Feb 10

Untitled Capital Ship Project Update 13

At the end of the last update I said I would start finishing the corridor sections. I started to do that but then I got distracted and I began working to complete Landing Bay instead.

That distraction turned out to be a good thing because the Landing Bay is the largest single area of the ship. Most of the work was already done in the Landing Bay; it mostly needed its components colored in and for the ceiling detail to be added. I ended up doing a lot more than that and now it would be ready for starfighters and a certain familiar freighter to inhabit it. In its current configuration, it doesn’t accommodate as many starfighters as I would have liked but perhaps when the ship is complete I may work on different configurations for different applications of use.

Starting off with the intention of working on the ship’s corridors I proceeded to color all the default corridor wall sections using the same colors from the Situation Room (previously referred to as the Conference Room). I then colored in the end walls for the universal corridor sections. Once that was done I colored the walls in the Escape Pod Junction corridor section. Then, I did the same to the turbolift junction sections. Finally, started to stray from my plan and I worked on coloring the walls for the Briefing Room.

The walls for the Briefing Room were done so I thought I would color the walls of the Landing Bay because it was right next to it. So now I was no longer even thinking about the corridor sections and shifted my concentration to the Landing Bay. I finished coloring all of the walls and then the catwalk above.

Looking down from the catwalk, I decided I didn’t like how the upper floor looked going over the top of the lower floor entrances in the front and back of the Landing Bay. I simply cut out that section of the upper floor and gave the corners the same round profile as the edge corners of the floor on the Main Bridge. I thought maybe there should be guard rails for the upper floor but again, Star Wars type ships just don’t afford that kind of safety; there is no OSHA in that galaxy. Now that the upper floor was cut out my next thought was maybe the repair bays needed side entrances so workers could easily get to neighboring repair bay. I then used the components from the front openings to create the side entrances.

Now that I finalized the shape of the upper floors I thought I look to see how known types of starfighters would fit in Landing Bay. So, I went to Wookieepedia to get schematics of the X-Wing, Y-Wing, A-Wing and the Delta-7 Jedi Starfighter. I cropped the schematics of the starfighters and placed them in the Landing Bay at their approximate sizes. The reason I say approximate is because there are many discrepancies in stated sizes and the scale of their exterior details. The starfighter models from the Star Wars classic trilogy were modeled in all different scales and it didn’t matter because they were all shot separately by ILM. The main problem to me is that the size of astromech droids shown on the models does not match the reported real-life scales. The sizes of the ships I came up with now match up with the actual size of the astromech droids. Besides length, the largest of the 4 starfighters turns out to be the X-Wing which is fine because it still fits nicely. If the X-Wing didn’t fit it would have been a huge issue because it is the most common starfighter in the Rebel Alliance and later, the Galactic Alliance. The Y-Wing fits okay but is less than ideal considering its length so they can land in my Landing Bay but they won’t be part of the ship’s complement. The A-Wings and the even smaller Jedi starfighters are very compact and two can sit side-by-side in the same space required for just one X-Wing.

As I was contemplating the size of the starfighters, while looking overhead, I looked at the corners of the huge bulkhead doors and thought they would look better with 45 degree corners. I changed to corners and thought I would change the corners of the opening on the bottom of the ship’s hull to match. After looking at it I decided it should instead have the same treatment as the hangar doors so I did that instead.

Back to the starfighters… The repair bays for the starfighters were plenty big enough for the X-Wings but there was just one problem: how to get them in there if the there is a shuttle or a small freighter is occupying the Landing Bay. The solution was simple, have a large lift for each repair bay so the fighters could be lowered into. The lifts would be powered by repulsors and have two vertical tracks on either side to restrain their movement. I made the lift platforms just large enough for an X-Wing fighter I decided to add caution stripes to the lift platform and around the upper floor. I thought I would create the stripes with geometry but instead I opted to use a texture for efficiency. Later in the screenshots you will see that I went back and modified to track columns for the lifts so they wouldn’t be as thick as I made them initially.

When I thought I was done with the lift I looked at the openings in the side of the ship and I decided I didn’t like that they didn’t go from floor to ceiling. The openings on star destroyers are pretty much flush with the floors of the landing bays and it looks a whole lot better. To do this I had to change the blast doors from vertical to horizontal to accommodate the additional height of the new openings. It made a more sense to have the blast door operate horizontally because that makes it consistent with the other blast doors on the exterior of the ship.

