LC #42 Pipers Alley

View Full Version : HMC #9: Naboo N1 Starfighter.

05-25-2007, 08:58 AM
I'm going to try for a Naboo hanger scene of a Naboo N1 Starfighter. Not aiming for prizes but simply as something to do in the evenings.

A thought is to have one thats really old - in the time frame of A New Hope. Some trader has picked one up and has become fond of it or treats it like a classic - something to brag about.:)

05-25-2007, 03:43 PM
Yes, I've decided to show a beat-up N1 Starfighter and put it in the time of Empire Strikes Back.

Dont know what happened to Naboo after Episode III:ROTS but I am guessing it became a battle ground like the rest of the Galaxy. Perhaps this N1 belongs to a Rebel Sympathiser who still proudly retains their links with Naboo by wearing clothes that resemble the planet's better days. Maybe they are a spy for the Alliance - keeping in with the idea that if Queen Amidala employed the tactic of decoys and Naboo security setting up resistance groups(mentioned in Ep1:TPM) then it gives weight to them being a spy or intelligence gatherer.

Perhaps they are running to their ship upon detection, or maybe they have landed on an Imperial Planet and cautiously exiting the N1...

Going to do a few concepts tonight whilst watching Episode1: The Phantom Menace tonight. God, I love research!:D

05-25-2007, 08:29 PM
Sounds like an interesting idea mate ..

Yeah, being forced to watch Star Wars films for research is tough ..:)

I reckon i might have a go at this one as well, once i decide what i'd ike to do. i would like to do something a bit different from Xwings/ATAT's/Tie fighters etc. but what i dont know ..:shrug:

05-25-2007, 08:45 PM

What I would suggest is trying something out - maybe a character you generated years ago in the SW RPG.

Hey, why not look up Dash Rendar's ship The Outrider? Maybe Dash and LeeBo have landed on a Smugglers moon somewhere.

Oh, and I must recommend the first Dark Empire graphic novel. The battle for mon calamari has some really nifty ships and characters. Maybe a pic of the dreaded World Devastators? Trust me, its a worth a butchers.:thumbsup:

05-26-2007, 05:25 PM
Damn, trust me to go for a sleek design which I've always found hard to do. Still, I won't ditch it as there is much to learn from such a problem.

Might have a basic model by tonight...:shrug:

05-27-2007, 01:43 PM
Just trying to get the basic shape. Next thing to do is make a more refined version...

05-27-2007, 11:28 PM
Its a pretty good start for a basic shape. The tail need to be thinner behind the cockpit, but i'm sure you know that anyway ...

keep at it mate :D

05-28-2007, 07:32 AM
great to see you in this boone! I'll keep an eye : )

05-28-2007, 07:37 AM
Thanks chaps.:)

I've done a bit more since, but not quite enough for an update. But in the end I'll most probably rebuild it using NURBS or something. I shall see how it goes first...

05-28-2007, 08:59 AM
How about a clay render?

05-28-2007, 03:04 PM
Haha, maybe if I had enough bags of the stuff and a workshop I would do it...:)

05-28-2007, 04:30 PM
if you don't know how to do a clay render in max talk to sim or airflow. They will get you going : )

Here is one of Airflow's clay rendered models:

In maya I use a script called GI_Joe. In Max I think it is easier to achieve without a script or anything...

05-28-2007, 05:11 PM
OMG, I always wondered how he managed to make such excellent models in MAX.

Thanks for the heads up - I shall look it up in my MAX Bible.:thumbsup:

05-28-2007, 06:46 PM
or a google search for 3ds max clay render...

05-30-2007, 09:45 AM
Found it. Quite a nice result I must say. Thanks once again!

Oh, I better state my reference...


...which is highly recommended for others looking at referencing The Phantom Menace.:thumbsup:

05-30-2007, 10:53 AM
Not exactly a huge update, but I've been experimenting to not much success. Oh well, one must press forward!

05-30-2007, 12:31 PM
Change of colour, and some barely noticable edits...

05-30-2007, 01:02 PM
Its coming along nicely now mate.

You'll get there ...:)

05-30-2007, 03:42 PM
can you try changing the color to a nice default grey with a nice default material. It will be easier to see details etc.

