Sketches from a geek is a decade long collection of drawings from Star Ships to hotels. I think we all have a vivid imagination (some more than others) as a race we create or improve on what we see in our daily lives.
Sketches from a geek is a decade long collection of drawings from Star Ships to hotels. I think we all have a vivid imagination (some more than others) as a race we create or improve on what we see in our daily lives.
Sketches from a geek is a decade long collection of drawings from Star Ships to hotels. I think we all have a vivid imagination (some more than others) as a race we create or improve on what we see in our daily lives.
A decade long collection of drawings from Star Ships to Hotels
Keith Foster
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Dedications: Charlotte Wachtel, The love of my life Phillip Barnett, Still my brother Chris Huff & Family, May the laughter never end Marcus Hammers, MOTORCYCLE!!! Haze, My little girl
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Contents: Introduction 5 Weapons and Devices 6 Planetary Vehicles 10 Methods of Transportation 20 Space Vehicles 26 Bases 36 Buildings 43 3D Models 53
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Introduction
How do I begin?
I think we all have a vivid imagination (some more than others). As a race we create or improve on what we see in our daily lives. Thats what sets us apart from all other life forms weve encountered. Chances are that will also cause our eventual downfall, or possibly, our rise from the ashes afterwards.
Throughout high school my own imagination ran rampant. There was no chain or teacher that could curb it, and my grades suffered because of it. The young man that started out as an honor student his freshman year ended up graduated with Cs and a D+.
During my sophomore year I found others with the same talents (Albeit much better at dividing their time between work and play), and they were my introduction into Role Playing. Every morning wed meet in the cafeteria and play a quick round of either Shadowrun or Advanced Dungeons and Dragons. Although most thought us nerds and called us worse it was more or less a reason to get together and goof off before the turmoil of class began.
The designated leader of that group is still a great friend to this day. Weve been through a lot of thick, a lot of thin, and hes helped me immensely despite the crap Ive dragged him through. In school we used to design new RPGs, ships, adventures, characters All while attending class mind you (sorry Mr. Nett). We even went as far as turning certain board games into role-playing games during sleepovers just to play them out. I can honestly say that most of my innovative moments were with him. He influenced the majority of my high school art during those gaming years.
After graduation, college didnt last long. I could say it was hard but it truly wasnt, I guess I just wasnt really cut out for it. In the end I just didnt want to give those cruel, underpaid community college teachers any more of my time so I quit. I dont want to give young readers any bad ideas, but it was the best thing for me at the time and when I look back I still dont regret it. During this whole period I began programming and 3D editing more and more, all the while drawing less and less.
Its 13 years since my drawing abilities Bloomed (more or less) and I still sketch when I can. I find, these days, that my preference is the computer. Im hoping that the ideas represented in this book can spark the imagination in its readers. Maybe seeing what a young man with no professional art education could do might prove that you can do it as well.
Near each sketch Ive given a short description of it, the year it was created, and/or why I drew it.
So enjoy. I hope that the things that sprung from my head can help you, dear reader. Whether it is with a role- playing game, story, or if you just need something to read in the tub.
Keith M Foster
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Chapter 1 Weapons and Devices
I think everyones dreamt up a weapon here and there, from stunning that annoying guy on the subway to blowing up the local bullys house from space. Im sure you know where Im coming from.
Most of this chapter consists of things Ive created for RPGs or short stories. Most of my team liked to create a special item or two for our characters, something that wasnt in the books to make us unique.
The knife to the right was made for my biggest Shadowrun character, a Were-Leopard named Rex. Looking back I cant figure out why I made it, because most of his opponents carried guns. Besides, by where the blades are located it looks like itd hurt to try and hold it.
I think I named this The Leopard (at least thats the name at the base of the blade. I drew it sometime in 93.
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Jeez, this one gives me flashbacks. This is another weapon I had created for my favorite character. Its a collapsible bow staff that contained a grappling line with two attachments (can anyone say Batman), three tube-shaped grenades at one end, and a medium-sized blade in the other end. As you can tell it also has a wide assortment of buttons in the center to control everything.
I drew this sometime in 92, probably in the spring during school by looking at the kind of paper its on.
Man, it would suck to accidentally push the wrong button at a critical moment. Luckily Rex never used this in any campaign.
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This bow staff actually made it into a few of my short stories. Unlike its predecessor it used magic to alter shape. It didnt have all the bells and whistles, but it didnt need batteries either. As an added bonus it was silent plus small enough not to get in the way during tight situations.
If you look VERY closely you can barely make out Rex holding the various parts. I drew him lightly so it wouldnt take away from the focus of the picture. Unfortunately he didnt scan in well.
I dont have a date on this sketch, but Im guessing it was sometime between 95-96. I think I drew it at home because it was in my very first sketchbook (which I rarely took to school).