The next thing I decided to add to the Landing Bay were some small vertical lifts to get workers to and from the lower and upper floor without the need to use the turbolifts. I designed these lifts to fit next to the lower entrances of the Landing Bay. It was a convenient place to put them because I already removed the floor above them. The design of these lifts is very similar to the ones on my previous ship in the rear cargo section. The main difference is that I didn’t want a safety cage because, again, there is no OSHA in the galaxy. It’s go at your own risk of making a Wilhem scream as you fall to your ‘injury”.

The Landing Bay desperately needed a ceiling design to give it a finished look. The design I came up with was inspired by the ceiling of the hideaway Bruce Wayne used in The Dark Knight and The Dark Knight Rises in addition to the Bat Cave. The ceiling is pretty much just a grid of light panels to illuminate the bay. To accommodate the lights, I raised the ceiling by 2 feet. Because of the additional height I added, there needed to be something to transition the top of the walls of the Landing Bay into the ceiling. The transition to the ceiling was accomplished by adding a huge “crown molding” around the edges of the ceiling. To accommodate the support columns, the beveled molding has bump-outs for the  tops of the columns.. The molding also goes around the top of the catwalk and I incorporated a strip of lighting for the inside of the catwalk tube into it.

An important element for any Landing Bay in the Star Wars universe is the Tractor Beam. Without a tractor beam it would be nearly impossible for a ship to maneuver itself into a landing bay without crashing or causing a large amount of damage to both vessels. Tractor beams use particle beams of energy to move objects around (typically in space) and many times without ones permission such as the Millennium Falcon being pulled into the Death Star in A New Hope. I could only find one example, of what a tractor beam projector would look like. They really don’t look much different than a movie theater projector so that’s what I went for. The Tractor Beam Projector I created is mounted to the bottom of the outer hull right behind the rear edge of the huge bulkhead doors. I think it was important for it to go there because the beam takes advantage of the forward momentum from the ship when overtaking the smaller ship. That technique would have been used when the Tantive IV was sucked into the belly of the Star Destroyer in the opening scene of A New Hope.


(S
hrinking down the column thickness.)

The Landing Bay needed some computer consoles for various functions like communication, operation the doors, the tractor beam and so forth. I saw no need to use anything other than the wall computer consoles from the Helm Section which saved a bit of time. I put two consoles on either side of the entrances on the upper level of the Landing Bay. In the event of a security breach, these consoles can be deactivated or overridden from the Bridge. Originally the thought was to have a control room overlooking the Landing bay but I couldn’t find the right place for it so that potential feature was eliminated.

The final thing I did since the previous update was to add some work benches with built in storage for tools to the repair bays. The work benches are not much different than ones you would see in an auto repair shop or in the garage of a home auto mechanic. Whether droids or people, they both need storage for tools and miscellaneous parts.

What’s next? I’m moving on to the Engineering Room and perhaps the Cargo Holds.

Dec 21

Untitled Capital Ship Project Update 12

It’s been about 4 months since my last update on the ship’s progress but that’s because I have been busy working on other things. I could have written something a lot sooner except I decided to wait until I completely finished modeling the Bridge. Well, ‘completely’ might be an exaggeration because I will probably think of something else to add to it.

So, this time around I was able to do quite a bit. In the Helm section of the Bridge, I added computer consoles and a ceiling fixture. On the Main Bridge… I added computer consoles to the crew pits, designed a curved workstations with large tactical screens, designed controls for the doors and turbolifts on the ship, finished the docking ring airlocks, reconfigured the Bridge with regards to the Ready Room and Conference Room while finishing both rooms, changed out the entrance for the Bridge with something more substantial, added a Command Salon after shrinking down the Ready Room and finally created some star chart screens.

Starting in the Helm section, I modeled the wall consoles in the back portion. I started out by using the blank console component from the helm station and created wall sections for them to hang on. I then created spacers that would join the wall consoles together. I then made corner consoles to match. After that was done I came up with a design for the seats for those wall consoles. I could have just used the same seats I modeled for the pilots but that would be the easy way out, these stations needed something purpose built. The design I came up looks somewhat like a saddle but once you sit on it, the actuators unfold the backrest and headrest that are stored in the base. When you stand up, the backrest automatically stow in the base. The design prevents you from having to pull out the chair sit, rotate the seat move the chair into place; you just straddle the seat and you are ready to go. The seats have been dubbed as “straddle seats”.