Looks like it is coming along really nicely though : )

Something is going on with the front of the torpedo things and I can't tell if its supposed to look that way or you need to add more poly's etc to smooth out the stepping.

Anyways, Nice Job!

05-30-2007, 04:57 PM
Thank you kindly, Simjoy!

Oh, so it has a term? "Stepping" it is then! Yes, the side "Torpedo engines" are not actually part of the main mesh, but you are correct in that I need to do much more work on them.:)

05-31-2007, 01:51 PM
Another minor update...

05-31-2007, 02:10 PM
Hmmm...I might finish modelling soon. Just got to put some cockpit details in and an R2 unit. Then I might move on to making the pilot/spy to go with it...

05-31-2007, 08:53 PM
Is looking good mate, you might want to put some reflection and specular in there to help show off the forms.

05-31-2007, 09:01 PM
Thanks, Its now on my list of jobs that need doing.:thumbsup:

05-31-2007, 09:59 PM
oh, its a spaceship ... It all makes sense now :D

Yeah , a bit of shinyness to show off the curves would be good ...

05-31-2007, 10:05 PM
Yeah, I'll do it in the morning...:scream:

06-01-2007, 07:55 AM
i've got a few crits on the ship...i'm doing a little paintover...i'll update this post once i get it done...

EDIT: okay the paintover was going crappy cos I didn't have my tablet so I'll scrap crits only here...with a few reference pics at the end

- Area behind cockpit needs to be rounded and have the socket for the R2 unit added. It is also separated from the main body by a hard defined edge which comes to a point part way along the tail.
- the cockpit itself is the wrong shape and appears too small...there should be no visible edge from the 'behind cockpit area'
- along the main body (from cockpit to nose) is actually raised up and rounded over quite alot and narrows down at the nose further than you currently have it
- on either side of the above mentioned area should be the torpedo holes
- the nose comes to more of a point than yours appears to
- the engines are too fat they need to be slimmed down and thin out towards both ends
- the long pointy bits (technical term) from the back of the engines needs to extend back further (see top down shot below) and narrow down alot more
- at the front of the engines there is an area where part of the 'turbine' comes out of the engine shell...currently your engines are all one piece

i think thats to be so picky...but i have warned other that I'll be the star wars nazi in this for those pics

06-01-2007, 10:50 AM
Not a problem at all - be as brutally honest as you like. I always like it that way!:D

And you are right on all accounts. I shall be doing more today. Thanks you kindly!:thumbsup:

06-01-2007, 01:14 PM
Good start buddy, I think the problem is whenever you do a clay render it gives a slightly flat look, well thats what ive found anway. As I really want to see the curves that the Starfighter has. But as I said good start, and im looking forward to seeing how this progresses.

There are some lovely images of this and others in the SW chronicles Prequels book, well worth getting you hands on if you can.

06-01-2007, 06:19 PM
Update on its way...

1) Done more fine tuning on the side engines.
2) Going to do the torpedo holes.
3) Now working on the cockpit/artoo section of the main model...

06-01-2007, 07:04 PM
Update on its way...What's keeping you mate. thats been over 40 mins ...:)

06-01-2007, 07:05 PM
Hehe...its the cockpit and artoo bit. I'm having quite a bit of difficulty...:scream:

06-01-2007, 07:12 PM
Oh, dont ask me about cockpit mate :scream:

There's a tutorial here for building such a craft as yours ...

I'm not suggesting you buy it, but there are a couple of WIP images on the page that might point you in the right direction ...

06-01-2007, 07:22 PM
ooh er eh missus?

06-01-2007, 08:13 PM
Re: Lightcache.

And whos is this cheeky chap may I ask?:D

Identify yourself!:)

06-01-2007, 08:20 PM
Re: Simjoy.

Rules state no tutorials!:scream:

I refuse to look at it!


...okay, I took a quick peak. I'm guilty. Thanks a bunch.:sad:

06-01-2007, 08:40 PM
Well it technically states :

"No work taken DIRECTLY from an existing tutorial. You may use an existing tutorial only for reference."

Looking at pictures is using them for reference. If you bought it that would be different ...

but i know your too tight to do that ...:D

06-01-2007, 08:45 PM
Re: Simjoy.

