View Full Version : Star Wars ship WIP
kromekat 08-15-2003, 01:27 PM Hi there
Thought I'd post this here for some feedback, it's a ship (the 4th) I have designed and modeled for a Star Wars fan film called Revelations.
http://www.kromekat.nildram.co.uk/misc/CorvusComp.jpg
This is the Sith villainess's ship, The Corvus.
I need to texture it now in Bodypaint and Photoshop - tempted to upgrade to v2 for this! :)
Anyway, any comments on it are welcome and thoughts for texturing would be interesting - I have been so close to the model that I am at a litttle loss for direction? - it obviously needs more detail adding in the maps, weathering and carbon burns etc, but I am not sure about colouring.markings.
Cheers:thumbsup:
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JoelOtron
08-15-2003, 02:04 PM
Well done=--looks like it was a lot of fun to build. :thumbsup: :thumbsup:
My little icon on the left was a model I did for theforce.net a few years back. I was in with the webmaster who was privy to unreleased designs from the then upcoming SW film. This one wound up being a background vehicle--but it was fun to build (and cool seeing designs that no one was supposed to see :)
kromekat
08-15-2003, 02:22 PM
Cheers people!
Joel - yeah it was fun, and then it was a pain in the a*$@, and I rebuilt much of it, then it was fun again! :)
I'd noticed and admired your ship icon before - excellent that it was used in the film man!!!!
Wilson-3d
08-15-2003, 02:32 PM
That is one nice model! I don't have any advice on the texturing other then that I agree with you bodypaint sounds like a great idea. I just had my first breakthrough with bodypaint on the last cgclassic challenge. Looking foreward to more use of it. I like the detail in the wings. A lot of people would of trield to texture everything.:thumbsup:
squidinc
08-15-2003, 02:37 PM
inspiring stuff, nice work adam :thumbsup:
flyingP
08-15-2003, 02:46 PM
Very nice model, I could really imagine this in one of the films, has a real star wars feel to it although with a nice original touch, would love to see it animated.
JoelOtron
08-15-2003, 02:48 PM
Originally posted by kromekat
excellent that it was used in the film man!!!!
I think there might have been a mixup---the ship itself was in the film--but not my model. About a year and a half before episode 2 came out I was given some "leaked" vehicle designs from which to build models---these were designs of ships top be seen in the upcoming film. The guy at the fan site wanted me to do 3d renderings to post on the site, since they werent allowed to post the actual ILM diagrams.
kromekat
08-15-2003, 03:13 PM
I think there might have been a mixup---the ship itself was in the film--but not my model.
Lol! - I see! - oh well, I won't tell anyone if you don't! ;)
would love to see it animated.
Well, when the next trailer for the film is ready in a couple of weeks (for DragonCon), I'll post a link - it will be in that. But when it's textured, I will do some flyby animations, and a landing sequence showing the wings closing etc. :)
reddrake
08-15-2003, 03:32 PM
Originally posted by kromekat
Well, when the next trailer for the film is ready in a couple of weeks (for DragonCon), I'll post a link - it will be in that. But when it's textured, I will do some flyby animations, and a landing sequence showing the wings closing etc. :)
Cool, I'll be at DragonCon. I'll look for it while I'm there!
:beer:
Richard
w00t w00t dragon con I will be there too.
who else is gonna be at dragon con??
astrofish
08-15-2003, 06:03 PM
Wow, that's a _really_ nice looking spaceship - love the design. It's got a nice amount of detail without looking cluttered.
Suggestions:
Ok, a few minor observations.
1. The front 'wings' look like they'd obscure visibility quite a bit, especially when 'closed'. On the other hand, I like the design aspect of them being held out in front of the cockpit, so I don't know whether that should be changed or not. Actually, I think I'd leave it as is.
2. The front wings and main fuselage are curvy, but the rear wings are angular. I think it might be worth putting some slight curvature on those as well to make the design more consistent. Maybe curve them forwards so that they still look straight when viewed from the front?
Mostly HNurbs I assume?
For the curved wings, did you model them straight and them use a deformer, or did you model them like that?
(Something that I always seem to have trouble with is trying to put details onto curved surfaces and to get them cleanly lined up - I'm sure there must be some tricks I'm missing).
Cheers - Steve
kromekat
08-15-2003, 09:38 PM
astrofish - thanks for your comments and critique!!
