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Donny's TOS Enterprise Interiors

Donny, is there a direct link to those videos? They don't show up for me, for some reason.
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https://www.youtube.com/watch?v=qyydDsk3ZOQ&t=8s
 
Yeah, I get the same thing. It shows a HTTP 404 Error page right in your post. I really don't know what's causing that.
Hmm, it's hard to post the links without the message board automatically trying to make it a media link. I'll send you the links via PM
 
For anyone else that can't, for whatever reason, see the videos, go to my Youtube channel by clicking here and you'll see the videos on that page.
 
Okay, so I finally watched Donny's videos and they are great!

Some of my general thoughts and observations... First of all, it's hard to find anything that could be improved upon. Almost all the modeling and texturing and lighting is excellent and looks accurate and true to life.

If there was something I'd like to see another go at, it would only be the Burke chair bases. They look off to me, and I don't think I've ever seen a 3D model that really captured them, but Donny's is the closest.

I liked seeing all the blinking lights and sound effects, and it was enhanced with the music as well. But is there no ship or engine room hum? I think that would make it feel even more alive. Of course, adding people would do that as well. Do you have any experience with that?

The engine room video got me thinking. Has anyone done a 3D model that made the forced-perspective tubes actual size? So that they receded into the distance at the same apparent rate, but didn't diminish in scale? Even as an experiment, I think that would be really interesting to see.

Not being a gamer, I often wonder if there's a way to make the mobile POV camera smoother somehow. I've watched those TNG VR videos and they're so jerky and zoomy that it kind of takes the fun out them.

But it's really fantastic to see everything come together in these videos. Thanks!
 
Okay, so I finally watched Donny's videos and they are great!

Some of my general thoughts and observations... First of all, it's hard to find anything that could be improved upon. Almost all the modeling and texturing and lighting is excellent and looks accurate and true to life.

If there was something I'd like to see another go at, it would only be the Burke chair bases. They look off to me, and I don't think I've ever seen a 3D model that really captured them, but Donny's is the closest.
I actually am planning on re-modeling the Burke chairs, as they're an older asset from a few years ago and I could stand to make them more accurate (they're missing the "lip" on the edges of the blue chair base).

I liked seeing all the blinking lights and sound effects, and it was enhanced with the music as well. But is there no ship or engine room hum? I think that would make it feel even more alive.
There's a hum in there for sure, in the video. The "Engine Room Warble" hum, as I call it, as it was heard in the show.

Of course, adding people would do that as well. Do you have any experience with that?
I do not, but I plan on learning, eventually. First, I'll have to model the actual characters (a huge task, and I want them to match the quality I've maintained with the environments) and then I'd have to rig each character model to use basic animations that I can get for free (a huge time-saver) but then again I'd probably want to craft some custom animations as well. So, yeah, it's a task. If anyone is reading this and has game character model experience and wants to take on this task, hit me up in my PMs, please! Until I take the time to actually learn how to do this myself or enlist the help of someone else, I think it's best to just leave characters out of the videos.

The engine room video got me thinking. Has anyone done a 3D model that made the forced-perspective tubes actual size? So that they receded into the distance at the same apparent rate, but didn't diminish in scale? Even as an experiment, I think that would be really interesting to see.
I tried modeling as it would be if it were the actual size, and it just looked wrong. I don't think I kept the model of the results, however, as there was such a blatant "nope!" from me when I looked at it in game. The force-perspective version just feels better and more accurate, as odd as that seems.

Not being a gamer, I often wonder if there's a way to make the mobile POV camera smoother somehow. I've watched those TNG VR videos and they're so jerky and zoomy that it kind of takes the fun out them.
There's a way, for sure. It involved editing the movement info for the player character. I've experimented with this as well but have yet to take a video of it with a slower, smoother movement of the player. I'll do more tests next video I take.
 
Hi Donny I was watching the video and hoping you were going to go though the yellow door at the side of Scotty's office. Is there anything behind that door at present? if not what do you intend to do with the space?
 
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A thousand praises be upon you for not calling it a "PADD"
 
If you need to post a link to an item that is ordinarily automatically converted, wrap it in [ code ] tags. :)
 
Hey Donny,

I LOVE the engine room; just fantastic work as always. I do have one suggestion for you which is in the room to the right on the upper deck that you walk into on your video. I would consider making the back wall a corridor or passage way. In "The Doomsday Machine," Scotty and the repair crew all come through that door to enter into the engine room so there should be some way into it. It shouldn't really be room with a single entry since we see 5 or 6 guys enter the engine room through there. Anyway, just a suggestion.

The Rec Room looks fantastic and I love the Rand playing cards! If you need any measurements on the Burke bases let me know; I have a few of them here.
 
Hi Donny I was watching the video and hoping you were going to go though the yellow door at the side of Scotty's office. Is there anything behind that door at present? if not what do you intend to do with the space?
There's nothing beyond that door currently. I plan on having an access hallway and the dilithium storage/re-activation room in that area, as well as the small room with a ladderway up to the Emergency Manual Monitor. I'm going to swing back around and fill out the inter-connecting decks once I get more sets built.

I do have one suggestion for you which is in the room to the right on the upper deck that you walk into on your video. I would consider making the back wall a corridor or passage way. In "The Doomsday Machine," Scotty and the repair crew all come through that door to enter into the engine room so there should be some way into it. It shouldn't really be room with a single entry since we see 5 or 6 guys enter the engine room through there. Anyway, just a suggestion.
I do intend on putting some sort of door or even a hatchway in that area, I just haven't yet, unfortunately. Will do so when filling out the actual interconnecting corridors and doing deck layouts. Just focusing on individual sets and props for now.

A thousand praises be upon you for not calling it a "PADD"
Funny that you say this, as I had the data-slates tagged as PADDs for the longest time. It was upon reading Star Trek: Vanguard / Book One: Harbinger the week that I was sick that I read "data slate" and thought that was a much more appropriate term. I changed the tag on the item minutes before taking those videos.
 
PADD, data slate, whatever. All I know is it used to bug me that no one on the show ever identified the device. In fact, no one ever paid the things much mind.

Without even a single close-up, I was left to imagine its functions and controls. So this project has fulfilled a lot of childhood curiousity.

And about the careless way the slate was handled: the secret sauce of Trek was the casual way every device and piece of technology was portrayed. It would be odd indeed if the docs on ER would marvel at a clipboard.
 
PADD, data slate, whatever. All I know is it used to bug me that no one on the show ever identified the device. In fact, no one ever paid the things much mind.

I think there's something in the writer's guide about how a cop in a cop show would never explain his revolver. No one ever holds up a writing device and says "THIS IS A PENCIL".

Donny, those videos are blowing me away. Like building the Enterprise, lots of people have done projects like this. But these seem really special.
 
Got started on the sickbay this week.

Trying to stay the course in building lots of variables and interacts to make this a much more immersive experience. Nothing too deep, but it's nice to walk up to a panel and turn it off, or raiser or lower the beds. Who can spot all the differences between the two images? There are six total.



Answers by clicking below!
1) In the second image, the medical examination readout display panel is turned off
2) In the second image, the medical examination bed is in up-right position
3) In the second image, the exercise bed is in stowed position
4) In the second image, there is a data card in the reader slot below the display panel next to the exercise bed, and the light below the reader slot is now green instead of orange.
5) In the second image, the display panel next to exercise bed has cycled it's lights to a new configuration.
6) In the second image, the Blood Plasma Separator is turned off and contains red blood instead of green.


You may remember me building the sickbay from way back in this thread (in 2013 and 2014). I wanna take an opportunity to show the improvements I'm making to the models, textures, materials, lighting, and in-game post-processing over the last couple of builds. (Remember you can click on the images below to get a better look)

Here's an example. Note the fidelity of the display-panel's texture over an earlier attempt:




And the Blood Plasma Separator. Note the slight wear to the edges of the device:



It's nice having the work I've done in previous years available because I can use those models as a base for building the new models and textures. However, I wan to assure everyone I am checking those models for accuracy before using them as a guide. Although I have been fairly accurate in the past, there were some errors made (For instance, I always thought the bases/supports for the two beds were straight grey, but they were in fact painted a light green color)

ALSO: If anyone has any idea what the canon text on the control panel of the blood plasma separator is, please let me know! Most of that was guesswork and nonsensical text similar to other examples of random text seen on TOS. The only things I'm 95% sure of is the text on the front of the device (with the three black buttons).
 
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Finished up a few more props for the exam room today

First off, we have the control panel for the Robbiani Dermal-Optic Test device which didn't show up in the sickbay until the final episode, "Turnabout Intruder". This control panel was previously seen in "That Which Survives". Does anyone recall if this panel was seen elsewhere in the series at some point?



Next, the small end-tables seen in sickbay, in which medical equipment and supplies could be kept in arm's reach during surgery. The non-metallic bottom half of the tables were seen in other various episodes and locations, notably in "Charlie X", "Court Martial", and "This Side of Paradise", and in which two of the units later ended up in McCoy's Office in Season 2. (I have modeled both the open version and closed version, and made textures for both the Season 1 finish and the Season 2 finish. What can I say? I'm a completionist)







And last-but-not-least, the mirror seen in "The Deadly Years". This mirror didn't make it all the way to the end of the series still in sickbay, as it was removed at the end of Season 2 and placed elsewhere, a flat grey or yellow panel taking it's place in later episodes (It really was a stupid place for a mirror :D). And even though my build is a representation of the ship seen in Season 3, I feel I must include the mirror because it pays homage to such a memorable scene.




Here's a rare angle looking from the frosted corrugated glass window, which I will be building tomorrow.
 
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Finished up a few more props for the exam room today

First off, we have the control panel for the Robbiani Dermal-Optic Test device which didn't show up in the sickbay until the final episode, "Turnabout Intruder". This control panel was previously seen in "That Which Survives". Does anyone recall if this panel was seen elsewhere in the series at some point?

Yes, it was in several episodes; the one that comes to mind is "The Trouble with Tribbles"; it's behind the bar. It's where Cyrano gets his drink from.

 
Great work. I like the unusual angle. Did they ever actually do such a shot? It's a good composition.
No, this angle was never seen in the show, most likely due to the fact that the cluttered little storage "window" between the intensive care ward and the examination room was in this spot and that huge wall separating the two rooms was definitely not wild.

Yes, it was in several episodes; the one that comes to mind is "The Trouble with Tribbles"; it's behind the bar. It's where Cyrano gets his drink from.


Ah! Of course! @feek61, do we ever see the panel lit up in any episodes other than "That Which Survives"?
 
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