"but i know your too tight to do that ..."

You wouldn't dare!:eek: l

06-01-2007, 10:32 PM
Artoo unit and revised engines....

06-01-2007, 10:39 PM
Next thing to do is clean the model up by smoothing out any kinks I can find, add torpedo shoots and then I'm going to move on to the pilot.

Actually, I wouldnt mind making the Senate Ship from the opening of AOTC - perhaps the most beautiful opening shot of all the movies. Saying that though, I think it might be more challenging that the N1. Might dig out the Art of Episode II tonight...

06-01-2007, 10:55 PM
Very nice.
I hope your not using a tutorial though.... :twisted: :wavey:

The only thing that stands out is the area around the back of the cockpit. It should be a smooth line from the cockpit front down to the tail ..
like this in fact ..

06-02-2007, 05:44 AM
Lol. Indeed you are cheeky as the Emperor foresaw...:wise:

To behonest I've mucked it up from the start(collapsing modifiers waaaayyyy too soon!). There are loads of stuff I would do differently, but I really cannot be bothered to start again...its shameful I know, but looking at the other pieces of the scene left to do I have little choice but to move on.:sad:

I'm just going to go for character here rather than perfection. Watching AOTC's opening again last night and boy its a wake up call! The Senate craft is more detailed than I thought, so I think I'll drop that idea and keep going with the Alliance Spy scenario.

I might have the Artoo unit outside the N1 as well, so the ship remains closed up(the canopy) and it could be cowering behind the pilot/spy or already interfacing with those weird wall-terminals.

One thing that does work in my favour is that the N1 hovers insted of opening up legs for landing. But that might be only for landing in Coruscant - it may need docking clamps on less swanky planets...:shrug:


06-02-2007, 01:26 PM
Beautiful work man. What program did you use to develop the piece?

06-03-2007, 09:15 AM
Re; Aisadeep.

Thank you for the kind complement. I used 3DS MAX 8, though discovered its MeshSmooth modifier halfway though. Unfortunately I collapsed the MeshSmooth modifier into the editable poly too soon and so confident and cocky as not to back up my work. Now I'm stuck with it!:sad:

But yes, I am very proud and consider it my best work to date. Oh, texturing will be done with PaintShopPro 7.:thumbsup:

06-03-2007, 06:36 PM
Another update...

06-04-2007, 09:02 AM
Now your getting the rendering so I can see it : )

Nice Job! Its the best piece I've seen of yours! Awesome.

Are you saying your stuck with a smoothed version? Can't you just convert to another to sub'd's or poly's and get the low poly back like in Maya?

06-04-2007, 12:51 PM
Yeah, somthing like that. I think that once you collapse in Max, there is no going back except for reloading a previously saved scene. Still its a lesson learned, hard though it is...:sad:

Still, I'm very proud of what I have managed to produce for what is pretty much my first challenge. I am going to move on now, though and get a scene together. For me its getting loads of objects together to tell a story.

I had another bright idea last night whilst reading through "The secrets of STAR WARS: Shadows of the Empire", and that was to have the Naboo pilot/spy dealing with Prince Xizor, or one of his Black Sun agents. The SOTE story fits in to the timeline I intended to set my finished piece, so there's my story all laid out. Maybe Naboo is being clever and keeping an agent dealing with Black Sun to keep an eye on Frieghter Traffic coming into the Naboo system - after all, Naboo suffered badly when the Trade Federation blockaded the planet. And Xizor is owner of XTS - the largest shipping company during the time of the empire.

Yes, I'm going to go for it. Its not going to look perfect, but my intention is to create a scene with some genuine thought put into its story.:)

06-04-2007, 09:16 PM
Looking around, I came across Guri from Shadows of the Empire. A female replica droid, shes got a ship with curves to match.:D

So yes, I announce that I shall be starting on Guri's spaceship The Stinger this week. I doubt I will get enough time to model either the Naboo Alliance spy or Guri in great detail, so maybe I will do a finished piece that shows the two exchanging information for credits or something, but they will be viewed from a distance so I wont kill myself to finish on time by making ultra detailed human characters.

The Stinger and the N1 are both sleek ships, so maybe modelling the Guri's ship will be like a second chance for me to make a proper model.

