7th Doctor Comic Adventures Inspired Console Room

Started by d33j r093r5, Jul 28, 2019, 11:41 am

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d33j r093r5

Aug 06, 2019, 12:23 pm #15 Last Edit: Aug 06, 2019, 12:24 pm by d33j r093r5
Minor Update: So, sat down this evening, and it occurred to me that, while I have completed the sub-divisions of the main console room and adjoining alcoves, and added all the joining dowel holes for same, I hadn't yet done anything with the console itself; Like the walls, those overhanging sections of the console mean that it cannot be printed in one piece. Fortunately, all the consoles follow the same basic body plan, so this isn;t going to be too much of a drama. But, I was looking at the control layouts, and realised I wasn't happy with it. I had followed someone else's schematic for it verrrrry closely, and the finished product was an almost identical mapping. And, I don't like it ("He ALWAYS says that!!!")... well... not exactly, but I thought I could improve it. There was a bit of wasted console real-estate, and some of those angles were a bit... off, and the layout of the panels themselves felt a bit disjointed. So, I changed it! :)

Here's the original:

003_7th Doctor Comic book Console_5 inch_190723.jpg

... and here's the new and improved version:

004_7th Doctor Comic book Console_5 inch_alternate_190806.jpg

... does the updated version get the tick of approval?  ;D

The new version also feels more in keeping with the spirit of the console from the comic series, which is where I'm drawing a lot of inspiration from. Anyway, more to do, will get back to y'all shortly.



It reminds me of the improvements I made to that same console in Sketch Up.  Great work!   I love your take.

d33j r093r5

Aug 08, 2019, 03:38 pm #17 Last Edit: Aug 08, 2019, 04:47 pm by d33j r093r5
In some ways, I've built this console before. Twice before, actually. My first TARDIS build was the http://tardisbuilders.com/index.php?topic=5689 , and it had a couple of iterations; a very basic one when I was just getting started with 3D printing and my brain hadn't really caught up with what i could do with it yet. The second iteration came after I'd had more experience with the tech, and modelling console rooms in general, so I revisited it as I wanted to make it better. Well... closer to the TV show than I had done initially at least. The first version of that console was all white. actually, I printed it a few times before I got one that I was happy with. That's when I learned that, if you sub-divide the whole into smaller, more easily printable pieces, then fit them together, you get a result wihich is ultimately 1000% better. Anyway, you can see the initial builds in the link above...

The second version had a lot more thought and planning go into how I wanted it to look when it was finished. It wasn't just a question of sub-dividing it into bits that are more easily printed; It was a question of separating out the different tones, colours and textures, so that the model had a more "real" presence. A lot of 3D printed builds are mono-tonal, and they lack texture and depth as a result. You can get around that by painting the parts, but it's a headache. Easier to make parts in the right colours and then assemble them afterwards I think. But I digress...

Initially, the console was subdivided into 3 parts: the top, the underside, and the plinth. This meant that all three could be printed flat on the bed with no overhangs. Subsequent modelling allowed for cavities inside the model (for fitting electronics if needed), splitting the top and underside into halves for a more even distribution of heat around thinner sections, separating out the controls and leaving spaces for them to be printed separately and added later (I still haven't got around to that BTW; the controls on the 80's Console are tiny and fiddly and I've been kind of avoiding it), and similarly with other pieces that have different colours or tones...

001_Console Complete Assembly_151201.jpg

... everything in this image that is a separate colour, is a separate piece, with the console itself subdivided into 5 pieces as well...

002_Console Base Sub-Assembly_151201.jpg

003_Console Base Sub-Assembly_151201.jpg

... the plinth, showing the dowel holes that connect it to the mid-section...

005_80s Console_140524_Base_2_2.jpg     004_80s Console_140524_Base_2_2_insert 1.jpg

... as the dowel holes need to extend a certain way into the model to have some "bite", and the darker insert takes up most of the room, I had to get creative with how it fit together. This actually worked really well, as it also meant that the insert wouldn't fall out if it was a bit loose!