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Heres the L-37 Destroyer (I dont remember what the L-37 stands for). I made this for a role-playing game I had created. I liked the design back then even though it seems as though the battery pack would get in the way a lot.
I got the idea for this from the original NES Zapper light gun, and a friend encouraged me to add a laser sight a few months after the initial design in 92.
Every star ship needs torpedoes, right? This was my answer to that question. As any star trek watcher can tell I modified Paramounts design to one more feasible for my universe. This warhead has thrusters on the bottom, top, and sides (they look like indented vents) and a small sensor array on the right side.
The launcher looks like something youd see on a submarine. It uses magnetic propulsion to fling the torpedo out before it can arm and guide itself.
I drew these back in 01 although it doesnt feel that long ago.
Heres the L-38 Destroyer. I made it quite a few years later in 04. Its the same basic design, but I improved on the battery pack and looks.
Im writing a story to envelop most of my Sci-Fi art on my web site called New Empire, and Ive made this weapon standard for the good guys.
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Heres the Big Daddy in terms of planetary defense. I originally made it to destroy asteroids, comets, and the like. But this gun could easily blast through the biggest of my ships, shielded or not (and youll see that they get quite big).
The lower half of this cannon is underground. All thats visible is the control building, the dome (emitter), and the four arms that focus the blast. The aim is only about 7 degrees in any direction, which means thered have to be a lot of them to protect a planet, or even a continent for that matter. It also takes 10 minutes to power up for 1 shot, so whatever its hitting had better be moving slowly or in a straight line.
I drew this in 99 with no specific place to put it; I just thought it was an awesome idea. Ive even posted it on my site as one of my better ideas.
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I barely draw anything thats mundane (like basic objects), but heres a couple that were good enough for me to share.
This is just a computer memory chip that I designed for an RPG I created. It was right before USB drives came out and this was supposed to be the equivalent.
I believe this was drawn around 95.
I call this a portable CAT scan, although it doesnt look very portable and current CAT scans today are probably smaller. Thats a bed at the lower right that slides into the main scanner.
I honestly think I just started doodling this one day without knowing what I wanted it to be. It just turned into a CAT scan towards the end.
I created this in 02.
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Chapter 2 Planetary Vehicles
Heres a Hover Drone I created while goofing off. I never used it for anything. It was just an experiment to see if I could put together a bunch of normal parts to make something neat.
This was made sometime in 95.
12 This Chapter consists of mobile vehicles (manned or unmanned) that are restricted to an atmosphere. I never really sketch such things anymore (dont know why), but I have plenty from long ago.
This is a drone I made for Shadowrun. I call it a Drone Tank, although its more of a mobile gun. Its about the size of a large dog and the treads can reconfigure themselves independently in relation to the main body. This enables it to rise up a few feet and handle rough terrain.
The Mobile Tank was perfect for patrolling courtyards or forest areas.
It was drawn in 92.
Heres the W-40 Walker (I dont know why I named it that). Its the first (and weirdest) walking robot Ive ever drawn. I didnt make it for any reason either.
Theres two guns mounted behind the cockpit, one in the rear, and, of course, the set of claws in the front
I drew it back in 92.
Heres a cute little hover car I designed for shadowrun (kinda). I put it in as an option through a fence, but no one ever bought one.
Its a sportster with no weapons or mounting points. I drew it in 95.
I drew this hover tank in class one day. I never had a real place to put it, I guess it was just boredom.
Its equipped with 2 main barrels and three hover units (two in the rear, one in front).
I drew this in 92.
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Ah, another robot. This one is less for fighting and more for working. Its used to assist in cryogenic thawing. I never put this in any game or campaign, because I drew it just for kicks while watching Demolition Man on TV.
I made it in 94.
Heres a bomber I drew in 94. I dont see it as being very maneuverable, but Im sure itd fill a need somewhere.
The only problem I see in the design today is the lack of a tail wing(s).
Heres a giant hover carrier. Its about 9 stories tall and hovers around 20 feet off the ground.
I originally started drawing this as a building, but got the urge to change it half way through.
I drew it around 96.
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Heres an experimental version of what I called a Wave Flyer. It had no wings or hover-type engines; it just stayed aloft by speed alone, took off/landed like a normal airplane, and steered by vectoring its thrust. The two guns in the nose shot small, distorted crescent-shaped blades for slicing through other craft.
I drew this before getting into RPGs in 92. Theres no date or signature and it was outside of my normal sketchpads (It mustve been drawn in class).
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I really like this Hydrofoil. I was going to put it in Shadowrun and might still. It has a few missile launchers in the rear but thats it. It can also fit about 6 people comfortably.
I drew this in 02.
What better way to segway from boats to submarines than to include one thats both.
This is the S-307 (once again I have no idea why I named it that). Its a sub that can convert to a hydrofoil on demand. This sub cant dive nearly as deep as others, but its speed helps it get away from danger. It can also fire up to 10 torpedoes at once or up to 4 missiles while on the surface.