Its funny, because when SOTE first came out i really wanted to see it as a film. Might turn this into an animation once I'm done...:)

06-04-2007, 09:32 PM
Oh just quickly, here is the reference I will use for making Guri's The Stinger space craft model...

and of course, I shall be consulting my trusty SOTE hand book...

"The Secrets of Star Wars:SHADOWS OF THE EMPIRE" by Mark Cotta Vaz.

06-04-2007, 09:38 PM
She is indeed curvaceous ...:love:

good luck with her ... emm it ... :D

06-04-2007, 09:41 PM
Re: Simjoy.

Oh, yes...I was an impressionable 16 year old when I saw Guri for the first time.:D

06-04-2007, 09:56 PM
Oh, another site that has MIND BLOWING detail on The Stinger...

06-05-2007, 09:33 PM
Okay, just a setup to begin modelling...

06-05-2007, 11:31 PM
And a little bit of modelling...

06-06-2007, 09:11 PM
Little bits of tweaking on the main hull, but also the inclusion of the four main boosters, though there are still four smaller boosters to add yet...

06-06-2007, 10:37 PM
Oh, and one more for tonight...

06-06-2007, 10:52 PM
'tis certainly curvy mate ..

the shader makes the fuselage look flat at the moment, but its looking good ..

now get some details in there ...;)

06-06-2007, 11:10 PM
Cheers, Simjoy!

Its the spacing of the boosters that are giving me the most grief. Blueprints of Guri's ship appear to contadict each other in the views - most probably something to do with the fact it only made an appearence in the comic for one panel.:scream: Sloppy design work I bet!

Still, the idea and concept is visually pleasing so I am happy with the way its turning out...:)

06-06-2007, 11:16 PM
What he said...

06-07-2007, 04:49 PM
I shall leave it to your imaginations...:)

06-08-2007, 08:19 AM
Still beavering away at Guri's ship...

I'm going to do all the models first, then move on to texturing. Guri's ship still needs a gun turret and landing struts, but they should be done shortly.

I may consider remodelling the N1 from scratch: I'm really not happy with the way its turned out, as I made some painful mistakes. The Stinger has been produced in an efficient manor - making backups, breaking the ship down into seperate pieces, proper reference planes - the N1 just seems like a rush job now. Depends how much time I can afford...

06-08-2007, 09:31 AM
Just a quick render of the two Ships alongside each other...

06-08-2007, 11:26 AM
You could have aleast made them face the same way mate ....;)

Do you think youll have time to redo the Naboo fighter then ??

Its not too bad as it is ....... from a distance :twisted:

06-08-2007, 12:12 PM
Yeah, I suppose you're right. I just turned the ship around for no real reason. Perhaps they have a meeting on Tatooine or somewhere in a open space...and they had enough room to land just anywhere. :shrug:

I think I will end up leaving the N1 as it is...whos gonna notice eh?:deal:

06-11-2007, 01:06 PM
Been revising the last few days for tommorows Java exam. I'll be back on the case Wednesday.:thumbsup:

06-13-2007, 07:08 AM
Bugger it: A nasty MAX system crash has buggered up me BT browser - thus preventing me from accessing my online site to upload me renders.

I'm going to attempt to fix it today...:sad:

Big tip to newbies learning 3DS Max - DO NOT click on the dial for iterations in the MeshSmooth operator!!! Just three quick succession clicks on the dial arrows can totally whack out yer system!:scream:

06-13-2007, 08:13 AM
Triple posting with no updates now ... tut tut :D

Hope you get your probs fixed. looking forward to seeing your progress ....

06-13-2007, 08:49 AM
Its alright, just something wrong with the BT Yahoo home page it seems. Just grabbing a link to the pages(had to dig deep though) I need was all I had to do...

06-13-2007, 11:51 AM
Cleaned up the N1 around the cockpit and made another attempt to smooth out behind the Artoo unit with little success...

06-13-2007, 05:30 PM
Trying to soomth behind r-2? post ur wires, we can try and help ya.

06-13-2007, 05:38 PM
Ah, I've just got to texturing and I've discovered that the whole model is a nightmare! I think I may actually start the body from scratch!

