That's it; all the main parts are fleshed out and have been put into place. The ship evolved quite a lot from the block-out of the last chapter, well done.
In this chapter, we've brought together nearly all techniques learnt, to create and to assemble a complex technical object. We've specifically covered:
Our harvester ship consists of many subtools that can still be edited with (local-) symmetry.
To cope with the complexity of our harvester, we can rearrange and merge subtools
We can create any shape we want using either ShadowBox, Booleans, or ZSketch, or a combination of them
Topology problems can quickly be resolved with a Remesh All | Project All workflow
Patterns can be quickly created using the H Tiles and V Tiles options for alphas
Now that we've sculpted the main details, let's move on to the fine detail stage to make the ship look even more believable.