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View Full Version : Hardcore Modeling!: Star Wars Tribute: It's A Trap!


Nymbrixion
05-25-2007, 10:41 AM
This is my first challenge, I saw that it was on Star Wars and being an avid fan I decide to give it a shot.

I am going to model the endor space battle from Return of the Jedi. Specifically focusing on the "Its a trap!" line. My scene will include a model of the upperbody of Admiral Akbar, along with plenty of the famous star wars space ships.

I am going to be using Maya to model everything, and Photoshop to textures, Spec, and Normal Maps. I also plan on taking the Admiral in Zbrush 3, I have yet to actually get into and try it out, this might be a good time.

Looking forward to seeing what everyone else does. Good luck.

Nymbrixion
05-25-2007, 10:48 AM
I was so excited to get started with this, I stayed up all night modeling.

Here is the first 6 ships for the scene. Nothing is textured yet but all the UVs are layed out.

11 hours (on and off) Modeling time of just these ships, and UV layout.

here is a good site for blueprints, though a slight pain to navigate for people such as myself who don't know the particular manufacturers...:shrug:

http://public.srce.hr/~brapejak/STA...ike/frigate.htm (http://public.srce.hr/%7Ebrapejak/STARWARS/SWsite/slike/frigate.htm)

BTW Bonsey Thank you for that website, I got every Blueprint I need for every ship.

http://features-temp.cgsociety.org/gallerycrits/227238/227238_1180089005_large.jpg

robo3687
05-25-2007, 12:50 PM
i presume theres going to be more detail on the ships? as they're pretty lo-res for a hardcore modelling challenge

anyways you seem to have the basic shapes right although the falcon and mon cal cruiser could do with some work

psebesta
05-25-2007, 02:06 PM
great start nym! I would have to agree with robo3687 that there need to be more detail on the falcon you can see the edges on the radar dish where it definetly needs more resolution but with 11 hours of work and six ships started and uv's layed definetly a great start!

Nymbrixion
05-25-2007, 02:09 PM
i presume theres going to be more detail on the ships? as they're pretty lo-res for a hardcore modelling challenge

anyways you seem to have the basic shapes right although the falcon and mon cal cruiser could do with some work

Thank you for your input, I'm still new at this so it is always appreciated.

I purposely made them low-res, for three reasons:
1: They are not going to be very large, so the amount of Detail seen won't be very high.
2: I plan on Normal Mapping them, so the Textures will be what brings out the Detail.
3: I can always make them higher if needed.

WyattHarris
05-25-2007, 04:10 PM
If this is from Akbar's perspective then no, you wouldn't need much detail at that distance.

Good night of modeling looks like, I hope to keep up with you. :thumbsup:

TheRazorsEdge
05-25-2007, 04:55 PM
Great start and thanks for that link to the blueprints! Something like that is always good to have. :)

maje3d
05-26-2007, 10:54 PM
You know, it's ambitious ideas like this that makes me reconsider choosing the "Imminent Death of the Executer". Maybe I'll do that scene later. Looks good so far.

Nymbrixion
05-27-2007, 01:15 PM
Finished the A and B wings, all I have left in the ships category is the Executor and a Tie Bomber. Then it is on to Texturing and modeling Akbar.

http://features-temp.cgsociety.org/gallerycrits/227238/227238_1180271502_large.jpghttp://features-temp.cgsociety.org/gallerycrits/227238/227238_1180271382_large.jpg

Nymbrixion
05-30-2007, 01:00 AM
http://features-temp.cgsociety.org/gallerycrits/227238/227238_1180449974_large.jpgTie Fighter is done!!!

psebesta
05-30-2007, 04:28 AM
hey nym the tie fighter is looking pretty good. i was wondering about the top hatch area in the front and 3 quater view it looks dented in i dont know if that is what you were going for or if that is how they look. just look funky to me the ships look great though

jac3d
05-30-2007, 12:40 PM
hi, hey very nice updates.:) :thumbsup:

Nymbrixion
05-31-2007, 03:51 AM
Thank you For letting me know about that issue Paul. It looks like the bevel just reversed on the texture or normal map. I'll see what I can do to fix it.

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05-31-2007, 03:51 AM
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