I drew this one in 92.
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Heres a steam-powered sub (I guess nuclear subs kind of fall under that category). I quite doubt this idea would work, but it was a neat concept. I never mention in the schematic what heats the water so let your imagination flow with that.
This is only a small two-seater sub with limited depth range. I drew it sometime in 95.
Heres a giant sub I created in high school. It was a big deal at the time, although I dont remember why, and I cant recall using this for any game or story. This submarine doubles as an aircraft carrier, but only has six torpedo launchers of its own.
I look back now and realize that this is the predecessor of the Torpedo class cruisers (in the Space Vehicles Chapter). The next two pages are dedicated to this sub (I never named it or its class).
I drew this in 92. 17
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Chapter 3 Methods of Transportation
Back in school whenever I designed a ship I ripped off the warp travel method from Star Trek. It wasnt really as much lack of imagination as it was lack of interest in trivial details. Now a days I use a version of slipstream travel I made up myself so I have something to call my own. Ive also used wormholes, space-folding, dimensional travel All of which Ive seen somewhere else.
This section also has a few modes of personal travel (gateways and the like). Sometimes characters in my games cant afford to get on a ship to make it where they want to go (or cant afford it). Once I even made finding a porthole generator the object of one adventure for a few extra points before the actual adventure even began.
Heres a basic thruster that I designed for a cargo ship (its animated in 3D on the Cargo Carrier too, p. 58).
The intake in front is used for atmospheric travel, but closes off when theres no oxygen available and the engine switches to ion-type propulsion.
This isnt that old, I drew it in 04.
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This is a wormhole generator that I never really used in any one game or story. Although I still think it was a good idea.
To the right (with four satellites instead of three) is how it would appear bringing another ship through. The generator is placed in one spot near a planet or station and is too big to be moved frequently.
I never gave it a set range, so theoretically it could open a wormhole to the other side of the universe.
I cant find the date I made this, but it was around 93-94.
The three control satellites perform various functions. I used an energy source that I called Liquid Energy. It was just something I created on the spur of the moment that would never work in real life.
The generator can only be controlled from its end, but can be set with a timer to open again to pull in another ship.
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This is the slipstream drive I created for my newest story. Heres the explanation of it from the story itself:
In order for a ship to create and utilize a Slipstream it must have two specific systems:
A Mass Dampener and a Graviton Generator/Emitter
Both of these systems together make up the Slipstream Drive.
The first step before generating a slipstream is for a ship to reduce its mass. The Mass Dampener generates a field around the ship that lowers its mass in relation to the surrounding universe. The result is a 700-ton vessel only weighing 1 or 2 lbs outside of the field it's generating.
The second step is to actually generate the Slipstream. The Graviton Generator/Emitter does exactly what it says. It creates a vast amount of gravitons and projects them in front of the ship in a "converging pattern". The graviton particles are spun at a tremendous speed when emitted from the ship and are technically Tachyons. This allows them to travel much faster than light (the amount of spin determines the extra speed the particles can achieve). The amount of spin is timed by the systems computer to slow in conjunction with the gravitons convergence with the other gravitons in its area. This mass of bundled gravitons form a ring it front of the ship (the distance ahead depends on the current speed, the ring forms closer when accelerating).
This ring is the strongest source of gravity affecting the ship and surrounding space. It's so strong that it affects light and Aether around it (thinning both inside of the ring); this gives the added bonus of reducing drag for the approaching ship.
By the time the ship enters the graviton ring it is already dispersing (as the gravitons continue on their original path) and the ship has already projected more "rings" ahead of it. As it disperses the gravity that a graviton ring creates quickly dissipates as well. Shortly after the ship passes through a fading ring it disappears completely.
These rings that the ship travels through go by so fast that the observer sees it as a tube (which is called a Slipstream). What little light that a graviton ring gathers at its strongest point is released as it begins to disperse. The color depends on the surrounding area but is usually light blue (the color of the surrounding star light). This gives the Slipstream a wavy, light blue, appearance unless it's near a larger source of light.
In order to exit from Slipstream a ship just has to disengage the graviton emitter. With it's mass still lowered spatial drag will immediately slow it to sub light speed. 22
Ive always loved this device. Its a portal generator for planet hopping. Think of it as a Stargate thats one-sided (just like the wormhole generator). It doesnt have a maximum range, but it is affected by gravity so the user has to plot a course. That course will change because of the movement of planets so the portal cant be held stable for more than a few minutes.
I got the idea for this from both Stargate and Timecop. I liked the way that the characters in Timecop appeared out of thin air, and it also wouldve sucked if I had to place one of these on every planet.
I drew this in 00 and never had a chance to use it, although Id love to.
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Heres an earlier porthole generator (its not compact at all). This one was designed to conform to the shape of a pyramid so it could be concealed inside. The actual portal appeared in thin air at the tip and a large set of stairs led up to it.
