Amazing video and captures perfectly my biggest issue: understanding the design aesthetic. EC Henry understand that aesthetic better than anyone (well....maybe not Doug Chiang....but you get my point). You need to think about function and the overall world that model lives in when coming up with the detailing. He made an excellent point in that because SW was set "a long time ago", to get that point across the ship designs actually drew inspiration from old military aircrafts in our own world. Very subtle and subliminal. Bravo!
And this is where some procedural modeling techniques fail (IMHO), particularly if they try to be a full service solution with limited control other than population density. Now, RandomFlow is more of a tool than a procedural system and that is why I think it is probably the best plugin for this type of work. Still would like to get a sense of what its export to C4D looks like (hint..hint).
Now, I do like the Divider plugin for C4D and have started to play around with it for surfacing the outside of the Death Star. But....I am not there yet. More work to do. Here is a small test for a bump out section of the DS equatorial trench:
And how it will fit into the overall model.
While in the background, it is still wrong. Unfortunately, no matter how much reference material I have, there is a bit of trial and error going on because I have yet to internalize the design aesthetic - so there is trial and error.
Plugins will help, but only when you know EXACTLY what you are trying to achieve. Unfortunately, I only know what doesn't look right.
Dave