Untitled Capital Ship Project Update 24

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.

The first type of State Room I worked on is the largest and it is for Senior Officers and any guest passengers of the ship. These are located right off the main bridge just outside of the portcullis-like blast door. I started off by designing all new wall panels. Each wall section has four horizontal panels instead of two large squares or eight smaller squares that is seen throughout the ship. The light crown and floor molding is based on the standard type but I made them a lot more shallow. The wall section dividers were then made to follow the contour of the light crown. I wanted the living areas to have a softer look than the work areas and I think the new components accomplished that.

I laid out the room with the new panels while leaving space for the head (bathroom). I went ahead and modeled the head using the the wall panels from the Crew Bunk Room’s head. I made a single vanity sink along with the mirror also based on the ones in the other room. I added the waste extractor and the shower pod and that part of the State Room was done with exception to the ceiling.

Since the Large State Room are for officers, I felt they deserved to have a desk to use outside of their command duties. I had thought curved wall panels in room corners would go well in the room so I made one with a four-foot radius where the desk would be. I started with two curved panels at the top of the wall section and one at the bottom. I left the flat panels in the remaining area and made a desktop that curved outward atop of the bottom curved panel. I then made flat surface under the second curved panel down from the top of the wall section and put a pot light in the middle of it to illuminate the desktop. I thought it looked odd with the two upper curved panels so I reduced it to just one at the top of the wall. Once I pasted in a chair from the Situation Room in front of the desk it was done.

Next, the room needed a storage locker… I decided on using the storage locker from the Crew Bunk Rooms, so to make space, I pulled the wall panels next to the head forward by two feet. I made a two foot radius curved wall panel to transition from the head door to the locker.

The room needed a bed and I opted for the equivalent of a queen sized bed. I didn’t take any screenshots of the bed as I modeled it but it wasn’t hard to make. Because it is in the corner of the room I made a headboard that wraps around the wall. I wanted the bed to look as though it was floating, so, much of it is cantilevered over the floor. The mattress sections came from the beds in the Medbay and were re-sized to fit the bed.

With the bed in the corner of the room there was a lot of space left to fill in the room so I decided to add a sitting area across from it. First off, I made the corner opposite of the bed round as well. I added a niche shelf to the corner for some detail. For the chairs I took just a few moments to come up with an idea for what they would look like. I just made a path and a profile and used the Follow Me tool to create the shape of the chair and then the Fredo6 Round Corner extension to round the bottom edges of the ‘cushioning’. The end table was made the same way and made in a slight arc so the chairs slightly face each other.

The room needed more storage so I made an open closet unit next to the locker I added earlier. It is really no different from a standard closet organizer. Again, no need to reinvent the wheel.

The last thing I did in the large State Room was add the ceiling. I added the standard ceiling bezel and created curved sections for the rounded corners. Instead of using ceiling tiles, this time I made the ceiling one large glowing light source that would be designed to give the room soft ambient and natural light. I suppose it could also display a natural looking sky if the occupant wanted.

The two other types of State Rooms are just derivatives of the large one except they are much smaller and have bunk beds for double occupancy. The bunk bed unit is directly based on the bed in the recovery rooms in the Medbay. When I made the beds for the Medbay I designed them exactly for the purpose of adapting the design for bunk beds later on. I removed the medical equipment on the side of the bed and replaced it with step-ladder rungs.

The smaller rooms needed storage so I made the panels below the lower bunks into lockable storage drawers.

As far as placement in the ship, there are 8 State Rooms in the Escape Pod Junction corridor. These rooms include a corner desk just like the one in the large State Room. They accommodate 16 crew members total. The rest of the State Rooms, which account for the majority of them, are off of the narrow corridors above and below the middle deck corridor for a total of 64 double occupancy rooms. These rooms combined house 128 crew members. Add these rooms to the 4 large State Rooms plus the 4 Crew Bunk Rooms the ship can accommodate a crew of 196.

What’s next? The ship is nearly completed and most of the rooms are done. I have added some more Escape Pods and reconfigured the locations of some of the rooms since the progress in this update and will address that in the next update I write. I will also be adding the gunner stations and finishing off the torpedo rooms. I am currently thinking about alternatives to the Turbolifts if power to ship is theoretically lost as well.

Untitled Capital Ship Project Update 23

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.

The bunk rooms needed an area for the bunk-mates belongings so the next thing I worked on was adding lockers to the wall opposite to the pods. To make space for the lockers, I moved the wall they would be on away from the bulkhead so the lockers would fit flush with the wall. After the wall was moved I fixed the ceiling to line up with the wall’s new position. The dividers between the panels on the wall had lights and I figured they would be too bright for people trying to sleep so I made a new divider without lights.

For the design of the lockers I first went on the Internet to look for inspiration for their design, but, after no luck finding a design I liked, I just started modeling something. I made the cabinet for the locker with a place for the lockable door and an open cubby below. To make the wall look more visibly interesting, I made the locker doors alternate from top to bottom along the wall. The locker doors were modeled with rounded front faces. I created an inset with a thinner profile just to add detail. The locker doors needed locks (hence lockers) so I made a push button lock with a handle. Finally, I decided the lockers shouldn’t go all the way to the crown on the ceiling because they would be too hard to get access to so I shortened the lockers significantly.