After the straddle seats were done it was time to add the actual controls for the wall consoles. First they needed lighting so I added some pot lights and glow panels above the work area. The blank consoles from earlier had various controls added that were adapted from the ones I used for flight controls in the front of the Helm. I then added buttons, switches and different display screens to the wall panels above the console piece. I played around with the color scheme until I found something I liked. Then I thought the consoles were missing something so I added keyboards to them along with cup holders (yes, even people in space get dehydration.) In my 210CR, the keyboards were just flat touch screens but this time they are actually keys to press making them less Startrekky (no offense, I also like Star Trek but this is for a Galaxy far, far away).

The back of the half section needed a ceiling fixture to add some interest to the design. To accommodate this I had to bump up the height of the ceiling. In doing this I also had to raise the hull plating above the section.

Next, I moved onto the Main Bridge. The first thing I did was add some computer consoles to the crew pits in the middle of the bridge. These are basically the same as the wall consoles in the Helm section with the upper wall panels removed. To accommodate the amount of console stations I wanted I re-sized the pit sections by narrowing the ramp in the center of the space. I also moved the doors to pit so there would be a straight path without consoles in the way.

I was thinking about what would go in the room below the entry level of the Main Bridge and I thought it would be a good quiet place to coordinate tactical and strategic decisions. What I ended up doing was creating a large curved wall console with large display screens with a workstation attached the wall on track for moving about. The curved wall panels for the tactical consoles were based on the wall consoles from the Helm section. The seat for this workstation uses the pilot seat without the base and is mounted to a motorized dolly on a curved track. The arm that attaches the seat to the dolly has a control panel attached to it for the operator to move along the track and control the console.

Next I added some small rooms in the crew pits that were previous dead empty space. I not sure of their purpose but probably be for storage and utility. Now that I think about it, they could also be used for weapons targeting. I also added a small refresher room that is tucked in under the ramp for the bridge crew and is accessed in the room below the entry level of the Bridge.

The Helm section had four blank consoles left to be designed so I made another console design that combine the functions of astrogation (navigation in space) and communications allow for some versatility. Its layout is based on a console seen inside the Millennium Falcon in A New Hope.

The bulkhead and interior room doors of the ship and turbolifts still needed controls to operate them so I decided to get that out of the way. For the bulkhead doors I designed a small control panel that fits into one of the light panels on one of the wall dividers that go next to the doors. The control panels have buttons for controlling the doors, indicator lights and an intercom to facilitate closed door communications. That concept isn’t anything new as it is pretty much the same on many sci-fi space genre TV shows and movies. For the bulkhead doors at the end of corridors, I also modeled data ports for droids with a scomp link like Artoo.

Now that the door controls were done I decided to work on finishing the airlocks for the Docking Rings on either side of the Bridge. First of all, I determined that the airlocks were way bigger than were necessary so I shrunk down the airlocks and created an alcove for the entrance to both airlocks that are 3 wall panels wide. As I was making the changes I found a previous mistake that threw off the modeling for the docking ring ports, which I missed. I guess sometime along the way I moved the empty airlock component without noticing which threw off the alignment of subsequent parts attached to it. Once I fixed the minor setback I finished the floor, ceiling and walls for the airlocks. The wall surrounding the docking port received a cowling on either side of the port. As I was doing this I finished the other half of the hinges for the docking port doors that I neglected to model when I designed the doors. Now that there was an alcove for the entrance to the airlocks I found space for yet another storage or utility room.

The only remaining rooms on the Bridge to complete were the Ready Room and the Conference Room. These rooms were originally going to be contained in their own separate bulkheads but I decided that was no longer necessary and it would allow me to make the rooms larger. The first thing I did was put up the wall panels for both rooms. I decided to move the entrance to the conference room to the far end instead of the side to give the room better flow. The entrance to the Conference Room is now in the port side airlock alcove.

