wall might even be wild.
 
This is more of a general statement rather than any kind of real feedback or criticism;

I'd love to see a more tech-based water entrance than we could achieve today. While the "moon pool" approach is a classic and instantly recognizable, I wonder if it wouldn't be cool to have some kind of upright door entrance that uses a controlled forcefield similar to how the shuttlebay works. A suited humanoid could literally walk into the water and out again.

Just an idle thought. :)

P.S. I agree that the scanner does seem slightly more hostile than one might expect. I love everything else. Would they possibly have some kind of "quick dry-off" device built into doorway?
 
I think something that keeps standing out to me in the renders, and pardon if it's been mentioned before, is that the color temperature of the room feels too cold for TNG. Compare it to that screenshot of Data's Lab:

KBYb3ny.jpeg


Notice how the lab has a warmer gray palette? I think that also helps the room feel brighter as well.

EDIT: Almost forgot about uploading the layout for Cetacean Ops I was kicking around for my EVA-Trek project. I haven't had a chance to sketch up a proper isometric view of the concept yet, but this is where I'm going with it so far.

Ep-120-Set-Blueprint-Cetacean-Ops.jpg
 
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This is more of a general statement rather than any kind of real feedback or criticism;

I'd love to see a more tech-based water entrance than we could achieve today. While the "moon pool" approach is a classic and instantly recognizable, I wonder if it wouldn't be cool to have some kind of upright door entrance that uses a controlled forcefield similar to how the shuttlebay works. A suited humanoid could literally walk into the water and out again.

Just an idle thought. :)

P.S. I agree that the scanner does seem slightly more hostile than one might expect. I love everything else. Would they possibly have some kind of "quick dry-off" device built into doorway?

The idea for a force field where you could walk directly into the tank was actually my initial idea. I passed on it because, while super awesome sounding, it felt a little too advanced for the time. But your mention of the force field at the shuttle bay is proof of functionality. Hmmm.

Perhaps this is something I could add to the room that will be directly below, and accessible from, this one. This would allow for humanoid access, and I could keep the moon pool to allow for cetacean access. With that I might refine the ladder from the moon pool.

I’ll have to consider this type of entry again, it could work.
 
I think something that keeps standing out to me in the renders, and pardon if it's been mentioned before, is that the color temperature of the room feels too cold for TNG. Notice how Data's lab has a warmer gray palette? I think that also helps the room feel brighter as well.

EDIT: Almost forgot about uploading the layout I was kicking around for my EVA-Trek project. I haven't had a chance to sketch up a proper isometric view of the concept yet, but this is where I'm going with it so far.

Ep-120-Set-Blueprint-Cetacean-Ops.jpg

The colors are pretty cold. However the textures are, for all intents and purposes, still in a ‘first draft’ kind of state.

EDIT: And actually. I should point out the blue color is very much from a default blue I gave the exterior lighting to give the illusion of water on the other side of the glass. This blue however will be replaced with more natural lighting as I actually mod the tanks and water that surround this room. This should naturally bring the color tones into the more warm gray blue we are familiar with on some of the more science oriented TNG sets.

One I finish blocking out I’ll really start honing in the color.

And, thank you for showing me that diagram! This is awesome. I’ll be looking at that very close. That is really good!
 
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I think part of what's making it feel colder is the floor — both Data's lab and the TNG version of Stellar Cartography had that ubiquitous gray carpet you found everywhere on the D. In a room like this, where you have people coming and going from the pool, carpet would be a horrible idea, even in the 24th century. (Woe to the Lower Deckers who have to squeegee the carpet in Cetacean Ops every day :p )
 
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