Now, you're probably wondering why on Earth I'm showing you bits of a model I already finished with some time ago. Well, the NEW console for the custom TARDIS room has many similarities with the 80's console; the angled plinth with it's darker inserts, a full-bodies under-side, unlike more traditional TARDISes, which were just held up by "arms", etc, etc. In fact, I went back to a lot of the solutions I used on the 80's console when I subdivided up the new one. Hence, my initial statement: I've built this console already, twice before. I'm getting pretty good at it...  ;)  ;D

Before going further, just to show you the final results of the second iteration 80s console:

P1040041.jpg     P1040042.jpg

P1040045.jpg     P1040044.jpg

P1040047.jpg     P1040048.jpg

P1040049.jpg     P1040050.jpg

P1040051.jpg     P1040053.jpg

P1040055.jpg     P1040057.jpg

... so now, the idea is to do it even better.  ::)

Fortunately, this console is pretty light on fiddly controls. Actually, the touch-screen idea means that this will probably be the simplest console I've done. I'm a fairly lazy person, so that suits me just fine! I'm not going to bore with you with all the fine details of how I sub-divided the console; I'll just show you all the lovely images...

006_7th Doctor Comic book Console_5 inch_alternate_top right_190806.jpg     007_7th Doctor Comic book Console_5 inch_alternate_top right_190806.jpg

010_7th Doctor Comic book Console_5 inch_alternate_top screens_190806.jpg     017_7th Doctor Comic book Console_5 inch_alternate_bottom_190806.jpg

018_7th Doctor Comic book Console_5 inch_alternate_bottom_190806.jpg     019_7th Doctor Comic book Console_5 inch_alternate_plinth insert 1_190806.jpg

020_7th Doctor Comic book Console_5 inch_alternate_plinth insert 1_190806.jpg     021_7th Doctor Comic book Console_5 inch_alternate_plinth insert 2_190806.jpg

... one thing I did alter on the base as I was going, that I hadn't done with previous models (except the very, very earliest test ones, and not very well, was give attachment points for dowels in the base, and leave a hole for wiring... in case I ever decide to make a floor, and run electronics through it up into the plinth. Be nice to have one model with a working time rotor...  ;)

026_7th Doctor Comic book Console_5 inch_alternate_bottom_190806.jpg

... then the sub-assemblies...

022_Custom 7th Doctor Console Room Top Sub-Assembly_190808.jpg     023_Custom 7th Doctor Console Room Top Sub-Assembly_190808.jpg

027_Custom 7th Doctor Console  Base Sub-Assembly_190808.jpg     028_Custom 7th Doctor Console  Base Sub-Assembly_190808.jpg

... ok... there are a few pieces I haven't shown yet, and this is because I made some significant alterations to it. While I was dissecting, I kind of felt that the underside of the console was a bit bland. Much of what this console is owes a lot to the 80's console, from which the design was initially derived. The underside of the 80's console had clear, ribbed panels (that looked dark under the console, owing to the lighting), which gave it some texture. I wanted to do the same here. So, I hope you'll forgive the artistic license I have taken in this instance...  ;D

013_7th Doctor Comic book Console_5 inch_alternate_mid right_190806.jpg     014_7th Doctor Comic book Console_5 inch_alternate_mid left_190806.jpg

... have left gaps for panels...

015_7th Doctor Comic book Console_5 inch_alternate_mid insert_190806.jpg     016_7th Doctor Comic book Console_5 inch_alternate_mid insert_190806.jpg

... which look like this!

And the sub-assembly...

024_Custom 7th Doctor Console  Bottom Sub-Assembly_190808.jpg

I'm fairly pleased with the way this looks. I know it's now no longer TECHNICALLY in keeping with the comic book version, but I figure everything is simplified in comics. In that medium, our minds and imaginations help fill in the blanks. In real life, there's a version of the uncanny valley that exists for objects as well, not just people. Once this is a real object, I think the underside panels will give it some more scope...

030_Custom 7th Doctor Console Complete Sub-Assembly_190808.jpg

029_Custom 7th Doctor Console Complete Sub-Assembly_190808.jpg

031_Custom 7th Doctor Console Complete Sub-Assembly_190808.jpg

... ok, that's pretty much me for the evening. I'd better get to bed before the sun starts coming up...  :P



d33j r093r5

Sorry handofomega, meant to say a big thank you for the kind words, much appreciated.