I'll be the first to admit that the design is kind of odd really - it's ridden a fine line of uneasy relationships. This was in part due to the (fairly open) brief to create something striking, bladelike in places, organic, suitable for a Sith and recognisably Imperial. It feels a little like 2 ships in one to me at times! - if I were to start again from scratch now...:rolleyes:
The wings held out to the front are one of my favourite features - kind of warrior like - holding out curved blades.
And yes - HyperNurbs were used throughout, and I modeled the wings in that shape rather than with a deformer.
I pulled out the basic form, and then when I was happy with it, I took them out of the HN, and fixed them with subD, I then added the finer inset details, to have the curves with sharp lines on top. :)
astrofish
08-16-2003, 12:28 PM
Originally posted by kromekat
I pulled out the basic form, and then when I was happy with it, I took them out of the HN, and fixed them with subD, I then added the finer inset details, to have the curves with sharp lines on top. :)
When adding in the extra detail after doing the HN subdivision, how do you you go about getting the detail in the places/shape you want it?
What I mean is that if you HN subdivide a control mesh, you don't have control over where the new vertices are placed, so they are unlikely to be where you want them.
So, do you then:
a.) Drag the new vertices to put the existing edges where you want them.
b.) Ignore the new vertices and cut new detail into the mesh somehow where you want it.
c.)Something else.
I'm guessing 'a', but that implies a lot of manual tweaking of the vertices in order to make sure that you don't accidentally put bumps and dents into the surface and spoil the smooth curvature. (Though I suppose you could project a spline onto the surface, then use snap to spline and drag the nearby vertices onto the spline.)
'b' would be quicker I suppose, but is likely to quickly result in a messy mesh and shading artefacts in much the same way that booleans tend to.
Once you've got your edges where you want them, I assume that you are using extrude, or normal move, to create the parallel raised/sunken surfaces?
Any insights much appreciated...
Cheers - Steve
station75
08-16-2003, 12:36 PM
great.
i like it.
just great.
kromekat
08-16-2003, 01:42 PM
Originally posted by astrofish
So, do you then:
a.) Drag the new vertices to put the existing edges where you want them.
b.) Ignore the new vertices and cut new detail into the mesh somehow where you want it.
c.)Something else.
C - something else! :)
Seriously nothing so complicated! - I have my nice curved wing shape through a HN, I take it out of that and fix with SubD with HN (with a value of 2 or 3), I then have a curved sleek mesh which is made from quite a lot of equally spaced polygons, I then just decide which of those polys to select and extrude in differing ways and depths.
At the end of the day, the ships form and detail is essentially revealing itself to me as I work (sounds kind of hippy!:cool: ) - but what I mean is, I am not working to an exact plan, so I am not tied down to having to match an existing object or vision, and can find the form where the polys are!.
I often sketch an idea out before I model, but I am all for throwing myself in and exploring - sometimes it works, other times it doesn't and I have to backtrack a few steps! :)
I like the design. Great modeling there, good detail and will look cool inside a well place city or space and see that thing fly. Or Make it land.
AdamT
08-16-2003, 02:50 PM
I can't add much over the comments already given, except to say I really like it. :thumbsup:
bobtronic
08-16-2003, 03:05 PM
Impressive ship. I like it very much.
Thumbs up
Bob
kromekat
08-16-2003, 03:30 PM
Thanks guys - I appreciate your feedback! :)
astrofish
08-17-2003, 12:31 AM
Ok, so you're bringing out the detail thats already embedded in the subdivided mesh. Actually that sounds like quite a good way of getting detail that is consistent with the inderlying mesh.
Thanks for the explanation.
Cheers - Steve
Shademaster
08-17-2003, 01:15 AM
Yea dude this looks way cool :beer: , I have nothing to add or comment so I might as well just shut my mouth, just wanted to let you know I luv this ship! Wish I could come up with ideas like that....:annoyed: .....stupid....brain....
:)
Martin Kay
08-17-2003, 09:54 PM
Nice ship- I can see the family resemblence, especially the cockpit area. I like the tonal values of how you have it at present, so I'd keep a light colour scheme. Texturing is where you can 'balls' the whole thing up- I know... ;-) Personally I'd go for bitmaps where possible as sla tends to look like sla unless used very craftily. I find the dvgarage surface toolkit a very handy collection of grunge maps. I find if I rush texturing in an effort to get the job done I inevitably have to go back and redo work to my personal satisfaction- not that I'm ever really satisfied with what I do...
