Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 46 15-04-2008 , 03:36 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
lookin good
still about 2 dimensional though

# 47 15-04-2008 , 05:52 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
This would be a good candidate for displacements.

# 48 17-04-2008 , 05:44 PM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Thanks Guys, i think ive already overdone this model cause its only supposed to be for the very long appraoch shots, there will be an intermediate model for the final approach, just a section of the sphere, then the rest will be surfaces..

Attached Thumbnails
# 49 18-04-2008 , 09:35 AM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Approach Shot with shadow painted in as part of the texture

Attached Thumbnails
# 50 18-04-2008 , 10:06 AM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
so you've basically got 3 different models of the death star for 3 different distances from it... the last render works really well, but i think you'd be able to see SOME of that detail on the far off death star model. not nearly as easy to see, but the even the ever-so-slight subtlety of shadows showing depth would make it appear all the more realistic.

oh and the close-up for the actual run is just insanely awesome.


Accept no substitutions.
# 51 18-04-2008 , 11:27 AM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Cheers, i think your right, i coudnt resist a quick dirty render

Attached Thumbnails
# 52 18-04-2008 , 05:23 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
ho ho - this is looking mad - nice going paldav. user added image

definitely agree with neo though - we need more detail and bump on the far shots.

# 53 23-04-2008 , 06:54 AM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
I took time off the death star to double check the proportions of some of the models, i did this by eye using screen caps, and the x wing fuselage turned out to be too slim, so i ended up rebuilding then retexturing it.

Attached Thumbnails
# 54 03-05-2008 , 11:58 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Great models and texturing there mate, i have one question though how do you know how it has to look, i mean the detailing, or are you just winging the details?
looks greatuser added image

# 55 04-05-2008 , 08:24 AM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
when ive got the basic model done, i simply get as mutch refference as i can, but i tend to pick and choose what i add, generally i go back to them a fair bit tweaking things, or i see a detail i had completly missed or got wrong, usualy when ithink ive finished i havnt..i noticed the thrusters werent right and that was 2 weeks after i thought i had done

Attached Thumbnails
# 56 06-05-2008 , 04:37 AM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Started on the Xwing cockpit, so i can have an on board shot down the trench etc, basic wires..

Attached Thumbnails
# 57 06-05-2008 , 07:50 AM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
GZ on a job well done so far :attn:

Have you used the blueprints to create these models?

The textures are very good and watch for the shine off of these materials, as Jay pointed out a while back. These ships are very matt based and have very little to zero reflection...

As for lighting you need to able to light the scene, but remember its space so there is very little surfaces for light to bounce off of as most light reflected will only refract once and then disappear off into space. There will only ever be one light source too, the nearest sun, but the light from that in the trench render looks a little over bright, but not by much.

You have done a great job so far and I love being inspired by other artists, and it make me wanna go back and texture my LandSpeeder...


Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
# 58 06-05-2008 , 11:53 PM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Cheers mate

i do use the blue prints, surland.com etc, but good ones are hard to find, and some are more interpreted than others, whatever blue prints are used i find it best to collect lots of reference then tweak the model by eye afterwards.

You are correct about the lighting. Star wars is quite a lot darker than i seem to remember when i go back to it now, however they do cheat like mad, and there is bounced light everywhere! Still its going to be a tricky ballance to strike between the look of the film and realism, thanks for the comments.

# 59 08-05-2008 , 09:18 AM
Monkey Wrench's Avatar
Registered User
Join Date: Dec 2006
Location: United States
Posts: 76
Wow! very nice detailed models! I'm also doing a star wars kinda video but mines taking place during the third movie. Only my ships are around maybe 12,000 polys at the most and look pretty bad compared to yours. I dont think my computer could even handle the amount of polys you'll be using.
Anyway, great job again with all the models, cant wait to see it complete!!:attn:

# 60 08-05-2008 , 03:07 PM
paldav's Avatar
Subscriber
Join Date: Jul 2004
Location: north west england
Posts: 388
Thanks for the comments

The models i have built so far this project are not realy all that heavy, and i havnt modelled them with smoothing in mind, but i have been using larger textures 2048.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads