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:
- 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.
- 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.
- 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!