I went and had a look at your http://tardisbuilders.com/index.php?topic=8780.msg110842#msg110842 , http://tardisbuilders.com/index.php?topic=3112 , http://tardisbuilders.com/index.php?topic=2924 , http://tardisbuilders.com/index.php?topic=3896 , and http://tardisbuilders.com/index.php?topic=576 topics...  :o :o amazing stuff! I can see you've done most (if not all) of the work in SketchUp. I take my hat off to you sir! I always found working in SketchUp to be a bit constraining, but you've shown both what a fantastic tool it is to work with if you know what you're doing, and your abilities as a master modeller. Really impressive!

I couldn't find your model of this version of the console though; is it on the forum? If not, you should make a post! Would love to see it!  :)




Quote from: handofomega on Aug 02, 2017, 06:21 pm
So I had forgotten my love of this console and after reading this thread over and over for a few days I decided to take a stab at a Sketch Up model of this console and console room.  Have a look:
McCoy Comic.jpg
McCoy Comic1.jpg
McCoy Comic2.jpg
McCoy Comic3.jpg
McCoy Comic4.jpg

Still a long ways from being done but it is a start

why doesn't the Guide mention them? - Oh, it's not very accurate.
Oh? - I'm researching the new edition.

d33j r093r5

Thanks for that warmcanofcoke, You did actually share the link with me for that, I just didn't put 2 and 2 together.  :) :)



Thank you for the kind words, but you should know that Lym's "Cavern" TARDIS is not mine.    ;D

d33j r093r5

Aug 11, 2019, 06:56 am #22 Last Edit: Aug 11, 2019, 06:57 am by d33j r093r5
Quote from: handofomega on Aug 09, 2019, 02:14 pm
Thank you for the kind words, but you should know that Lym's "Cavern" TARDIS is not mine.    ;D

Oops, my bad. Apologies to Lym, and very nice work I should add.  ;D ... but I stand by the rest of what I said. :)

I currently have 3 updates on the go: my promise to talk about the entryway alcove, updates to the model, and the first prints! I'll have something for you shortly...  ;)


d33j r093r5

Aug 11, 2019, 07:04 am #23 Last Edit: Aug 12, 2019, 05:48 pm by warmcanofcoke
Ok... the entryway alcove...

Initially, when I designed it, the alcove walls had a "slope" only in 1 direction. That is, imagine you simply have a straight, vertical wall, and you tilted it backwards. If the height is in the z axis, the edges of the wall in the x axis, and the flat plane of the wall running along the y axis, then we rotated it slightly around the y axis. That's how we get the basic hex-like shape of the alcove...

002_Console Room Template_190722.jpg     002_Console Room Template_190722_2.jpg

... the walls in question are highlighted in red in the second image...

... and it's in keeping with the overall design aesthetic of the console room. I didn't think anymore about it. But then I saw this image:


... which comes from rob49152's http://tardisbuilders.com/index.php?topic=2040.0 , and thought "that's how inner console room doors SHOULD open"! Also, I have to say, that I love this image. The level of detail in it is just beautiful. Small design elements which just add depth and character. Like the roundel "dents 'in the rear of the door, and the hint of the Gallifreyan text on the edges, and the same with the shadow and books on the floor. The door alcove on a raised mezzanine. Just superb!

Anyway, the point is those doors open really wide. There's plenty of space not just to walk through, but to get something larger through them as well, if need be. The hinge-type of the inner doors allow for a wide opening door, and given how thick they are, they really need to. Hence, if you're going to stick your big, fat doors in an alcove, then you need to make allowances for them if you want them to open properly.

You can do this one of 2 ways:

1) have a very wide alcove. A large alcove is nice too, if you can afford the space. On a computer screen, you've got all the real-estate you could ever hope for your design, as long as that's where it stays (or you have a large enough budget  :o ;) ). When making sets / models, we kind of need to be a little more thrifty. You can get around it a bit if your alcove is very shallow, but it kind of detracts from the point of having one.

2) angle your walls outwards. Actually, when you examine rob49152's image closely, you can see that's what he's done, but really all I noticed on the first pass was how wide the doors were open. The point is, if you can get a large enough angle on those walls, and you have a reasonably wide enough space, you can get those doors to open fantastically wide, and really make use of the alcove.

If I go back to my original design...

