Forward hangar is known to be able to launch Lambdas, so I deepened it relative to the filming model. Added a small craft bay in the forward wall, and the aft part of the ceiling retracts for down-and-out launches. The entire back wall is one large door, capable of handling Lambda and Escort Shuttle type ships.
The main bay is a bit ambiguous in launch positions. The forward wall has 1 apertures – a logistics bay and a small craft launch bay like the small hangar. The back wall is one large door, which when retracted can handle AT-AT dropships and larger craft.
Fighter launch is from several positions:
- Small craft bays in forward walls of both hangars
- 4 ceiling doors in the may bay – this would be like the launch hangars used in the TIE Fighter series launch cinematics – relatively small capacity, fighters only.
- The sides of the main bay are actually launch zones according to the cross-sections – doors retract into the ceiling, and each arch is a separate small craft or small dropship hangar
WOW! I feel like I was in the art museum, looking at the original filming model, and someone lifted the plexiglas to get a better look.
The new improvement and detail in those hangars look really fantastic and the new details add a new touch of realism to the ship. Well done. Really love your ships.
So Fractal what the final Imperator’s redux polygon count?
About 17 million. Not bad.
Oh it’s beautiful! What is that flat bed seemingly on rails on the ceiling of the main hangar bay? Also a modelling question: often times, you refer to kitbashing for small details. While I understand how that is done on a physical model, what is the process in the digital?
Kitbashing works almost exactly the same way, except you make all the pieces in the bin you rummage around in for parts.
Oh I see, so you basically make a bunch of models of piping and so on to be combined together for the details. How many variety do you typically use in, say, this ISD model?
Are you going to add in the triple barrel mounts ahead of the main bay like in the RO model? Just wondering.
See picture 4, he has done.
There seem to be 6 ventral turrets in the Rogue One model, so I followed that. Two right at the ventral prow, two near the parabolic dishes of the ANH model (which I have converted to tractor beam turrets), and two behind the main bay.
I was thinking of these in shot 97. But then again, the RO model is different in how it treats the structure around the forward bay anyway.
Also, if you extrapolate out various small changes here and there on something like an Arliegh Burke DDG you’d see similar small difference even within a squadron of Imperators.
what mean redux in the end? And where the most intresting images. And resolution is too small.
So Fractal how long does the final renders usually take to complete?
Depends on a lot. It’s progressive so really you just wait until you’re happy with the quality.
Would a prefabricated garrison actually be able to fit in an ISD? If so, would it be unable to carry a fighter complement?
I have given precisely zero thought to what a prefabricated garrison is supposed to be. So, no answer 🙂
I think that deployable base would be made with containers (or something like that), like deployable bases used by real world military. Also if it changes something, that would be volume of supplies other than fighters
Would I be right in thinking that the sliding apparatus in the main bay (the one partially inserted into the port forward aperture) is a cargo handling system?
Your attention to detail is… beyond amazing, man.
That is one thoroughly-covered main hangar cavity, and I’m digging the corvette claw’s rails. Secondary bay’s quite neatly lit as well. I take it the main bay’s side-hatches are for walker dropships?
Alright it is near the end so what left to add Fractal?
But to be honest I was expecting to see proper hanger bays like the ones on the secutor but oh well you can win them all.
The Secutor’s bays are MUCH bigger than an ISD’s, and the hangar layouts are fairly well documented in the movies. So, no, you wouldn’t expect to see “proper” hangar bays here.
‘Proper hangars’ seem like something that would vary widely between ships, ‘specially considering the proportion differences between those destroyer classes.
Oh ok and as for the square fighter bays on the ceiling as there are 4 of them and the Imperator carry 1 wing=72 fighter then (correct me if i’m wrong) each one of them would carry 18 fighters.
Maybe I should elaborate a bit on the hangar layout. See updated post in a bit.
Great post about the hangers which make it very clear on what it does.
Also it would be great to see the inside of the large hangers but since the movies didn’t show it I bet you won’t do it.
It would have to be a separate set – and it requires making some decisions about the interior layout which I don’t want to muck around with unless I have a very good reason.
Full disclosure, I’ve been working on modeling the interior for the ICC and your Modified ICC as I learn some new software and can attest to that.
The interior development on most anything here is an absolute monster and by-and-large, has little-to-no bearing on the design of the exterior because… Sci-Fi/Fantasy/Movie Magic!
Sorry I’m a little confused – what do you mean by ICC? And what do you mean by interior development? Like the hangars and negative spaces?
ICC=Imperial Customs Corvette
And yeah, I was looking to develop basic floor plans and geometry with the intent of building up some 3D layouts. However, like so many personal projects, my grand plans got hung up by my OCD and figuring out details like engine space, fuel areas, interior heights, deck widths, crew quarters, hallways, cargo space, turret access, and the like.
The main point was to get more time tooling around in Vectorworks, and learning new functions and the like, so it served its purpose. Might get back to it at some point, but… ¯\_(ツ)_/¯
Why do the “Trapezoids” shift sides a lot between the images? It seems in some that two are on the left and other two are on the right