I had a lot of fun creating the DL-44 blaster model so I thought I would do another. This time it was the Blastech T-21 Light Repeating Blaster from Star Wars: A New Hope. The Sandtrooper squad leader used it tracking the droids they were “looking for”. They used it in a only few scenes and not much is known about it except for that it was a WWI Era Lewis Machine Gun with some parts added to it.
Most of the work was modeling the Lewis Gun and that is 95% of what comprises the blaster. If you simply take away the wires and connectors that I modeled and add the field mount, you have a fairly accurate model of a Lewis Gun. I use the word “fairly” because my modeling is based what I could measure from the few good photos and some old schematics I found on the web.
One difficult aspect of modeling this blaster is knowing exactly what was added to the prop to make it uniquely Star Wars. Some people have built their own replicas of these blasters but because the only source material is from screen captures, our eyes have to try to make out blurred details. The original prop simply does not exist anymore because it went back to the armorer it was rented from so there are no detailed photos of what was actually done. In addition, to complicate things even further, people have built versions of this prop based off an inaccurate version done by someone else.
One part commonly added to the top of the barrel is some half-cylinder shaped item but from the screen captures I have examined in Photoshop, the real part is a short length of coiled wire connected the barrel in some fashion. I have taken a simple approach by attaching the coiled wire with simple wire contacts and screws.
Another point of contention is the detail to the outside of the barrel. Some people see a corrugated plastic drainpipe slid over the barrel but I see a thick cord wrapped around the barrel. It looks cool either way but I am certain it is a wrapped cord.
This was another fun model to create and I plan to do more.
The image galleries for the exterior and interior of my Outer Rim Industries P230-4 Inquisitor-Class Frigate are now posted to this site and can be found on the description page for the completed model. I have also updated the image gallery for the Outer Rim Industries 210CR Fortified Blockade Runner to match the design of the new galleries.
My ship is done but it has not been named —until now… I have chosen to call it:
The Outer Rim Industries P230-4 Inquisitor-Class Frigate
I am continuing with the fictional manufacturer name, Outer Rim Industries, that I used for my blockade runner. The model number, P230-4, is a reference to Psalms 23:4 which indicates that the ship is used for good and shall protect it’s passengers from evil. The class-name, Inquisitor, says it is used to gather intelligence as it’s primary role. And finally, it is a frigate because, at 265 meters, it is bigger than a corvette (blockade runner), yet smaller than a cruiser.
I will be adding the ship to the starships page shortly. It will include the spec sheet and an image gallery for the interior and exterior.
The ship is now complete (yay!) and I am now working on a map of the interior. I have been working on this project on and off for over 4 years and I finally have a complete ship. The ship still needs a name so hopefully I come up with one. This update outlines the final work done on the model.
Here is what I have added or finished since the last update:
- Added more escape pods
- Created Gunner Stations
- Finished the Torpedo Launch Room
- Modeled the Proton Torpedoes
- Designed the Torpedo Launchers
- Designed a special droid to load the torpedoes
- Somewhere along the way, I created Secondary Cargo Holds
- Added some more detail to the exterior of the ship
- Designed a space for the Hyperdrive Generator
- Designed the Hyperdrive Generator
- Created a lab for droids to operate from
- Created an airlock and tunnel system for Astromech Droids
- Added droid power alcoves
- Created a worktable with robotic arms
- Added storage rooms and workbenches
- Created a room for auxiliary backup power storage
- Made force fields for the landing bay doors
- Added miscellaneous details to the hull of the ship
- Added Refreshers
- Overhauled the naming of components to create consistency
- Corrected errors and stray edges
Now that the Crew Bunk Rooms were finished I could move on to the rest of the crew quarters. I ended up creating just three types of State Rooms: One for the most senior officers (8), one for officers (8) and the last one for general crew members of the ship (64). I did one thing to the Mess Hall and the Galley that I had forgotten to do before starting on the rooms.
I discovered that a forgot to make something for collection of the dirty food trays in the Mess hall so I worked on making that first. Basically I created a wall panel with three slots that go through the wall of the Mess Hall and into a cabinet inside the Galley. There are three receptacles inside the cabinet that remove when full of dirty trays. I didn’t make anything for cleaning them but I guess there would be a droid for that. Continue reading
After finishing the Mess Hall and the Galley I started working on the Crew Bunk Rooms. These rooms are intended for the flight and engineering crew but not for other personnel and senior officers who will have state rooms. There are four of these rooms for housing 48 crewmembers. The layout of the rooms had already been established and the design for the bunk pods was already done but now was time to put the rest of the design together.
Starting with what I had done already, I applied materials to the existing components including the bunk pods. I then added the standard ceiling details to the room as well as adding the floor. Continue reading
Halfway through working on the Mess Hall and Galley for my starship, I was given the opportunity to work with the Pro version of SketchUp for a period of time so I decided to spend it creating dynamic components for my starship project.
I had never worked on creating dynamic components before so it was a tough go at first. I didn’t seek out to do anything too fancy, just to automate doors for opening and closing with the interact tool, aim weapons, position seating, raise and lower platforms and in one case, I made one of the holoprojectors “functional”. I didn’t know what to do at first so I studied examples of basic animations and the code behind them from example models and models in the SketchUp 3D Warehouse. Continue reading