004_Custom Console Room Full Assembly_190723.jpg

... that's as much room as it's going to get...

006_Custom Console Room Full Assembly_190723.jpg

... I think in the comic, the alcove has straight, vertical walls that are perpendicular to the doors. Again, wide enough alcove and they can open freely. I've tried to be clever and match all the other walls in the console room, as well as tie in with the corridor style design we've seen in the New Series. Realistically, it means that, even though my alcove is fairly wide, my doors can only open as far as the narrowest point.

I DID originally widen the alcove a little so the doors could open 90 degrees (as seen in the above images), but I wanted at least a little bit more. The solution here is, as previously stated, is angle the alcove outward. Initially I started by rotating the alcove walls around the y-axis. To get the next angle we now rotate the walls around the z-axis...

008_Custom Console Room Full Assembly_190723.jpg     008_Custom Console Room Full Assembly_190723_2.jpg

... again, the walls in question are highlighted in red in the 2nd image...

... unfortunately, we don't get MUCH extra; I would like to have given a wider angle. Unfortunately, any greater an angle, and we start to impinge on the roundels. But, even that little bit helps...

010_Custom Console Room Full Assembly_190723.jpg

012_Custom Console Room Full Assembly_190723.jpg

... it was about at this point I went back and noticed that rob49152 had done the same thing; angled the alcove walls outwards. So, I'd LIKE to take credit for my solution, but really can't. And he's done it so much better than I have as well *(looks on with envy)*  ;)  ;D

... so, here's my handy hints. If you're going to have angled walls in your console room, an alcove for the main entry doors, AND have those walls angled as well, plan well ahead as to how you want it all to fit together. Mechanical objects, like doors, can't be designed in a vacuum; design allowances need to be made, especially if you're doing something non-standard. I was working on the fly a little bit, and wasn't factoring things in that I should have. It's not a disaster by any means, not by a long shot, but it could have easily been a situation in which I needed to go back and start from scratch, which is ALWAYS a pain in the proverbial! And, if I had accounted for it early on, I could potentially have designed it a whole lot better! It's true, the design of this particular console room doesn't necessarily lend itself to that kind of alcove, but there are always work arounds, if you plan well enough in advance; especially if you're taking a lot of artistic license... ;)


d33j r093r5

Aug 12, 2019, 09:50 am #24 Last Edit: Aug 12, 2019, 10:35 am by d33j r093r5
Sorry, been a little slow on the promised updates...

The main thing missing with the console up to this point has been the Rotor. It was always just something I knew would be tacked on; none of the other assembly requires it, as it's mostly free standing with relation to the other console pieces. If it's attached to anything, it will be a motor and a cam. Anyway, I was kind of up to that point now, so i turned my attention to it...



... uhhhh, ok, the innards of that Rotor look AWFULLy like the innards of the original Brachaki console! Most images I can find that show any of the innards of that rotor seem to indicate that THAT'S what it should be. I double checked Tony Farrell's wonderful http://tardisbuilders.com/index.php?topic=4825.3 for confirmation: yup! That's what this console appears to be calling for...  ::) :o

Modelling those wonderfully intricate parts isn't an issue. It might be a little time consuming, but the finished virtual product would look amazing. Here's the rub: a finished 3D print of all that detail at 1/13th scale will not! I can't really (at this stage at least) do all that wonderful intricacy any justice. I can probably hint at it with a very rough outline of what is there, but it will look cheap and plastic-y. And, even a roughy, with most of the detail left out will look pretty pants. I'm inclined to go a different way...

To be honest, when thinking about the rotor prior to now, I was always envisaging something much more contemporary, something that went more along with the lines of the rest of the console, more column and lights than clockwork, gadget or steampunk. I grew up in the era of Pertwee, / Baker / Davidson (giving away my age just a little bit), and the rotor was always kind of tower-like and well lit. At the same time I didn't want to do anything too complicated. Minimalist, that's the look that I'm gong for. So, taking LOTS of artistic license, I designed my own rotor...

