• Attn: If you were on the old forum, you may have to reset your password!

Wandering the corridors of the TARDIS: Logopolis

Similar view to the previous image, but this is the opposite side of the room, that was never part of the set.
cloister21.jpg
The most notable thing in this one is the face on the roundel. Although I wasn't able to find a proper image of the head that you see in the episode, I'm pretty sure it's supposed to be the "Green man" from Celtic folklore, who typically has leaves for hair. This one that I found has ivy for hair, so seems to be a perfect fit. Even looks a bit like the super-aged Dr from The Leisure Hive.
This is the original image:
Greenman1.jpg
 
I love that I struggle to keep dead leaves and little oddments off my actual floor and you work to put virtual ones on your virtual floor.
I wonder which is more tedious. ;)

As well as dead leaves, there are lots of clumps of dead moss scattered around in the cloister room, so I've had to start experimenting with those.
I think they look a bit too much like loaves of bread at the moment, but the texture's not bad.
cloister23.jpg
 
One addition that I thought would be an easy win, was some patches of dirt on the flagstone floor, but it turned out to be more of a pain than a win.
Here's the first attempt:
cloister24.jpg
Looks too much like piles of sawdust, and there's a weird glitch where the grouting is being hidden by the supposedly transparent part of the pile.
Take two, with the transmission of the dirt objects dialled up, to try to make the edges more transparent:
cloister24a.jpg
Now it just looks like the aftermath of Adric drinking too much Venusian ale. :D

Third attempt, after making the dirt image more transparent before importing it into Blender.
cloister24b.jpg
Looks a lot more like leaf dust on the floor, but the problem of the grouting being hidden by what is supposed to be transparent pixels is still there. If you look closely you can see the straight edges of the back dirt patch, revealing its actual rectangular shape.
 
Last edited:
Amazingly, Blender didn't crash when rendering the fuzzy bush at the base of one of the columns, although this was only a low-sample render as my computer was already wheezing.
cloister25.jpg
That's all the non-ivy plants done now, so I just need to finish off winding ivy strands around the columns - which unfortunately is the hardest bit.
 
I thought I'd do something a bit more interesting than "look more ivy" for my 250th post, so here's a view you don't see on the show, but that is taken from the novelization of Logopolis.
Mysterious.jpg
This is my interpretation of the quite vague description of the location of the access panel for the logic circuits. I had originally done the panel in the usual white, but tried a slight yellow tint, that became a much stronger yellow in the render. I think it adds an intriguing splash of colour to the white corridors. I will have to see if I can fit in a visit to it into the animated walkthrough during one of the periods when it cuts away from the Dr to Tegan and her aunt.

This came about because I was concerned about how big the corridors file was (about 470MB) and how much more I could add before it became too slow to edit. After revisiting how I had originally done the corridors and making some changes/corrections, the file size plummeted to about 60MB, only a little higher than the console room corridors and about twice the cloister room. This was good news as I will need to combine all these files together at some point to make a finished Logopolis TARDIS interior. The reduction in file size means I can add any extra bits I want (like this access panel) without it getting too big.
 
I like the color. Looks a bit like you were going for a sort of brass color but it's also a bit of a nod to the color of the illuminated roundels in that era.
 
I thought I'd do something a bit more interesting than "look more ivy" for my 250th post, so here's a view you don't see on the show, but that is taken from the novelization of Logopolis.

Oh I loved the description of the logic circuits in the Logopolis novelisation!
 
I like the color. Looks a bit like you were going for a sort of brass color but it's also a bit of a nod to the color of the illuminated roundels in that era.
Yes, that's why I chose to keep it like that. It evokes more than one aspect of the 4th and 5th Dr's TARDIS, while still being something new.
 
Oh I loved the description of the logic circuits in the Logopolis novelisation!
I went as far as putting in something behind the panel, that roughly matches the "grey hairs" description from the novel, but I wish it had been a bit more detailed.
Mysterious2.jpg
I couldn't decide if the hair circuits were supposed to be running as long vertical strands (my first thought), in a grid, or as short hairs perpendicular to the wall, more like grass (which I suspect may have been the intention). In the end I fudged it.
 
This is where the logic circuits ended up in the overall map - just "south" of the cloister room.
Mysterious3.jpg
I had originally wanted to put them in the Terminus corridors, partly to group together all the main systems in one place, but also because there was a blank alcove crying out for something to go in it. Unfortunately, following the descriptions and events in the Logopolis novel, they have to be further away from the console room than that, because the Dr looks into Romana's room on the way back from the logic circuits. They also had to be in a corridor, rather than a room, so in the end it all fitted nicely in the large corridor below the cloister room. I also made some tweaks to the rooms abutting the console room, so they are a bit larger now.
 
With the reduction in file size previously achieved, it made sense to merge together the two sets of corridors that I had on the go - the cloister room route and the console room ones. Trying to work out the best way to fit these together led to some changes being made, which ended up making everything fit more logically. One of the rooms that got changes was Adric's room. I hadn't planned to do any interior work on this, because you don't see it in Logopolis, but I thought I would just have a go and see if it would be quick to add the hexagonal pattern on the walls. It wasn't quick at all, but ended up being for the best despite me having to make lots of changes. As a second size calibration (along with the roundels), it showed that the walls weren't the correct length and the doorway was too wide. After much counting of hexagons and tweaking of walls, here's what I hadn't planned to do until after I'd finished Logopolis and Castrovalva:
Adric3.jpg
A better overall view, with the drop ceiling removed:
Adric4.jpg
With that little diversion out of the way, I really must get back to the ivy, and definitely not start on the guest bedroom next door to Adric's.
 
Here's the completed merging of the cloister room corridors (bottom-half) with the Terminus ones (middle left) and the console room (top).
I've hidden the contents of the cloister room (still not finished) and the console, for the sake of speed.
Corridors.jpg
Romana's room is middle-right and the Castrovalva corridors will need to go in the top-right, but that's fine as it matches what's seen in the story anyway.
 
1) It's interesting, how much larger the cloister room is than the console room.
2) It's interesting, how much larger a room looks onscreen. Back when "FRIENDS" was on the air I always joked that young people could never afford such huge Manhattan apartments. Then I got to do the Warner Brothers studio tour and see the "FRIENDS" set. It turns out the apartment sets--particularly Joey & Chandler's--are tiny.
 
An updated view from the console room, now with completed architecture into the distance.
Corridors2.jpg
One of the things I've had to consider doing this section, is why Tegan ended up taking the route that she did. The columns subtly direct a drift to the right, which means she goes that way instead of left at the junctions - although to be honest she could have gone all over the place before ending up on a route to the cloister room.
 
With the architecture pretty much done, I've started to think about what each room has in it - at least the ones that will be seen by Tegan.
Here's some sort of prep room:
Miscroom.jpg
I forgot to put in a ceiling light, so it's back to the sepia-effect from just the roundel lighting. I think the roundels are a bit too bright at the moment, but that's not an urgent fix.
 
Another small room. Some sort of storeroom maybe.
Miscroom2.jpg
It may look a bit too much like an Earth office cubicle...

I'm still trying to decide what colour/texture the shelving and benchtops should have. At the moment, they're grey just to contrast with everything else being white, but I need to give it more thought. This is just for the default "built-in" TARDIS shelving, not the items of furniture that the Dr has picked up on his travels.
 
Back
Top