View Full Version : HMC 09: Mcquarrie Fett/Diorama

06 June 2007, 03:35 AM
This is the 1st time i'm in any challenge.
I'm not sure if i can find enough time to finish off this model.
i'll finish this after this challenge if i can't meet the deadline in time which is in 2+weeks time.
I'll see this as more of a practise and take this chance to learn Zbrush or Mudbox.

Personal reminder
DEADLINE! Monday, July 9th 12:00 PM

Web Reference:

06 June 2007, 03:41 AM
+ helmet

06 June 2007, 04:43 AM
looking good so far. Never knew that Boba was originally white.

06 June 2007, 05:12 AM
- basic blocking

06 June 2007, 09:29 AM
+ torso

06 June 2007, 02:55 PM
last update for the day 01.

+ backpack

06 June 2007, 03:20 PM
Looking good, man. Is it just me, or is the helmet slightly bigger than it should be?

06 June 2007, 08:30 AM
Yav > i thought the helmet was looking slightly fat from the frontal render, I've scaled it slightly to make it more sleek.

+ belt + gun hostler

06 June 2007, 09:56 AM
I love Mcquarrie's work and pleased to see his original designs brought to life. The poncho would really be a nice touch if you could manage it.

06 June 2007, 11:40 AM
Intially I had wanted to do up the infamous scene that started the StarWars but i wanted to learn zbrush/mudbox so i choose a slightly more organic character - bobafett.

As for that poncho, I'm gonna leave it omit it from the scene. it shouldn't be too hard to do. but it will surely cover up alot of details i'm gonna build eventually.

06 June 2007, 12:25 PM
last update before i head home from office.

+ boots

06 June 2007, 04:43 PM
Wow, Jango Fetts dad :). Cool , I think when were done, all these Fetts should go on a rampage.
Looks really nice, I hope you keep the clean look too, it makes him look unassailable., like he is very regimental, and you gotta have him on cloud city somwhere, the lighting will suit it.

06 June 2007, 05:18 PM
last update for day02.
+ blaster

couldn't find any reference on mcquarrie concept weapon, used the exsiting fett's concussion grenade launcher instead.

Airflow> Its nt jango's dad. :rolleyes:
As for the clean look, i will do up textures after all modelling has been done. Its currently only basic shaders applied.

06 June 2007, 05:34 PM
I know, but wouldnt it be nice if he was :P....
They are all clones of him... Bit I can help seeing them all go on a outing to the seaside.... :)

06 June 2007, 03:12 PM
+ arms + pants ( temporary )

left with some pockets + pants detailing before i move on to mudboxing/zbrush.
Which one of them is easier to pick up?

task left on hand

* learn to detail in mudbox/zbrush
* texturing painting/mapping
* rigging
* posing

06 June 2007, 03:24 PM
Good start, the proportions of the arms and legs look a little off though (might just be the angle?), the forearm particularly looks really short and the overall impression I get is that he's a bit on the short side (maybe 5 ft tall?).

06 June 2007, 03:33 PM
LOL, he now looks like Vile from MegamanX!:bounce:

06 June 2007, 04:32 PM

cosmonaut> You were right, the proportions were quite off, i matched it against the reference to scaled them correctly.
I won't be working on this for a while, got a 3 day workshop to attend.
Hopefully it would be a fruitful and inspirational one...

06 June 2007, 06:39 PM
it's cool to see this version of boba coming to life. watch your silhouette, especially on the legs. yours are very straight, but the concept has some nice curves in it,

06 June 2007, 03:50 AM
+ Temuera

Todays the last day of the workshop, gonna be back in action tml...
something i whipped up before going for the workshop. I think its probably not gonna be seen but i just thought of doing up something underneath that hollow bucket.

06 June 2007, 04:19 AM
I seldom do texture unwrapping. Just trying out new stuffs.
low res models are much easier to unwrap...

- render

- wire

- map

06 June 2007, 05:11 PM
- test render

last update for the day.