Heres the tail...

06-13-2007, 05:50 PM
Whoever did the low poly model for Starfighter(PS2) deserves a medal. When I began modelling went the half-body route, but I think that was for the worst. Guri's Stinger was much easier to model as I broke the model into many different part and kept a sleek form. But then again it was my second model and I learnt from the N1's mistakes...:D

06-13-2007, 06:36 PM
You might have better luck working with primatives and deforming as necessary. IE) that tail is just a cone :)

But then again, I'm a box modeler by nature, so that's always how I approach things

06-13-2007, 07:05 PM
Nice work Boone, really liking the last render...:bounce:

06-13-2007, 07:28 PM
Cheers guys. Say, I would REALLY love some input on the other ship, Guri's Stinger. Since I started that one everyone has gone quiet...:sad:

I have actually considered at one point saying sod the N1 and doing that with Guri insted as I am a big fan of hers. C'mon guys, lets hear your thoughts!:)

06-13-2007, 08:13 PM
:bounce:Keep going boone! Excellent job but a ways to go yet : )

06-13-2007, 09:04 PM
Add an etra edgeloop round the cross section behind r2. then use paint deformation, on low settings to smooth out the curve for your area running into the tail.....
Great work, Id like to see the N1 textured now...

06-13-2007, 09:19 PM
Coming along well, Boone. I'd use less polygons when modelling though...get the most basic shape with a fewer polygons as possible, then apply meshsmooth and toggle between that and Edit Poly. That way you work on low-poly mode, but everytime you need to see something smooth, you just switch your meshsmooth modifier. Don't worry about the hard edges either. When you have an approximate low-poly model ready, use chamfer in Edit Poly and that'll get rid of your sharp edges and give them a nice smooth, natural look. You probably know all this, but that's just my two cents, mate. Good luck :)

06-13-2007, 10:30 PM
Thanks for the tips guys - most appreciated.:)

NOTE: This scene is now going to be changed. I will now do the Naboo Senatorial Craft from Attack of the Clones, being escorted by N1s from Bravo Flight. The Senatorial Craft is now the main piece of the scene, with the N1s being support, so to speak.

06-14-2007, 12:14 AM
Wow, that sounds like a great idea, are you gonna have them in the clouds or down on the Landing Platform, or even better still in mid action as it expoldes and sends debris though the air, that would be a great entry.

06-14-2007, 08:02 AM
Actually, I might have the flight group leaving Naboo, either planetside or in orbit. With the time pressure I will most likely opt out for them in orbit ready for the jump to Coruscant.

06-14-2007, 09:06 AM
I now declare my references for the Naboo Senatorial Craft( or J-Type: Naboo Royal Crusier )...

1) Art of Star Wars: Episode II: Attack of the Clones, Paper back - Doug Chiang's design.

2) The blueprint from...

from the list its...

bigfiles/images/gallery_blueprint/nabooroyalcruiserbprint.jpg (

06-14-2007, 02:48 PM
looking rather sleek you cheeking thing you! :)

06-14-2007, 03:49 PM
Re: Lightcache.

Hello again! :D

06-14-2007, 04:26 PM
some good blueprints on that site you posted mate ..:thumbsup:

not that i've time left to use any of them ...

06-14-2007, 06:54 PM
That was a hard site to find - had to go through loads of forums replies found on google.

06-16-2007, 09:13 PM
Wheres the update boone?

06-17-2007, 02:38 PM
The usual 3-plane reference setup, though minus the side view( which I have been unable to obtain at this time... )

06-17-2007, 10:14 PM
Also I did a wing test a few days ago. Its tempting to have the engines as seperate objects, but unfortunately they are part of the wing's surface. Remember, a test only...

06-17-2007, 10:20 PM
didnt you just quit?

im glad your was back looking forward to seeing this entry

06-17-2007, 10:27 PM
didnt you just quit? :shrug: I thought i read that too ...

Whats up mate ? I used to be indecisive too, now im not so sure ...

06-17-2007, 10:35 PM
Yeah, got a whole load of hassle dumped on my lap today which to cut a long story short means I havent got as much time. But thinking it through, I can atleast get a scene together - even if the models arent perfect.

