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Published: 2019-03-15 03:15:30 +0000 UTC; Views: 709; Favourites: 10; Downloads: 0
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Description
Progress on the aft stations, modelled upon the Falcon's equivalent: a lot more and a lot less detail than one might expect.Also, the proper color palette has been applied to alleviate the grey monotony, and the seating positions have been tweaked a bit with the additions of a secondary command console.
Interior lighting effects were applied in photoshop.
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Comments: 4
ColonialChrome [2019-03-18 13:01:06 +0000 UTC]
"a lot more and a lot less detail than one might expect"
Good golly I hear ya on that. Working up the actual built sets is always this. It's fascinating seeing exactly how the dressers made, say, the death star consoles look like they would actually be functional with essentially bugger all. Lots and lots of thin electrical tape and anything the lighting crew weren't using at the time, it seems.
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Phaeton99 In reply to ColonialChrome [2019-03-18 14:46:27 +0000 UTC]
I am no stranger to the creative kludge that is set dressing, but marvel at the other side of process used for classic Star Wars detail: the combination of implying function while intentionally obfuscating what that function might actually be, ensuring that the impression remains one of the strange and unfamiliar... and succeeding so well toward that end, sans the whimsical excess too often seen put into "otherworldly" design.
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ColonialChrome In reply to Phaeton99 [2019-03-19 01:24:37 +0000 UTC]
Yeah.
I think the aspect of it I like the most is the incessant use of arrays of glowing squares, certainly meant to be buttons of some kind, but which never have any kind of symbology. Been working on a little thing for a while 'How Almost Everything Works In Star Wars' and, after decades of research and contemplation, along with hundreds of hours of WEG, arrived at the point where I would explain that (just head canon, mind) that when you have AI sufficiently advanced for droids to work, you end up with a seriously adaptive interface, so, most of these things can do several different jobs if needed, and so labeling them would actually be counter-productive.
So, if you have a grid of, say, six by eight square glowing buttons, they might represent, at the time, how hot individual engine emitters are running. White is fine, red is too hot, blue is cold. So you might hit the blue buttons and the AI would work out you want to run them up to temperature (if the throttles are set for speed). Or the red ones it'd work out you want to get them colder. That same display, though might, if you're on the ground, flip mode and represent cargo distribution. Or reactor systems. Even how the cleaner bots are doing on the hull. It'd be evident to the captain what it's doing, and immediately obvious what needs attention, but doesn't require the little labels and such.
This would be in tandem with other feedback systems that would not be obvious to a viewer - the buttons could change their tactile response, so, clicks for binary functions, or a resistive setting for variables. Combine that with audio clues, and you could kinda see it working. I have almost always, for example, said that ships, especially fighters, use simulated sounds to let the crew know where other ships are, because that's innate and easy. It also covers (sorta) why you can hear TIE fighters even though they are in space.
None of which in any way explains why every single function on Padme's yacht is controlled by one, single, solitary round white button off on one side of the main console, but heh, it's far from the worse failing of the prequels.
Oh, and, I've always liked the idea that when the Death Star technicians power up their console, what they're doing is routing and dumping the ship's toilet systems into the barrel so it gets atomised when they shoot. The REAL reason the guys on the insane gun barrel platform cover their faces when it fires.
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