While drawing this I didnt have a clue what I wanted it to do (transport through space, time, dimensions), but I later used it in an adventure to get a group off a planet they were stranded on. I made finding it the objective and getting home the reward.
I created this in 98, but I believe the picture on the opposite page was created a few years later.
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Chapter 4 Space Vehicles
Space vehicles and buildings are what I spend the majority of my talent on these days so this chapter will be by far the largest. In my earlier high school years I used Star Trek as a blueprint for most of my designs. Over time I shifted between other shows or role-playing games so youll notice varying themes in design over time.
The S.P.R.inter will be the only robot youll see in this chapter. I created it specifically for a ship in an RPG from high school. It functioned as both a lifeboat and exploratory vehicle (I dont remember ever using the weapons).
This robot launched from a small bay at the rear of a run-about. Its thrusters assisted in a jump if the ship was landed, or it floated straight out if in space. The run-about that accompanied it is later in this chapter.
I drew the S.P.R.inter sometime in 94.
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I actually believe this is my first starship design ever. The U.S.S. Starboard evolved into the Starboard class run-about over time. There are currently three versions, but the 2 nd incarnation was lost or destroyed a long time ago.
This ship had very rudimentary weapons and cloak. It also couldnt provide the power to cloak or travel faster than light at the same time.
I drew this back in 92
This is the 3 rd version of the Starboard class run-about. I drew it for a comic strip that I never even started so theres no stats or specifications for it. The crew was a collection of aliens and such (almost an exact mirror of SciFi channels Tripping the Rift, although I came up with this in 98).
This version was a little larger than the first 2 and only had one tail wing. I dont know what that the tank under the wing was for. I just added it in the brain storming stage, and probably wouldve done something with it later.
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This is one of my favorite run-about designs. Im not going to lie and say I created it from scratch, because I copied the exterior from a Battletech lead figure and redesigned the size and interior for my purposes. I added a bay in the rear for the S.P.R.inter, an airlock, and the larger cockpit/living area. The ship was originally called the Javelin, but it later evolved into the Jackrabbit class of run-about.
This ship was used by two of my characters in an RPG from high school. Our GM (Game Master) required specifics for it; thats why theres a layout of the inside.
To the right is a view of the Javelin cockpit while passing a moon and approaching a planet (as you can tell I was really taken by this design).
Either side can control the ship, but normally my pilot sat on the left.
The Javelin was created in 94 and picture to the right was drawn in 99.
Heres a single pilot bomber that I created out of boredom one afternoon. The pilot sits in the left compartment and the payload is stored in the right. The engine (basic thruster-type) shifts left and right to compensate for the weight of the payload.
This vehicles trans-atmospheric and lands like a normal plane.
I drew this in 99. 28
I created this ship after watching an episode of Star Trek Voyager. In the episode they used the warp core as an anchor in subspace to hold the ship during a large ionic storm that lasted for days. I wondered if I could make an engine on that premise, one that couldnt slip. A ship like that would be slow, but great for moving large objects (if it had a way to hold them).
So, the towing ship was born. I dont have specifics for it nor have I ever used it in any games, but it does have a few decks and a bridge so it would be independent. It also as a separate warp drive in the rear so its faster by itself than when its towing something.
I drew the Tow Ship in 01.
This is my primary fighter in a story Ive been working on. Its called the Hammerhead class fighter and there are two types, Alpha and Beta. Alpha types have faster than light ability; Beta types can carry 4 high yield bombs.
I got the name and base design for this from an old sci-fi show call Space, Above and Beyond, but I changed it drastically to meet my needs.
I came up with my design in 99.
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Heres the Alpha class fighter and its what I consider my second favorite fighter. All it really consists of is two large engines, a cockpit, two missiles (concealed under and behind the cockpit), and six rapid- fire guns (next to the cockpit). This ship was designed to fight as support craft for larger ships in broad battles and is NOT trans-atmospheric.
As a side note, each little squiggly line you see (behind the cockpit, under and above the engine) is a maneuvering thruster.
Like it says on the sketch, I drew it in 99.
Heres a generic cargo ship I drew out of boredom. I didnt really have anything special in mind when I created it. The cargo bay is the entire front of the ship; the crew area is behind that, then engineering, and finally, the engines themselves.
I drew this back in 97 or 98. I neglected to date the sketch so Im not sure.
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I call this the Carrier class cruiser. Its relatively small compared to my main fighting ships, but packs quite a punch. This ship was designed to support larger craft in battle and can carry up to 20 small fighters. In one of my homemade RPGs from high school I used the carrier class as an escort twice.
I got the idea for this ship from a video game cover, but I cant remember which one for the life of me. It has no date, but I think it was drawn in 95.