The Conference Room needed its most prominent feature to be designed — the conference table. I wanted to do something nice for the conference table. I designed it to attach to a large desk that I would also use in the CO’s Ready Room. The desk has a round base reminiscent of the table at Chalmun’s Cantina where Han Solo shoots Greedo first. The desk’s top is diamond shaped with beveled edges with a small control panel for the commanding officer or visiting higher ranked individual to use. The top of the desk base has a decent side holo-projector built in to it. The conference table extension that interfaces with the desk can accommodate up to 12 individuals. Each setting has a display screen as well. The table has a linear holo-projector that can be used for displaying battle plans as well as allowing someone to address the people at the table over HoloNet. The seats at the conference table are the pilot seats without the headrest and the gear on the back. The seat for the desk is the same as the one for the other people at the conference table except it is somewhat bigger.

I got to thinking about making the main entrance to the Bridge though the Main Corridor a lot more substantial. To me, the best way to do this was to replace the current bulkhead door with the kind that slams down instantly when telling it to close like the one for the control booth of Docking Bay 327 on the Death Star. I already had doors like that on the ship for the cargo compartments so I decided to use it as the basis for this door. I found that the door slab wasn’t thick enough so first I made them thicker for the cargo doors. Next I put the cargo door in place of the bulkhead door on the bridge then I re-sized it to fit. Once I did that I found that the frame around the door was way too big to match the scale of the entrance so I made a new frame that was similar to the frame to the one around the interior doors. I found that the new bulkhead door was interfering with the standard bulkhead door in the level below so I ended up having to integrate it with the new one so there was no more overlap. That defeats the whole idea of modular design but it was a tradeoff I had to make. I then added a data port to finish it off.

Now this update is running long…

The next thing I decided to do was add viewports (windows) to the Ready Room and the Conference Room. They windows are nearly the same as the ones in the briefing room except they are not nearly as wide. I had to change the blast door design a little to fit it in the hull of the ship because of the lack of depth in that part of the hull. To accommodate the windows inside the ship I had to push the walls of the Ready Room and Conference room outward to make the walls of the ship not so thick.

Now it was time to finish the Ready Room. First off, the room was too big so I moved the back wall forward by 9 feet. After that I created a place for a refresher because the Commanding Officer should have his own refresher. Next, I thought the Ready Room needed some shelves the put stuff on behind the desk so I moved that wall inwards by 2 feet and designed a shelving alcove with lighting in it. The middle of the alcove needed something on its back wall so I ended up putting a Republic Insignia there. I also tried out a Rebel Alliance and an Order of the Jedi emblem as well because I am not sure whom the vessel will belong to.

The Ready Room was almost finished but still needed some things. It needed some kind of display screen so I made a simple border-less display screen on the back wall so the CO can see it from the desk. The display screen could display just about anything the CO wants and it could be used for others to present information to him or her. I also put the same screen on the inner side wall of the Conference Room for the same purpose. The last thing I added to the Ready Room was a sofa on the wall for the CO to rest on.

Because I moved the back wall of the Ready Room forward, a space was left for some computer consoles in the starboard airlock alcove. On a Star Destroyer there is something called a Command Salon so that is what I am call this area. I simply re-used to wall consoles for the Helm section. If somewhere down the road I want to make different wall consoles for the section, I can easily do it.

The final thing I did on Bridge was add some freestanding see-through display screens on either side of the turbolift. Screens like this are used by the Rebel Alliance in the Star Wars Trilogy as what seem to be star charts that they use to plot locations of planets and vessels for tactical reasons. I originally put 4 of them on the bridge but they were slowing down the rendering in SketchUp so I removed two of them and the program sped back up. I don’t know when or what will happen once this model is too big to handle. I imagine I will have to use my imagination.

What’s next? I will probably be working on the corridors of the ship to get them in color and close to their final design. They need floors and ceilings for the most part. I will see what happens.

Aug 16

Untitled Capital Ship Project Update 11

In this update I will cover the work done on the Helm Section of the ship so far. The majority of the work was done on the pilot stations including the computer consoles, flight controls and the pilot seats. It might not seem like much but the work done here will be reflected in nearly all future computer consoles and work stations on the ship.

I am looking to make a unified design across the ship. Because the ship is intended to be new and in unused condition, there won’t be a mismatch of parts from different ships and manufacturers like the heavily worn and used ships like the Millennium Falcon or the Tantive IV.

Read the rest of this entry »

Jul 24

Untitled Capital Ship Project Update 10

That’s it, I’ve done it again by failing to write an update for a long time! Because of this I will be splitting the progress of the ship into two updates. In this update I will go over the progress of the Bridge interior and the next one to follow will be on the Helm.

