it's also really useful for inducing design constraints; I've already had to redesign the main saucer escape pod banks three times since the basic ones were mocked up early and subsequent design decisions have made it impossible to fit them in that specific location, and such. and as noted, escape pods are doing some serious work on filling "empty" real estate with greebling, just from the decision to have enough for the crew---because that means having MANY.I love that you're taking the interior into account while designing this! There are too many designs (some official ones too) that aren't created intelligently and rely way too much on "rule of cool ".
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Admiral Archer said:"Now all she needs is a name."
Don't be too impressed, the texturing is doing a LOT of heavy lifting on the actual meshes, and those are pretty much either the default textures available in the program, some very basic emissives made with the built in texture tool, or free stuff downloaded off various resource sites with, at most, some color editing. (Granted, even that did require some degree of swearing and hacky workarounds, because this is a free tool and its texture tools are extremely primitive, and actual texture handling isn't much better--a lot of the saucer upper and lower surface has to have each poly as a completely separate object just so it will stop flipping the damn shadows every other polygon and thus being terrible-looking.)The level of detail is excellent.
This is what I mean. Having done enough RPG maps and ship designs the ignoring of space is quite pervasive in fan designsUnless you mean my insistence on making everything physically to scale and ensuring that things actually have enough room to physically fit all the systems in the hull, which, yes, I'll take that complement because that is born of way too many times I have looked at the list of systems on a scifi ship, looked at its listed hull dimensions, and just gone:
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