This is the Carrier class II. As you can tell its dramatically different than the original. I never used this ship in any game or story (yet), but I think it would be more self-reliant than its predecessor. It has two large bays extended from either side, a small bay in the front (with a door on either side), and much more room for crew, weapons, and instruments.
The forward-most part of the ship is a large sensor array and its only accessible by space walk.
I dont have a date on this one either, but it was drawn around 96 or 97.
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I dont remember what possessed me to draw this behemoth. I think I was goofing off with a ruler because this method isnt really my style.
I call this ship the Bulldog and I assume it is much like the Carrier class II. I drew it back in 98.
This is the fastest ship in my arsenal. The Meteor was drawn back when I was using Star Trek as a basis for my designs, because I gave it a maximum speed of warp 23 (I know a lot of Trekkies are probably upset to hear that, but Paramount has bent that warp barrier rule also).
The Meteor is 50% engine, has no weapons, and very little shields. Its primary defense is to outrun any threat. It was created as a personnel transport ship (for dignitaries and the like).
I made this one in 98.
I remember this ship well. It is one of my very few drawings that I ever filled in with color. The U.S.S. Grendal was unique for me at the time because I created the engine system myself (I was basing a lot of my designs on the Star Trek universe at the time).
The Grendal uses solar sails to exit a solar system so that it can jump to a new system once safely outside. The jump system I designed for it was dangerous to anything within half a light-hour so it needed a lot of room to do its thing. The up side was that I gave it infinite range.
I drew it back in 95.
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I created this in 95 and consider this ship to be the beginning of a legacy. This is the first Torpedo class battle cruiser and the text in the picture is as follows: A garbage scow that was decommissioned and assigned to a shipyard in planetary orbit, but was bought by a solitary owner (name unknown). It left the shipyard with temporary thrusters and life support only. Not to be seen for years to come. Every now and then reports of the Torpedos visits to outer stations are received. Its rumored to have warp speed up to warp 13.5 and weapons of superior origin.
The Torpedos claim to fame is its namesake. The exterior is refitted with dozens of torpedo launchers that lift up from the hull and can aim in any direction. Each is armed with 4 torpedoes and can lower, reload, and raise back into position in about 20 seconds. This allows for multiple small targets surrounding the ship to be hit at once (fighters), or one large target to hit with up to a hundred torpedoes in a matter of seconds (ouch).
This is the Torpedo II class battle cruiser. Im not really proud of it, but couldnt publish the series without it. Its slightly larger than its predecessor and much longer (ridiculously longer).
I drew it in 98.
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This is my favorite incarnation of the Torpedo class. The Torpedo III has two added Weapon Platforms to either side, which boosts its firepower considerably. Its slightly larger than the original and built for heavier battles and longer patrols. I drew this one in 99.
If you look closely youll see in the picture above that a few of the torpedo launchers are deployed and ready. That gives you the idea of how they work.
In the sketch to the left youll see two small specks next to the Torpedo III. Those are Hammerhead fighters flying escort for a size comparison.
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This is latest version of the Torpedo. The Torpedo IV is equipped with the same Torpedo platform as the Torpedo I, but was built for another reason. Between the two forward decks is a device capable of disrupting space-time. I designed this ship because I thought there was no place else I could go with the Torpedo classes, so I figured other dimensions or time travel was the next option.
The sketch to the right is of the generator that cuts though space-time. The forklift in the background gives you an idea of its size. The forward most of that deck is protected by glass that slides down when the generator activates. A force field then protects the deck from depressurization.
This version has a few launch bays, but a very small complement of fighters.
I cant find the date I drew it, but think it was in 99 00.
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Chapter 5 Bases
I use the term Base broadly in this chapter. Not only have I included the standard military base or moon base, but I also including anything that could be considered a large base of operations or permanent home.
Take this for example. The U.S.S. Trust began life as a station. It was then converted into a slow ship. I was going to say that it has a jump drive for system hoping, but its pretty much restricted to its home system.
The sensor array above it has its own navigation system and propulsion so it can follow the Trust wherever it goes. I never used this ship for anything, just thought it looked good.
I drew it in 99.
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This is an actual space station that stayed a station. I created the Bachelor as a base station for an actual planet I use in my stories. Its large enough for a few Torpedo class battle cruisers to dock at the pylons on its sides. The lower bays are big enough to hold carriers in dry dock for repairs. This type of station can easily hold up to 63,000 personnel on a normal day, much more if called for. It takes a minimum of 200 to operate it in an emergency.
I created it in 95.
Below is what I call a multi-generational ship. Its about twice as long as a space station like the Bachelor and is completely self-reliant, stopping for fuel maybe once every 100 years. It made it capable of slipstream travel (which makes it the largest ship I have with that ability).
This ship carries about 200,000 people normally, can hold 5 times that, but can operate for a short time with only one. This is due to a computer that oversees everything, but checks with the commander in charge with the big decisions.