002_7th Doctor Comic book Console Rotor Sub-Assembly_190811.jpg

... this is a rough section view sketch of more or less how I want it to look. The curved lines show more or less the curve I want it to follow, but aren't actually part of what I will print. The block sections that abut the curves are the individual pieces I intend to produce, that will stack up to form the tower (5 sections in total). The internal vertical lines denote an internal diameter (roughly) in the event that I decide to put a light in there. The material I intend to use will be a "clear" PLA filament, but it doesn't print clear in reality as the pieces are layered, giving it more of a frosted glass finish, but is translucent to light, which is what I'm after...

023_7th Doctor Comic book Console Rotor Sub-Assembly_190811.jpg

... took a bit of playing around to get the illumination right on the render, but I'm finally happy (mostly) with how that looks. It will look very similar on the finished print. Mind you, this doesn't really give a true representation of how it will look when printed and on the model...

019_Custom 7th Doctor Console Complete Sub-Assembly and Rotor_190811.jpg

... but THIS probably does!  ;D ;D

... well, it's a BETTER indication, at any rate. It probably needs the whole console room to get a TRUE feeling of how this will look...

24_Custom Console Room Full Assembly_5 inch_190810.jpg

... truth be told, this is actually a rather poor render; the rear left wall is unnaturally lit up by the rotor, and the floor has been obliterated by the glare. But the idea is to get an idea of how the rotor will look in the context of the console, and by extension the console room. I actually rather like the effect.  :)

Which brings me back to the console itself. I STILL felt it was missing something. I know it's meant to be pretty minimalist, but it's STILL supposed to be Time Lord architecture. Bad-taste decor should be built right in!  ;)  :P In this instance, I felt like the exterior ledge was missing something. In the same way that the 80's console had those conjoined hexagons along the edge, I felt this needed something similar, but more in keeping with the uneven hexagons of this design, and more contemporary. So, on a whim, I added some extra edging decoration, just to see what it gave me...

021_Custom 7th Doctor Console Complete Sub-Assembly_190808.jpg

!!!  :o :o :o Wow, that looks a lot better than I was reasonably expecting it to! I'm very happy with that. That's now officially a part of this model!  ;D ;D

022_Custom 7th Doctor Console Complete Sub-Assembly and Rotor_190811.jpg

... coz you can never have enough images... :)

Ok, one last update to get on with, and then I'm.... errrr.... up to date...  ::)



Aug 12, 2019, 05:16 pm #25 Last Edit: Aug 12, 2019, 05:32 pm by warmcanofcoke
Practical use:
Assuming this console will be operated with a humanoid bipedal lifeform, and that the hip bone measures up to the edge of the control panels. With all that leaning over to interact with the controls because you cant get your feet further under the console, will cause a lot of lower back pain.  :P [I would scale the top half up / or scale the base down.] .... I think I've been watching too many episodes of film theory.

It looks awesome, love the triangles along the centre. [reminds me of The Escape pods on Star Trek Sovereign class Enterprise E] A nice bit of detail. The reflective surfaces both below and above nicely accent this console's design. I'm digging the evolution of the central column. The colour scheme works. I like the zig-zag pattern on the recesses on the underside of the control panels. Your skills in printing techniques, 3-D design and making an assembly leave my venusian aikido in the dust.
why doesn't the Guide mention them? - Oh, it's not very accurate.
Oh? - I'm researching the new edition.

d33j r093r5

Aug 12, 2019, 05:47 pm #26 Last Edit: Aug 12, 2019, 06:07 pm by d33j r093r5
Thanks for the kind words warmcanofcoke. I don't ever get tired of modeling things on this forum, and I think a large part of that is because everyone always has nice things to say. It's inspiring (not to mention ego boosting  :P  ;D ), so I'll probably keep going until someone tells me to stop. Or I run out of room in my house  ::) ...

davidnagel pointed out much the same thing in an earlier post. I can't speak much to potential lower back pain, though I think you're probably correct. If it's the size and angle of the console controls, then I imagine most consoles would give a similar problem if you hovered over them for long enough. The size of this one more or less matches the dimensions of classic consoles (I went back to my earlier builds for console height and width reference). The angle on top is shallower, giving it a flatter feel on top, but the overall effect of that would probably be similar to the classics.

