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
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
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
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
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
Since my last update I have focused on adding details to the exterior of the ship. Some of the details added are just cosmetic but others are essential to the operation of the vessel.
- Vents below Tactical Bridge
- More Detail to the Dorsal Ridge
- Auxiliary Thrusters
- More Medium Turbolaser Cannons
- More Landing Struts to the Stern Section
- Vertical panels to various parts of the ship
- Shield Generators
- Proton Torpedo Tubes
- Maneuvering Thrusters
- Horizontal Heat Sinks along edges of ‘Wings’ and other edges of the same design Continue reading
Since the last update, I decided it was time to work on the Observation Deck which has been left neglected for far too long. At the time of this writing I have decided to rename the Observation Deck to the Tactical Bridge to better suit its purpose.
The purpose of the Tactical Bridge is mostly for strategizing during battles and the rest of the time it is used for observation. It gives a better view of the ship from more angles than it is possible from the Main Bridge. Since it is focused on battles, the inside of the Tactical Bridge is equipped with only a limited amount of controls unlike the Main Bridge that is set up to control all of the ship’s functions. Continue reading
In this update I am covering the work I have done to the Main Entrance Junction and the Cargo Bays since the last update I wrote. There are only 15 snapshots to look at this time because there just wasn’t much detail to show because the majority of the work was already done.
First thing I did was color in all of the parts in the Main Entrance Junction to match the color choices in the corridor sections of the ship. I thought about replacing the wall panels and dividers with the utility versions but I decided to leave it as it was because it isn’t just a work area of the ship, it’s the first thing passengers see when they board the ship when the ship is landed. Continue reading