06 June 2007, 03:44 PM
todays update

+ mini slave01
(texture to be refined)

06 June 2007, 12:43 AM
+ pose

Spent the last few days trying to pose the character, don't have alot of time on hand these few days. Will go back to touch up the texures and the final components on the arms and legs hopefully within the next 2 days.
Any comments on the pose of the character so far?
The slave1 is not in proportion with boba. Its supposed to be a sorta stand/base for the character.
Think of a toy diorama...

06 June 2007, 02:19 AM
I really like the idea. I didn't even think about concept art. Great idea.

06 June 2007, 02:47 AM
Think of this as something i'm trying to achieve
A character in motion...
with of cos a cool looking base.
As for boba, the only thing i can think of that relates closely enough to him would be his slave01 so i did up a mini sliced up version of it as a diorama base.
I just took the frontal portion of it, hopefully you can tell its the slave01 by just looking at it like this. I don't think i've enough time to create the ship at the same time i also felt it was a bit redunant to do so.

06 June 2007, 05:51 AM
It's looking good, but I think you need a more extreme pose with a stronger silhouette. Maybe your camera should be looking slightly from the side to show his limbs in various positions, making his movement instantly more dynamic and interesting to the eye.

06 June 2007, 09:38 AM

I did a rough paintover over the render. Does this help to improve the silhouette of the character?

I'm nt good at this whole rigging thing, i can't really push the pose too extreme or else the faults will start showing everywhere. I'll try to improve the skinning further or play around with the camera to break the arms from the silhouette.
but thats when i get back home after work.

06 June 2007, 12:11 PM
If you aren't good at rigging and you are only making a single render of the pose, and not animating it for this project, you can manually manipulate the vertices after the pose if you have intersections. The simple rig will set the pose, then you fix the small details. Obviously you would want to correct the problems with the rig if you want to animate him but for this that should be okay.

06 June 2007, 12:58 AM
Looking good so far! Cant wait to see the next installment! :)

06 June 2007, 02:11 AM
+ pose 02
Did a reference of the model and starting pulling the mesh manually.
After some tweaking, came up with this pose.
after i've uploaded the image, and looked at it a 2nd time, i just thought it reminded me of X-Men somehow...
If theres no bad comments about his current posing, i'll stick to this and carry on working on him... not too much time left.
Hows does the silhouette look now?

06 June 2007, 08:01 PM
I would go ahead and give him another blaster pointed directly at the viewer. In comparison to the Darth Vader pose, he's got his hand outstretched because he's using the force. Since Bobba ain't gots no force powers, you either gotta give him a thermal detonator or a holocube to put in his hand. That's the only thing that's throwing it off for me. I would also try and show more of Slave1. Maybe rotate it a bit. It's too in line with the vertical plane and push it to the side more... maybe left to keep the swooping composition intact. I'm totally diggin it man, keep it up!

07 July 2007, 06:01 AM
+ thermal detonator

Firerbert> Thanks for the comment, I admit it was kinda weird staring into an empty hand.
All comments are welcomed.
I've nt had much comments for most of my wip thus far, probably cos its not as good as the other challengers.

07 July 2007, 05:18 PM
- touched up some modelling

07 July 2007, 12:54 AM

Phew finally finished up with this challenge.
This challenge has definately pushed up my skill in terms of modelling and better understanding of Vray Shaders+Rendering.
My only regrets was that i didn't managed to pick up mudbox nor Zbrush which was my intial intent. I did try both of them
out for a day or 2, mudbox was giving me the 2 black bar error + my cursor didn't sync with the brush.. apparently
it was my outdated graphic driver but nvidia had stopped support for my old graphic card. As for Zbrush, it didn't come with
the most friendly interface. So in the end, I had to do this challenge the way i know best for maximum effiency.

I chose to do raph's bobafett mainly because i wanted to see how it would be like to do up something from a concept rather than
relying on something that has been already done up and trying to match up to the benchmark which has been set.

Modellng + texturing was done over 3+week amidst my hetic working schedule.
3dmax + vray + photoshop + aftereffects was used

Link to High-RES Entry (

Turntable of model on
Youtube (
Myspace (

07 July 2007, 09:38 AM
Wow a fellow singaporean, Great to see something conceptual done into 3d. I didn't know boba fett was orginally white. Are you working at lucasfilm?

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