Fantastic work Donny would it be possible to get straight on top front bottom back and side views of the
model ?
I’m working on that. I've got to figure out a good pipeline for taking good orthographic images in Unreal, as it's the only place where my model is fully contructed, as it's made of several pieces, some of which only show up properly in the game engine (like the decals that adorn the model). Stay tuned.
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Opinion time. Today I worked on marrying the shuttlecraft exterior with the interior. The plan has always been to make the interior screen-accurate, then scale up the accompanying screen-accurate exterior to envelope the interior. This way, a fully accurate interior could be presented (it is difficult in Unreal and many first person simulations to move around in small spaces, and this interior really couldn't have been any smaller without major problems in this regard. So scaling down the interior is out of the question). The process has mostly been a success, but the shuttlecraft ends up being a whopping 28 feet in length, 4 feet longer than the craft is stated to be in "The Galileo Seven" and some 8 feet longer than the exterior mock up. However, everything still feels good proportionally. Now, the question is how well this shuttlecraft will fit into the eventual hangar deck and flight deck without major problems.
Anyway, regarding the windows on the front end of the shuttlecraft: there's really no way to match up the exterior window cut-outs with the interior window cut-outs exactly without altering the height or dimensions of both.
Except for what I have attempted below. I simply bridged the open egdes of the exterior window cutouts with the open edges of the interior window cutouts. The result is a series of portholes, which I'm actually liking more than I thought I would. Gives it almost an 60s era NASA/space program feel, and keeps in line somewhat with
the port-holes we see in flight deck observation lounge in "The Conscience of the King".
The idea is that window covers on the inside and outside drop when a button is clicked on the center console. It's nice too because light pours in from outside when this happens, to good atmospheric effect. I tinted the exterior sunlight yellow for this demonstration.
The problem, of course, is that this breaks from canon. But I really don't see any way around the issue, unless I do what
@Warped9 has suggested with his schematics and infer that the interior "windows" are actually viewing screens, and the exterior "windows" are therefore sensor placements, and not windows or screens at all.
Also, I successfully married the exterior hatch and interior hatch, and there are a resulting two sets of hatch doors. The inner lower hatch rotates forward and nestles nicely into a cutout on the exterior lower rotating hatch., providing a ingress/egress ramp.
These are the times I don't mind breaking from canon, in an ultimate attempt to build a believable world in which the shuttlecraft interior fits neatly inside the exterior. I don't know how else to do it without sacrificing breaking proportions and angles of the sets, which I'd rather not do. The solutions I've come up with also help sell the idea that the walls of the shuttlecraft have some thickness to them, giving room for a good bit of inner machinery that we've always suspected was there but will never see
Thoughts?