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The Comet is my biggest ship to date. The patch on its back is actually a city half the size of Manhattan. The extension on the front left of it is another domed city. This, although bigger than the multi-generational ship, is not one. I never gave it a purpose, but it could easily carry an entire civilization.
The only defenses that this ship has are its complements of smaller ships. A fleet of Torpedo class battle cruisers could easily dock within its primary defense unseen. That primary defense is the Comets namesake. The entire ship projects a hologram of a comet over itself and masks its energy signature with natural radiation from the surrounding area.
The Comet has no faster than light capability and its engine leaves a long trail of white energy behind. This adds to the visual effect of a comet when its disguised. The only way its cover could be blown is if the people observing it realized that the tail wasnt facing away from the nearest sun.
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This is an island base I made to fill sort of a void. Its placed in shallow waters and is connected to the ocean floor by four hydraulic stands. The island can submerge by using those stands just below the surface if needed.
I designed this as a launch platform for short- range fighters in a story I never finished. There were a few of these bases setup around a normal island as outposts. They were mainly a line of defense.
This doesnt have a date, but Id guess I drew it in 98.
Below is an underwater base I made for the heck of it. Its nuclear powered and has a self-sustained atrium and greenhouse. I never had an intention for what this could be used for, maybe scientific work or research.
There are no defenses, just a docking platform for large subs. I also never determined the capacity that a base like this could hold. The answer to that is possibly a thousand or more people including equipment.
I drew this in 98.
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This is a basic moon base. Its the same design you see in old cartoons and movies. I think this design is flawed because so much depends on the integrity of one large dome. Thats a big target that doesnt appear structurally sound.
I didnt make any specifications for this base. I just thought it would look neat. The ship in the distance above it is a Torpedo class cruiser. A shuttle is to the right.
I drew it in 95.
Below is another moon base. This one I believe is designed better because the majority is underground. The small dome is just the entry point to the main facility. Looking back I cant remember why I put landing strips and such nearby. The gravity on a moon would be low enough to allow any ship vertical takeoff/landing capability.
I think I drew this around 98.
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This is the home world of a collective empire in one of my stories. Its not a conquering nation, but a collection of colonies that banded together for protection and trading. To the right is an image of the Planets capital, Draconis City. Its snuggled up next to a mountain and surrounded by farmland on the other sides. What looks like an airport to the North West is really a spaceport.
The planet sketch was done in 97, but the city map was drawn in 01.
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Heres the ultimate in hidden bases. This is actually a Pocket Universe that I used in an RPG from high school. The universe itself is only 2 miles in diameter and has a complete atmosphere. A shield between realities holds in the atmosphere in.
The entrance is right outside of a star so its hard to see or detect electronically. The entrance can also be closed and reopened from the inside. I never really used this in the game, but each of our characters needed a history and current base of operations.
I drew this in 95.
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Chapter 6 Buildings
After learning about perspectives in art class I began a lifelong love of designing buildings and compounds. Castles were my main theme for quite some time, and I even have basic castle designs intermixed with average things (warehouses, factories, and futuristic settings).
This first sketch is of an Alter I drew a few years ago. Its nothing special, just something doodled in my downtime. I had South American Pyramids in my mind while drawing this, and that was back in 01.
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Heres the capital building on the Draconis Planet (p. 41) that I modeled after both Moscow and Washington DC. I havent used this anywhere, but the stories are still in the works. Ive always liked the way The Washington Monument and the Reflecting Pool are oriented so used a variation of that. The Kremlins design has also intrigued me in the past so thats where I got the multiple-dome setup for the capitals roof.
I drew this one in 98 (before the Planet, itself).
Below is a factory I drew for Shadowrun. I think I used this in a game, but for the life of me I cant remember the objective or reason. I liked the little details I put into this one. The gate opening, the antenna array, and the power lines are all something that gave it a little life. I used to put power lines on all my buildings up to a point and then stopped. I guess I began forgetting for some reason.
I drew this factory in 95.
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Heres a little something from my Castle Faze. Its a factory, but created in a castle design (walls, moat, front gate). I think I just created this for the heck of it (probably just bored in front of the TV one night).
The building in the rear has a glass ceiling (Its hard to tell after scanning it in). I didnt draw anything to stand on at the walls apex, so I figure the walls are just there to discourage any would-be thieves.
I made this one it 99.
Heres a Personal Castle. I think this would make an awesome home for some eccentric millionaire out there. It has everything a rich guy needs, a garage, hanger, towers, front gate, and a wall to keep the charities out.
All joking aside, I have absolutely no idea what was going through my mind while drawing this. I did it sometime in 96-97.
