As I foresee that we'll get some members here that are going to use SketchUp as their primary modelling program, and as seeing that rwking couldn't get certain things done, I'll post some simple tutorials in here, explained in SketchUp language, so that anyone using the program won't have to figure out what the other members mean when talking things like *Extrude* and *Booleaning*
Modelling a Phaserstrip: Use of the Follow Me tool to make life easier.
A simple start here: a phaserstrip. In essence not that hard, but you do know how to use SU's tools.
First, start by making an arc, or a line, whatever you want. It is this line that our phaserstrip will follow, so be carefull that if you connect two different lines to eachother that they
are connected; if they're not (for example, when you used the Offset tool to create an exact line that follows the outer edges of your hull and forgot to double check if they got connected) SU will come up with an error:
This does not appear to be a valid path. If this error comes up, as said, it probably means that there's a mini line somewhere in between that you didn't select.
Next, start by making a squared shape at one of the line's ends. It doesn't matter if they aren't Perpendicular to Edge; the Follow Me tool will take care of that later on.
In this square, make the shape of the phaserstrip you desire. I usually do this by creating several smaller lines in the shape and taking the midpoints as a basis. By now you should have something like this...
Delete all the lines that you don't need. This is important! If there is a line somewhere in the face on which you're going to let loose the Follow Me tool that connects the top to the bottom, only one part of it will be selected; SU doesn't support the selecting of mulitple faces to apply to Follow Me tool upon, and neither does Push/Pull. So, out of all the lines we've drawn up until now, only the core of our phaserstrip remains:
Now, using the Select button, select the arc that we have created earlier on, and as said, watch out that it's one closed line. If it consists of mulitple smaller lines (for example because you already applied a 3D function on it) this means that you have to select all parts of it by keeping Shift pressed down, as long as it takes to make one big, connected line.
After you've selected your arc, select the Follow Me tool. If you accidentally press the Push/Pull tool, however, you will need to re-select everything that you had selected one step back that you wanted your shape to follow. So watch out for that! The same applies for other tools that need to select something to do something with them, like the Erase tool or the Offset tool.
if done correctly, this is the shape that you will get. Note that this also works on curved faces, but if it's needed I'll show that one later on
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Anyway, we're going on with
Going into Detail: a try to work around SketchUp's low-poly nature
We'll start a fresh mesh for this one. First, create a Circle from which we'll work from, and then up the Section count by left clicking on the circle, selecting Entity Info and change the value of Segments. This will add or decrease the number of segments a closed line has. The higher the number, the less fragmentation you'll see, but the more sheer processorpower it takes to render something.
Our circle is now a lot more smoother, so let's now make an ovuloid out of it. First, if you didn't have your circle selected anymore, Select it again, and click the Scale tool, located beneath the Rotate tool. You'll see that a field of yellow surronds your circle with little green boxes on it. Clicking on one of these will start changing the shape of your circle, but as we want an ovuloid, let's start by clicking the CTRL button; this makes sure that we're morphing the circle from the centre. Hitting Shift will make it bigger proportionally, while just clicking on one of the side boxes without hitting anything else will also make an ovuloid, but with the opposite end as a starting point instead of the centre.
So from this shape:
to this one:
Now that we have our basic shape to work from, let's continue with the saucer itself. Take the shortest point from Centre to Edge on your ovuloid, and create a rectangle on it that will serve as our *canvas* on which we'll draw the outline of the saucer. I learned from the Scifi-Eric tutorial how to make a pretty clean saucer, so we'll do something like that here too. Notice that, when using the Arc tool, you'll sometimes get a blue line. This means that you'll get the perfect transition from one side to another, which also means that you won't get fragmentation at the point where one arc goes over into another. So, when we're done making up an interesting shape, it should look something like this:
Next, the same trick we did before: select line that makes up our circle, and then click on the shape of our saucer cross-section. If you're into making a complete interrior for your ship, I'd suggest that you already create holes on this cross section that will later on become your corridors. Remember that the avarage deck varies between the 3.8 and the 4.5 meters. This would include jefferies tubes.
Uh oh... something seems to be messed up!
Hmm. So it turns out that when using an ovuloid as basic shape, weird things happen in SU. Hmm... Well, fellow SU modellers, have no fear. First, left-click your just-formed hull and hit Intersect with Model. SU will now connect every face that cross-connects with eachother, making them easily editable. Next, delete all the things that come out of our hull. It's bound to happen that a few lines will have to stay, but that's okay. You won't see them when we turn of the Edges. Notice that sometimes when you erase a line, your hull will be broken open. Undo your last erase (CTRL-Z is your friend ), and delete segments easy on. Big chance that SU will know delete your desired line as if nothing is wrong, while last time it also deleted a piece of hull. I don't know how this can happen, but let's just put it away as a bug for now. When you're done deleting, you should get something along these line:
Let the part on the right be for what it is, it'll be cut off when we're prepping our ship for mirroring anyway. So voila, your first, eliptic shaped saucer
This is how I did it - Borgman - check this out and see if it works for you as well
Step 1 - selected View - Hidden Geometry
Step 2 - Magnified one geometric section
Step 3 - Drew a box using the pencil draw line tool
Step 4 - After completing the box, used offset to make a smaller box
Step 5 - Extruded the smaller box slightly above the hull level to make a small raised area
Step 6 - Colored the smaller box a window transparent color
Step 7 - erased the outer lines that I drew to make the first box leaving the smaller box intact
I have posted an image that I hope shows this clearly
I could redo the primary hull, but I've put so much time in it that I'd rather not do that...
But anyway, in the following screenshots I left the View -> Rendering -> Edges on, so you can see how complicated the primary hull is. Next to that, I copy pasted my windows, put them on my bridge module and rotated them so that they are now correspnding to the edges on which I pasted them. Clawhammer showed me a variation of the Follow Me tool as it is present in MAX, and with that one, instead of creating a tube or so, that Follow Me tool copies the shape you make and spreads the copies out over the selected line. I find that very hande, so I'm going to see if there's a way I can do that too. I'm afraid it's not possible, tho...
On the underside of your ship, create the shape that you want to cut out. Then, use the Push/Pull tool the make a bigblock that is as long as you need to go past the endge of your saucer. If you deselect the Show Hidden Geometry option, you can then right click on your saucer, select Intersect with Model, and then you can delete both the box and the part in between the lines where the box originally went through your hull
While working in wireframe mode......draw a line like you would if you were going to extrude a shap....the line from outside the structure to a point inside.
then at the outside of the structure dar your window shape at that end of the line you just drew.
convert back to regular mode and use the extrude feature.
This seemed to put a shape into the structure....then push/pull to position the window.