Worst-comes-worst I'll skip texturing the Senate craft and just add the chrome effect. Also, the engines can be seperate objects.

Anyway, I'm only in this contest for improving my modelling skills and wouldn't really expect to win: I'm first a programmer than an artist.:D

06-18-2007, 11:49 AM

06-18-2007, 01:53 PM
Good news, my "crisis" has been averted this afternoon!:bounce: Means I can continue as I was...

06-18-2007, 04:34 PM
Its coming along nicely mate....

06-18-2007, 04:40 PM
Cheers mate, another update on its way soon...

06-18-2007, 07:02 PM
The worst part is over and the engines are now part of the overal mesh.

06-20-2007, 06:33 PM
Im expecting a huge update :)...
Nice work.
Anyone got suggestions for the sece, I say, it be nice seeing them over naboo... :)

06-20-2007, 06:49 PM
Test for what I want from the final scene...

06-20-2007, 06:52 PM
nice job boone! The front ones don't work in those positions IMO because they look like they are ontop or running into eachother (although I know they are not).

06-20-2007, 06:58 PM
Cheers, dude!

Yeah, I just positioned'n'rendered them. Gotta fine tune them, add in clouds'n' towers and stuff that resembles Coruscant.

06-20-2007, 09:28 PM
A few adjustments and attempting to add stand-ins for Coruscant towers and cloud layer.

06-20-2007, 09:38 PM
Cool, what about lighting, where is the light gonna come from, overcast like in ep2 or somthing different?

06-20-2007, 09:47 PM
Oh dear. Does this mean I can't just click Skylight button anymore? You mean I have to actually put some effort into it???:eek:

So yes, I will have to do that at some point. I've never really bothered with Lighting before so this will hopefully put that right...

Oh, I may need some traffic in the distance, so I may have a use for Guri's Stinger afterall...just to give the idea that Coruscant is a busy planet...:)

06-20-2007, 09:48 PM
One thing I keep noticing... whats going on with the indention's on the caps of these things? (
Is this intentional?

06-20-2007, 09:56 PM
I know, I havent finished the engines yet. The models still need a bit of work...

06-20-2007, 10:15 PM
There's some blocks of flats near me that look like that ..

starting to take shape now mate ..


06-20-2007, 10:17 PM
LOL! Yeah, I suppose I better...:D

06-22-2007, 08:24 PM
Took some more time out from Java programming tonight...

06-23-2007, 10:51 AM
Hurry up and get to the good bit.... If I can be badgered into getting Jango's helmet built, you can be hastled into gettion onto the clouds...

06-23-2007, 12:25 PM
Christ - why cant I have some rabid fan-boys of my own?!?!:scream:

06-23-2007, 07:04 PM
Yawn...another update.

06-23-2007, 11:48 PM
Looks great boone! It's going to look awesome once you have the chrome on the ships.

06-24-2007, 12:32 AM
Thanks dude.:)

Once I get a cloud solution up and running it'll be even better!:twisted:

06-26-2007, 10:02 PM
Ummm...well, cos 3DS MAX 8 is a tricky beast to master, I've struggled to come up with this for my cloud solution. Heh-heh - any help here would be hot!:shrug:

06-26-2007, 10:13 PM
why 2d planes?

Do you have 3D fluid containers of some sort in max?

06-26-2007, 10:14 PM
Well to be honest all these VFX things are not my forte I'm afraid to say. I just tap out the code!:sad:

Apparently theres a particle system, but so far it pretty crap...

06-26-2007, 10:27 PM
man, max is one pain in the butt to find tuts online for.

Is the only one I could quickly find.

In Maya (i'm not expert and there are several ways to do it I'm sure but..) I create 3D containers and change the density to gradient, change the colors etc and its done. (not that I've made any look that spectacular but I'm new.)

06-26-2007, 10:32 PM
Thanks for trying, but even that one failed for me. Max can be baffling at the best of times - just making those opacity-mapped 2D planes was a head ache.

One of the things I regret about leaving Maya behind was its vfx options. Making Stargate "worm hole" effects on a sunday afternoon was fun. Not to mention its instant ocean shader.:bounce:

06-26-2007, 11:01 PM


I suggest asking in the max forum of CG Talk. Its best to learn not settle...