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This sketch was the beginning of an era. I created this castle as a retirement home for my Shadowrun character (Rex Mitchell), which had succeeded in the business world with a company called Darkhold Inc.. It became his base of operations in my Shadowrun Stories (on my website). I slowly began to add to this castle over a few years and did more to it than most of my artwork. Ill include the description that I found with the drawings (It was printed on a Dot Matrix. God, that brings back memories):
Castle Darkhold was originally Castle McNorwik up until 2030 when Darkhold Inc bought it. Soon after CEO Rex Mitchell decided to make it the companys center of operations. Although the company has bases all over Europe and the UCAS all information is routed through the castle and its limited staff. There is only a staff of about six at any one time at the castle, but it is far from defenseless. Castle Darkhold has an extremely intense security system. Nothing can enter the grounds without being identified or possibly destroyed (A mine-field occupies the rear end of the castle). Two wildcats also prowl the grounds. They have access inside and out of the castle and are friendly to common staff. NOTE: (In a later story I named the wildcats Ginger and Snap.)
Here are the ground plans that I created on my first Computer (Bitmap Paint on Windows 3.1). It just shows the minefield and castle layout.
The key to the right of it just names the different buildings. 46
If anything, this should prove the level of dedication to this castle. I began this on my first computer as just an interior layout, but my good friend at the time started added furniture as a goof off. By the end of the night we had put in everything (including bathrooms and security measure placements).
Below is a diagram of the castles security measures (laser beams and pressure stones) plus a sketch of Rexs office.
At the bottom of the page is a map of the tunnels below Castle Darkhold. They crisscross through many caverns only to exit under the pond outside of the castle walls. Rex had an airlock built plus pumps to quickly drain and refill the pond. That way a helicopter could be stored and launched from there if ever needed. I made discovering the caverns and exploring them an adventure in itself. I even created a race of large spiders to be exterminated down there.
All of these sketches were created between 94-96 respectively.
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Heres something else I had no reason to draw. This is a small lakeside resort with courtyard, pool, and tennis courts, and was probably just another doodle that slowly turned into something else. I drew it in 01.
This tower was also the beginning of a series. This was Darkhold Inc.s first downtown Seattle headquarters in the Shadowrun campaign. Frankly, I believe I like this one the best even though its not the largest.
Right above the pillars in the front youll notice a wide door. It opens up to reveal a helicopter/VTOL hanger. That way important people can land and enter the building without being open to the elements or possible attack.
The buildings on either side are just there for show and not really part of the tower.
I drew this first version in 95.
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Heres the second Darkhold Tower. Its designed on the same premise as the first, but I made it a little flashier. The Helicopter/VTOL hanger is a little higher now, theres a spare pad on the top of the building, and there are two spires (whos purpose has changed over the years).
The twin spires were originally designed to be giant shield emitters. Since in my campaign this tower was the tallest in the city (sad, huh?) it was going to generate a flat shield over the downtown area in times of crisis/war. Then I decided that was too Sci-Fi for my campaign and scrapped the idea.
Right now Im debating on putting this tower into my current campaign and using the spires as giant antennas for over-riding certain radio signals from rival companies. It sounds silly written here, but itll serve a purpose with my current plotline.
I drew this tower in 96.
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Heres the final incarnation of Darkhold Tower (to date). This was created to represent more than just a corporation, but a major world power. The tower itself was only a fraction of what the facility could hold. Below ground level about 200 basement floors, including factories and warehouses.
The lowest level was the CEOs office and opened up into a small, stable fault line with about a mile drop to the bottom. From there anyone could overlook a small lava stream that flowed under the building.
This is just a sketch of the CEOs office (looking in from the lava cavern. I kind of got the idea for this from the Emperors throne room in Return of the Jedi. The office is dramatically climate controlled because of the heat outside and is constructed from extremely temperature resistant materials.
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This was a research facility I made for a Shadowrun adventure after graduation. It was a basic hit-and-run type deal.
The entire roof of the building consists of glass paneling, and its located on the west coast. I figured any company that would have scientists doing research would want them to work in the nicest place possible (a happy scientist is a hard working scientist).
I made this in 96.
I drew this airport for the heck of it and never used it for any reason. It looks more like a small airbase instead of a public airport and kind of disproportioned at that, the tower appears shorter than the other buildings. I didnt bother drawing a background for this even though I intended on placing it in the city outskirts.
I drew this in 97 and its one of my least favorites.
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Darkhold Hospital, I really dont know why I drew this. Im sure I couldve used a sketch of a hospital in any of my past games or stories, but I still dont remember why I named it after my characters company. I do love the design though. I tried to make it symmetrical and give it a futuristic look. Like the airport on the previous page there is no background although it would probably be placed in the city. I put an elevated helicopter pad in the rear, but I notice now that I forgot an emergency drop off for ambulances.
I drew the hospital in 98.
I drew this prison for an adventure that I never got to play out. Its located in the middle of a desert (never determined which) and is completely dependant on solar and battery power. I put double gates in the front as the only ground entry, and a helicopter/VTOL pad on top. The drainage ditch was an after thought in case my campaigns characters had trouble getting out. 52
Chapter 7 3D Models
I could go on all day about modeling in 3D but Im going to try to keep it all on one page. I wanted to create models on my computer and animate them throughout high school, but the cost of those kinds of programs were outrageous for the longest time. There were free programs on-line that were quite complicated and I could never get the jest of them.