Space ships by their overexposed and overdone nature are quite difficult things to do, but you seem to have done a pretty original job there. Look forward to seeing the finished job. The question is, will it look better textured or worse... Press on. Lol!
kromekat
08-17-2003, 10:41 PM
Look forward to seeing the finished job. The question is, will it look better textured or worse
lol! - can you sense my hesitation at finding out?? ;)
I have spent so much time refining the shape and style of this ship. that I am almost scared to texture it to be honest. All i know is that it has to remain a very simple set of maps - light coloured yes, with some areas of slightly darker tones, some dirt in the crevices, subtle plate details and bump, maybe some slight metallic sheen to it. i want to add insigna, possibly just the Imperial symbol, but again it has to be fairly subtle - I dont want to break up the ships form, just enhance its realism... There you go, there is my mission statement! :)
It's in my interest to do a nice job of this one as it may be included as a walkthrough in an upcoming book on CG scifi - so it will be sort of like someone watching over my shoulder! :)
Shademaster
08-17-2003, 11:41 PM
Yea, you should have known how long this ship has been in development, you can have a baby in that time span :eek: !
bobtronic
08-17-2003, 11:48 PM
Originally posted by Shademaster
Yea, you should have known how long this ship has been in development, you can have a baby in that time span :eek: !
And I think in a certain sense it is like a baby - all the work
and countless hours kromekat has invested. Now you won't
do any harm to it.
Bob
Shademaster
08-18-2003, 12:02 AM
And I think in a certain sense it is like a baby - all the workand countless hours kromekat has invested. Now you won't
do any harm to it.
Adam and I (including a lot of other people) have been working on one big fanfilm project called Revelations, this ship has been sort of the 'black widow' there, whe did like a 30 concept sketches and couldn't get it right, from twisted powerboats with tie-fighter wings to B-wings with shuttle cockpits, took ages.....and Adam 'just does it' !! Well there went a lot of hours in it ofcourse and not to mention this is only a 'spare time' thingy which makes his avievement extra extraordinary.
Nothing but respect here man...
:)
bobtronic
08-18-2003, 12:12 AM
Originally posted by Shademaster
Nothing but respect here man...
:)
I meant no offense. It meant in a common sense.
Sorry but my English is broken :)
Bob
Shademaster
08-18-2003, 12:13 AM
I meant no offense. It meant in a common sense. Sorry but my English is broken
Hehe, no problem man, mine is too! Didn't take no offense by that...
:)
kromekat
08-18-2003, 12:27 AM
And I think in a certain sense it is like a baby - all the work
and countless hours kromekat has invested. Now you won't
do any harm to it.
Well that is kind of true - I do want to give the best opportunities...er..textures lol! :)
and Adam 'just does it' !!
lol! - yeah, wouldn't that be great!? :) - I think the Director was getting desperate, that may have helped! !
Cheers for the feedback mate! - I am rather pleased with her too!
panicstruckpro
09-24-2003, 09:24 PM
Hey Gang.. Adam has been doing a stellar job on Revelations, and produces some excellent concepts and talent.
If you want to see a short clip of his Corvus in motion for the film... here ya go :)
Corvus Animation for Revelations (http://www.panicstruckpro.com/revelations/video/Revelations_quarry_cg.mov)
While I have your attention let me get my plug out there.
Panic Struck Productions has completed production for the large Star Wars Fan film "Revelations" and is currently looking to add on more high-end CG artists to their current crew.
Revelations is a huge effort of fan, industry pros, and artists to produce a high end star wars fan film. The involvment on this project has been large (involving most the east coast) and global CG talent.
We currently have a CG team from all over the world and we are looking to include more to our strong team. Revelations is a large FX challenge with many shots to be completed in post. We are needing highly talented artists who love the work and magic this film cn create, and need modelers, animators, and people who are able to create film quality work.
This is a non-profit film, and everyone is a volunteer, however Revelations is a great vehicles to showcase your work, network, and be a part of a great project that is huge, and aimed at really gaining interest in the industry.
you can take a look at in about the film at: Revelations (http://panicstruckpro.com/revelations)
http://www.panicstruckpro.com/revelations/images/POSTER_REVELATIONS_SMALL_we.jpg
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