If you had to keep what you got I would lower the opacity of everything greatly and add in fog or something...

Worst comes to worst just trash the idea of clouds and make a night scene with stars added in photoshop or something?

Maya has cool fluid fx but I can't wait to see what is possible if they add nucleus fluids in the next update. Either way Max and Maya will probably both be trashed in a year or so and we will have one fresh new program combined from the 2 full of new bugs to irritate us...LOL.

06-27-2007, 02:04 AM
If ypur using a moise map to create the clouds, you have a blur setting, use this to make the areas smoother, also if noise, balance out the black and white elements of the noise to bring down the contrast, right now it looks like you got floating blue razors.
Dont add color to your clouds, let the enviroment do that.

06-27-2007, 04:33 AM
If you are familar with after effects, you gotta try to get ur hands on this plugin - trapcode particular.
I've stop using the default particle system ever since i came across this.

06-27-2007, 04:40 PM
Thanks to the sage guidence of Airflow, I now have a much better cloud system.

06-27-2007, 04:41 PM
Oh, due to render-times I'm going to use the default lighting for now, but will use the Sky light object for the final render.

06-27-2007, 08:24 PM
This is going to a really nice final composition.

06-27-2007, 09:44 PM
Thank you!:D

06-27-2007, 10:16 PM
its looking really cool I like the scene setup =) if the clouds are giving you problems maybe a comp would work better? or if you can get your hands on Particular for aftereffects like sapienz said... some of the guys at work used it for some of the shots we were doing and I got to play around with it for a bit and its pretty cool

06-27-2007, 10:31 PM
Looking great Boone, the new clouds look a heap better.

06-27-2007, 10:42 PM
I think it just needs some tweaking to get it smoother, comping is overkill and I think it moves into vfx territory instead of in camera geometry.... rules....

06-28-2007, 02:16 AM
I think it just needs some tweaking to get it smoother, comping is overkill and I think it moves into vfx territory instead of in camera geometry.... rules....

If you are gonna be using 10 hrs to test render and rerendering to get it look right from straight rendering why nt spend a few hrs using comp?
In the end its the end result that matters, nobody really cares how you did it.
They will only notice stuff that doesn't look right.

06-28-2007, 04:18 AM
Yeah, it would save time, but defeats the purpous... As Roberto has already said, its a modelling challange... so to be fair, compositing should not really come into it...
Besides, I think the clouds are getting there... Lets see what he comes up with next eh? ;)

06-28-2007, 01:53 PM
looking good ...

a bit of cloud tweaking, and a nice background and it will look pretty smart ..

06-30-2007, 10:45 PM
Okay, the Coruscant scene with the cloud bank has pushed my machine way past its functional limits...

Pentium 4 2.6ghz
512MB of those renders took four hours, and the last one was that far behind either. I'm not happy with the buildings either as they were both 1hr jobs at best. Neither of these two elements are tests of my skill, but on the performance and features of 3DS Max.

My aim here was to improve my modelling and I have done exactly that. I'm going to do a space shot of the Diplomatic flight group and bring this entry to a close.

06-30-2007, 11:51 PM
Jeez, better have a good excuse for not having those machine specs upgraded by now :)

07-01-2007, 09:42 AM
LOL. Yes, I have a very good reason for not shelling out cash at this time. I'm a bit shy of explaining my current situation here on CGTalk...but hopefully something will turn up sooner rather than later...:sad:

07-03-2007, 12:11 PM
come on then mate. lets be having the updated scene ..:)

07-03-2007, 01:09 PM
Well, I've cocked things up with this challenge completely, but yeah, I'm still going. Here is another foolish attempt at a cloud layer...

07-03-2007, 01:14 PM
If I can get a reflection on the cloud layer from the Royal Cruiser, and the N1s to actually be VISIBLE(!) then I'll be happy. Might be able to put in the two buildings again, but add another plane/noise layer above the one that is there already and give it a slight transparent noise material like I did for the pCloud I did earlier. I'm gonna skip texturing altogether and try my hardest to have a decent scene. Its a modelling contest afterall...:sad:

07-03-2007, 02:35 PM need to add another plane in for the transparent layer...I hope this works.:sad:

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