mangozac wrote:That's a really good question, Islacrusez! Practically you don't want more than necessary on the outside of a warship - as much as possible should be under the armour!
Aye, that's something that I've been thinking about an awful lot. However it conflicts with another piece of advice for generating interest and realism, and that's that there's an armour layer, a layer of detail, and then the structural layer; and the interplay between these is important. I'm hoping I've captured it, but I won't really know until I can get you guys to look at it. Hopefully it will be workable!
Mostly I've focused on the "citadel" armour, a large box around the engine cluster, which would also contain central command, and this universe's FTL drive. The armour winglets give me a little freedom as it allows me to put surface items on areas of the ship behind them, while still technically being under the armour. The other armoured section is the prow, as a significant portion of the armament fires forward. It's actually very interesting designing "realistic" space armament configurations, especially when the play will ultimately take place on a plane rather than a space.
So far, the detail added to the surface is a hangar door, "the ball", and approach lighting. Hopefully the small bumps will help paint that detail when it comes to it.
Of course, it will also be interesting to see what you make of the printability and castability of it, as I've mostly been modelling for pseudorealism since I lack the print/cast experience. Too many times have I caught myself, converted from metres, and realised "oh, that engine cluster is only 4mm across." I do know that shapeways is not an option though, as the smallest details are simply too small.