Then, around 97-98 a program came out called Spatch. It was a Spline Editor and proved quite easy to use, but was restrictive at the same time. The models you made couldnt be exported easily, and you had few options for rendering. This meant that your models looked kind of Cheesy and were hard, if not impossible, to animate. I never really worked much with it because of these drawbacks.
In 2000 the creator of Spatch made a new free program called HamaPatch. Its still offered today and updates come out periodically. This has become my favorite 3D Editor and no matter what program I use to animate my models chances are they where created in HamaPatch. This program took Spatch and allowed you to apply textures, create multiple layers, export to a variety of other common programs, and test render with some of the best free rendering programs.
I normally just stick to modeling. Ive textured a few models in the past, but am not good at it by any means. Im getting better at animation, but still have a way to go there as well. In the following pages are 13 of my favorite models from all angles not rendered and one good view of them rendered.
If youre interested in learning how to create models on your PC, whether for animation or still pictures, just look up HamaPatch on your favorite search engine and itll take you to its homepage.
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Heres a modeled version of the L-38 Destroyer (p. 9). I revised the laser-sight design into something a little simpler and also created the battery/magazine separately so that if I ever animated it I could reload it.
I modeled this in 05.
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I love this ship because its so simple in design, but versatile. I call it the Cock Fighter (because its 50% cockpit, 50% everything else), and originally restricted it to atmospheric travel. I later expanded its abilities to space as well. It has 2 gatlin guns, each one mounted on the wing tips. A small auxiliary engine is located behind both guns. The main engine is directly behind the cockpit.
This fighter is definitely a short-range vessel. I cant remember when I made it. 55
I just made this for an animation test. I was goofing off with animating the cannons on the sides. Other than that Ive never used this fighter for anything else.
I made this one sometime in 01.
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I created this run-about especially for my New Empire story on my website. Its supposed to be one of the first privately owned slipstream capable ships. The slipstream drive is in the Pod on its back and it has no weapons. The ship itself is quite small (just the cockpit, a small galley, and 2 bedrooms with baths).
This one is fairly new; I made it in early 05. 57
This is one of my favorite models, and I call it simply The Cargo Carrier. I got the idea for it from the movie Final Fantasy. All of the engines switch position so that the ship can hover. I also animated the cargo bay door in front and the landing gear. This ship comes with optional weapons; just 2 small cannons, one for the dorsal area and one under the cockpit; but I didnt include them here.
I made this in late 04. 58
This is kind of the Yacht of star ships. I created it as a live-in, exploratory vessel for families or private firms. It has no weapons, but Im sure it could be equipped with some. The engines on the wingtips function as ion thrusters for space travel and the rear cowling flips up to reveal fuel thrusters for atmospheric flight. The slipstream drive is located the nose of the ship.
I made this ship in late 03. 59
I call this the Guardian class cruiser. I created it for New Empire as one of the first ships to leave Earth during the Mass Exodus. It has a few weapons (mainly for defense) and the very first slipstream drive created and used practically. Its main purpose was to get people off of Earth and to explore habitable planets for colonies.
I made first Guardian class cruiser in 01. 60
This is a bigger, faster, long-range version of the Guardian class cruiser. It was created after the Mass Exodus from Earth and designed to explore further out for the colonies. The two large tanks on either side are for the main engines and can hold over 3 weeks of fuel at constant use. The slipstream drive is a 2 nd generation model and slightly faster and more dependable.
I created this 2 nd version in 03. 61
Heres a 3D version of the Torpedo class battle cruiser (p. 33). I recreated it in the hopes that Id use it in an animation sometime in the future. Not much on it is movable, if it ever appeared in one of my movies itd just be background filler.
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This is a basic Battle cruiser I had created for a small Visual Basic computer game called Origins. I think its on my site, but I might have deleted it some time ago. Theres nothing really special about this model; it was just developed to be a generic ship.
I think I made this in 98-99.
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I liked the thought of this station. Its quite small and functions as a dry-dock for cargo ships and small starships. The habitable portion is only three decks tall and it only carries a crew of about 7.
A station like this is defenseless and would need to be located in a safe place.
I think I made this Dry-Dock in 04. 64
I made this castle just for kicks. I pasted it over the Chateau background in Windows 2000 just to confuse my coworkers. This is also one of my few successful texturing attempts. None of it is movable so theres nothing to animate.
I made this in early 04.
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This sailboat was created just for framing and hanging in my office. I call it the Sun Wake and modeled it off of an actual Jolly Roger Model I bought at a local hobby store. The few differences include the position of the lifeboats and anchors.
I made this in early 04 and its also one of my favorites.