It was about time that I started to work on the interior of the ship for a while. I decided on working on the Bridge which is one of the largest sections of the ship and possible the most highly detailed one.

I had done some work on the Bridge interior before but it mostly entailed the split level floor and putting in basic wall panels. The wall panel work, in the end, was pointless as now it has been completely redone. Read the rest of this entry »

May 13

Untitled Capital Ship Project Update 9

This is a short update because it involves just one big change: the escape pods.

As I mentioned before, the escape pods were starting to bug me and the reason is that the entry doors are just too big to be swung open into the inside of the ship. Because the doors took up so much space when opened, I had to compromise the design of the escape pod launch rooms to accommodate them.

I wanted the escape pods to match those on the Tantive IV and at the same time match the general design of the escape pod access ports inside the ship. That was just not possible to do with the design of the escape pods seen in the movie. To get the launch rooms designed to my liking I decided to compromise on the design of the escape pods themselves.

Read the rest of this entry »

Mar 12

Untitled Capital Ship Project Update 8

Untitled Capital Ship Progress #9This time I managed to do exactly what I planned on doing. I changed the main weapon a bit; I added more details to the hull, changed the engine layout and created more weapons

Notice

I am trying out a new way to display the images in these updates. Now when you click on a thumbnail (when reading on JediCharles.com) a larger version will pop up and you then have the option to cycle through all the images contained in the update gallery. This will eliminate the need for the flash based gallery that I have been including in the blog posts.
Read the rest of this entry »

Feb 07

Untitled Capital Ship Project Update 7

After working on the Bridge section for a while I felt the need to work on other parts of the ship.

This project may seem scatterbrain, but that is because it is. To prevent boredom I have to move on to something else to keep my creativity going. Typically those who design stuff like this sketch it out on paper first and make several revisions before they even start creating a prototype model let alone the final 3D model or a physical model. That method probably makes the most sense but in my case I am completely digital and it’s out of necessity.

I started off creating a general layout of the ship’s interior in Photoshop but after that I went straight to modeling. I only had a general idea of what the exterior design would be. Pencil sketches of my ideas would really help but instead I let my ideas evolve as I model. Some ideas just don’t work and that is evident in the design of the main weapon as you will see. Read the rest of this entry »

Feb 01

Untitled Capital Ship Project Update 6

Once again I did a lot of work on the ship without writing one of these updates so there will be 2 updates. In this update I am focusing on the designing of the front entrance of the ship, the front landing gear and the main docking rings. In the next update I will be covering the rear landing gear, the buildup of the primary weapon and a few exterior details.

In order to accommodate a front entrance for the ship I added on to bottom of the bridge section giving the ship a “big chin”. The additional depth of the bridge section allowed me to extend the turbolift shaft to the new entrance. In addition to being the front entrance to the ship, the new bottom of the bridge serves as the front landing gear. Read the rest of this entry »

Dec 17

Oh no! What have I done?

whathaveidone

The new ship is WAY BIGGER!

Dec 12

210CR Updated: New Docking Ports

The docking ports on my 210CR starship have bothered me since the day I modeled them because it was hard to make heads or tails out of the images of the Millennium Falcon’s docking ports that I could find at the time. The main problem is that nobody seems to know how they work and without a better photo it’s impossible to tell. But since I modeled the docking ports I was able to get a great close up when I went to the Star Wars Exhibit last May.

Still, even with the close up I wasn’t sure how they worked but I  was able to make out all of the details on the model. As I about to model the docking ports on my new starship project and it made me do some more research on the web to finally figure out how they work on the Falcon. Somebody came up with the theory that there are 6 small doors that open inwards with the center section attached to the top one. Finally it seemed to make sense. The inner doors are supposed to open inwards as well but the detail on the model simply doesn’t allow them to.

So, now that I had an idea about how they worked, I decided to completely redo the docking ports on the 210CR. To make them function I had to use a little artistic license and decided what certain parts would do. I made the parts that surround the doors a locking system that would hold the doors shut magnetically. Magnetism should be enough because the air pressure behind the doors would pretty much keep them shut in the vacuum of space.

The inner doors were the only parts that opened before but now, in contrast, they no longer open. Someday this will bug me and you will see another update like this one.

The new docking ports are now part of version 1.1 of the model and can be downloaded on the starship’s page.

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