After the bunk pods and lockers were done it was time to work on the Head and the Shower Room. For the showers I opted again to use a pod like design. The showers have a cylindrical interior with sliding doors for privacy. Each one has a rain shower had centered at the top of the interior with a drain in the floor. Once the showers were designed, I added the wall panels and ceiling tiles to the area for the head and the showers. The wall panels are simple with only a beveled edge on their perimeter and very like gray. I played around with the layout of the room and eventually settled on having just four showers on the right-side wall with a partition wall dividing off the room.

Moving on I started working on waste extractor (toilet) stalls. The waste extractor design is based on the one in my first ship like the one in the Brig. The stalls each have two doors that would operate in unison as they open and close. The design isn’t much different from ones in the real world and there is no need to stray too from that design.

For the sinks in the head, I again borrowed from my first ship design. I neglected to take any screen captures as I worked on this but it’s no big deal here. Instead of individual sink tubs I created a long L-shaped trough along the walls. The mirrors were just resized to fit the wall panels. The faucets were changed so they would come out of the walls and have buttons for controls. I put the hand drier and the soap dispenser on either side of the faucets on the wall.

Now that the Head and Shower Room was done the only thing left to do was put in a bench in front of the lockers for the crew members to dress themselves. The bench design is modular so it can be used pretty much anywhere need on the ship.

What’s next? I will tackle State Rooms and the rest of the crew quarters.

Untitled Capital Ship Project Detour: Dynamic Components

detour1Halfway 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

Untitled Capital Ship Project Update 22

Since the last update I wrote I have been able to finish the Mess Hall and the Galley as well as finish the design of the Crew Bunk Rooms. I will save the Crew Bunk Rooms for the next update and focus on the Mess Hall and Galley this time. I would have finished this a lot sooner except I took a detour which I will explain later.

A long time ago in a room not so far, far away… I thought up a way to make eating very efficient for crew members on a starship by means of tables using conveyor belts. The idea is that the crew member get’s their food on a tray from the Galley pass-through and they sits down at the nearest available table. The table consists of conveyor belts (for the benches and table top) so when the crew member takes their seat they are slowly moved down the bench towards the end of the table. After 5 to 10 minutes (speed depending on who is in charge) when they reach the end of table, time is up and they must return their tray to the Galley. If they aren’t done eating, they will just have to eat faster the next time. If they aren’t paying attention to the time, they might just find themselves on the floor. How embarrassing… How embarrassing… Continue reading

Untitled Capital Ship Project Update 21

Since the last update, I haven’t done anything to the model because I am behind on writing updates on the project. The Brig and the Armory are now done and I am happy with the results. After this, there is not much left to do until I consider the ship complete. I still don’t have a name for the ship but I will think about it eventually.

The Brig is reminiscent of Detention Block AA-23 on the Death Star where Princess Leia was being held prior to her self-assisted rescue by the less than tall enough Stormtrooper and the scruffy looking nerf herder. It’s not nearly as big as the detention block nor does it have a smelly Wookiee resistant trash chute but it gets the job done. Continue reading

Untitled Capital Ship Project Update 20

Just like last time, I moved on to the next part of the ship without first writing about what I had just finished.

Anyway, this post is about the Medbay. I had done some preliminary work in the Medbay back when I was calling it the infirmary but I left it a blank room with just the bacta tanks borrowed from the last ship I made.

Instead of making it one huge open room, I decided to add an office for the supervising physician on the main level as well as three recovery suites on the upper floor. There are four exam/operating tables, a waiting area, storage area and a small laboratory in addition to the bacta tanks. Continue reading

Untitled Capital Ship Project Update 19

This post covers the final work done on the Briefing Room. I have since finished the Medbay (formerly the Infirmary) and I will cover that in the next update. This was a rather simple room to finish because all it was missing were the railing on the upper level, a large tactical holoprolector, seating for the lower level and the ceiling design for the room.

First off I decided to make the opening of the upper floor circular instead of square as I had left it before. Making it round would give the crew an equal vantage point for viewing the holoprojection from the upper floor during the briefings. Around the circle there are four other openings in the floor for no real purpose other than aesthetics. Continue reading

Untitled Capital Ship Project Update 18

In the last update I wrote I said I would be working on the interior of the ship so that’s what I have been doing. I started by finishing off all of the corridors by designing the floors and ceilings and adding materials to the walls. That part of it was very monotonous and took some time but it was pretty easy. The last thing I did was to create the interior space for the Heavy Turbolaser Turret in the middle of the hull.

The first task since I wrote the last update was to add the materials to the walls of the corridors. It was a very repetitive task but it needed to be done. I also made simple designs for the floors that I repeated throughout the corridors. I didn’t take any screen captures of all that because there isn’t much to see. Continue reading