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
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. Continue reading
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. Continue reading
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. Continue reading
For this update I primarily focused on the Landing Bay and Hangar section of the ship. This entailed creating wall panels for it, laying out the main walls, creating archways for the repair bays, creating support beams, designing the hangar blast doors and the landing bay bulkhead doors and creating the enclosed catwalk that crosses the ceiling.
The first thing I did was make a slight change to the corridor bulkhead cowling. It was too wide to be used in the narrow corridors so I made it a foot narrower and now it fits. In regular corridors I have put the wall panel spacers on either side of the cowling making them consistent with the regular room bulkhead doors. I then decided to make wall panel dividers that flank each side of the doors a different design just to make the walls look more interesting.
Originally, the repair bay sections of the landing bay were going to be separate rooms with their own bulkhead doors. After some thought, however, I found no feasible way for these sections to have doors and they were just too small for a star fighter or small craft to fit in. I eliminated the separate rooms and decided to create the repair bays with interior walls instead.
For the walls in the landing bay I chose to create new wall panels to differentiate the section from the rest of the ship. For the first two levels of the landing bay I created a simpler 2 foot square panel to use. For the upper 3 levels of the landing bay I made a 4 foot square panel. I based these larger panels on the acoustic wall tiles seen in the interrogation room on the TV series Bones. I just figured a landing bay could use some sound deadening panels to cut down on the noise from star fighter engines. I then went to work on creating the walls for the front and back of the bay. To add some flair to the room I designed some modular support beams and put them in place.
The next step was adding the floor for the upper hangar areas. Nothing special there. I then added the walls for the repair bays using the same components created for the landing bay. The opening of the repair bays needed an archway so I designed one kind of quickly but I liked how it turned out.
The floor space above the repair bays seemed too shallow to land star fighters on so I extended the floor depth by 18 feet. After some more thought I extended the floors out another 9 feet. The extension of the floors allowed for good placement of the blast door entrances for the hangar.
Once the size of landing bay was decided I started on the entrances for the star fighter hangar. There are a total of four entrances located at each corner of the landing bay. First I created the side walls for the bay with more support beams. After that was done I designed the cowling that surrounds the entrances which was done in no time. I went on to create the blast doors for the hangar entrances. They are made similarly to the bulkhead doors on the cargo area of the last ship I created, the 210BR. The doors don’t have any detail work on them but I will address that later on.
Now it was time to cut the hole in the floor of the landing bay for the landing bay bulkhead doors. I surrounded the new opening with a transitional molding around it. I then took a moment to verify that the Millennium Falcon can fit in the landing bay and it does just barely.
The landing bay bulkhead doors are fairly simple. They have interlocking teeth for looks only. After their basic shape was done I added some detail to their surface so they wouldn’t look so plain.
Last thing I worked on was the enclosed catwalk high above the floor. The reason for the catwalk is to avoid having to walk across the floor. This is especially helpful because the entire floor opens up! It also keeps those out of the landing bay that don’t have permission to be there. Again, it was designed modularly in keeping with the idea of the overall design.
What’s next? I plan to work on the engineering and cargo sections.
See the gallery below or here to see what was added this update:
I'm a Star Wars and SketchUp enthusiast living with Duchenne muscular dystrophy (DMD). This blog serves as my personal posting ground for all things I create through my 3D modeling hobby combined with my love of Star Wars. Occasionally, topics will also include things relating to DMD and physical disability.