If you have a roughly 10" foot size or larger, then banging your toes on this console will be an issue. It WILL force you to stand slightly proud of the console (provided you point your toes forward, and don't splay your stance to balance your weight, but some people do) and, as you say cause some lower back pain. Provided you're not Sylvester McCoy, who was shorter than many to begin with (and has subsequently shrunk as a result of hip replacement surgery! He started at 5'5", now apparently is 5'2"!), and presumably doesn't have to lean as far forward as (probably) most of the rest of us. Presumably, he has smaller feet too, although that's not necessarily a given. Scaling up his 1/13th CO figure, his boot size would come out at about 10", right on the cusp of what someone might happily get their feet under the console. As this will be a scale model for the 7th Doctor, it's not really an issue. But, on a full size one, you're absolutely right.  ;D   :D

I didn't see a need to alter it for this model. All my CO figures are mounted to circular bases to keep them from falling over. To happily get their feet under any console is always a bit of a mission. So I'm not overly concerned. If, on the other hand, someone were to build this full scale, there would be no option but to do exactly as you suggest.  :)  ;D  :)

d33j r093r5

Aug 16, 2019, 11:08 am #27 Last Edit: Aug 16, 2019, 11:11 am by d33j r093r5
Just a quick update; I haven't had a lot of time to devote to this over the last few days, what with one thing and another. But, just prior, I made some changes to the time rotor. Originally the stacked layers had a cylindrical look / feel to them (well... that's what they were!) I started to fee it was a bit dull, so I added some texture to it...

002_7th Doctor Comic book Console Rotor Sub-Assembly_190811.jpg     004_7th Doctor Comic book Console Rotor Sub-Assembly_190811.jpg     006_7th Doctor Comic book Console Rotor Sub-Assembly_190811.jpg

... the basic shape is still there, although now there is a somewhat star / sprocket element to it. Just adds a bit more depth and texture to the whole I feel. Anyway, I'll post a proper update in the next couple of days.


d33j r093r5

Aug 18, 2019, 11:19 am #28 Last Edit: Aug 18, 2019, 11:41 am by d33j r093r5
Just another quick post today as well. Sorry, just everything is super hectic at the moment...

I did a few renders of the updated rotor with the console. Am VERY happy with how it looks. The light play with the more textured rotor elements, and the feeling of depth of the console as a whole is  enhanced by the alteration, I feel...

... As a slight digression, I'm actually slightly worried at this stage that rendering the models is slightly taking over from producing actual 3D printed models. I mean, that IS still the end goal; I just seem to have got very caught up in making alterations, and then instead of moving on to the next bit, I feel the need to render it with some measure of photo-realism. Not that that's a bad thing, but it is time intensive, and not the finish line I'm aiming for. I guess I just do like the way the various parts of this console / room look when they're rendered. And, part of the issue with that is that it does look amazing. Probably a lot more amazing than the final print is going to look, to be honest. I feel I may be kind of spoiling both myself and everyone else in the process!  ::)  ;D Anyway, enough digression...

002_Custom 7th Doctor Console Complete Sub-Assembly_190817.jpg     004_Custom 7th Doctor Console Complete Sub-Assembly_190817.jpg

... yah, happy with these   :D  ;D  :)

... aaaaaaand then, of course, I decided I could do those controls a bit better. Because, of course I did!!  ::)  ::)  :P ... it wasn't a significant thing, doesn't add that much to the console really, if at all. Was just one of those picky things.

With a couple of exceptions, this console room seems to be largely about skewed hexagonal shapes. Symmetrical, but clearly not regular hexagons. You can do that in one of two ways (or both) to keep them symmetrical; you basically take a half hexagon and stretch one side while shortening another, and then you mirror it. If your half hexagon was split through the vertices, then 2 opposite sides will be lengthened and you end up with an elongated hexagon. If it was split through the edges, then the opposite corners are mirrored. If you do it on both, then you end up with both...

On the controls, prior to the change, the top and bottom panels were fell into the category of the first type. I decided I wanted them to fall more into the category of the second type. The end result is they now look like the third type. Probably easier if I just show you...

006_Custom 7th Doctor Console Complete Sub-Assembly_190811.jpg     008_Custom 7th Doctor Console Complete Sub-Assembly_190818.jpg

... can you spot the difference? Does what I was saying make any kind of sense? Does it make more sense after seeing the images? And, do you think it looks any better, or should I have left it the way it was?




No, not the mind probe!