Thursday 31 October 2013

Star Wars Model, X-Wing.

Learning from previous endeavors it was mush easier to set up the virtual studio for the X-Wing. It was also nice to have source images with a top down view and a back view also, this will undoubtedly give me greater accuracy when shaping the model.
X-Wing Virtual Studio

Having four sided blueprints helped with the base shaping of the fuselage. By starting with one basic shape and extruding it a small amount to each part where the fuselage grows or shrinks i could keep the model as efficient as possible. 
Early stage fuselage 

I had to create some new edges and polygons to be able to manipulate the cockpit correctly.

Cockpit beveling 

The nose of the fuselage needed more polygons than the main hub as more of a gradual reduction is size. While adding a few more polygons the model up to now is as efficient as possible so i didn't think this was  an issue and i wanted the model to be accurate.  

Sculpting nose of fuselage 

Views of finished base fuselage 




It wasn't until i was happy with the main fuselage and started on the wings that i needed a symmetry modifier. The wings in this case are extruded form the main fuselage and not separate objects, i felt this was gave the most accurate representation. I have the ability to detach them manually at a later date if i require it, for unwrapping when i add materials for example.

The fuselage we see here is actually my second attempt. The base shape for the first model was rotated before i started the extrusion of the fuselage which meant when i tried to apply a symmetry modifier on a desired axis the center of the object was not the center of my model. I wasn't thinking ahead this time, but i quickly learned form my mistake and haven't made another similar one since.

Extrusion of the wings


Extruding parts of the wing to form engine mounts


The wing guns were made as separate objects then attached to the wing. Due to the symmetry modifier this would mirror there placement on both sides of the ship. 




Guns attached and mirrored on both sides of the ship 


I hid the main fuselage when starting on the engines to enable me a better view of the blueprints. The engines had quite a few polys because i wanted to achieve a high level of detail and match the source images best i could.   
Intake part of engine

Output part of engine 

When i tried placing the engine on the engine bays of the wing some of the bay was visible and protruding in front of the engine. I cloned the engine and then could use it as a cutter and use a Boolean operation to provide a perfect fit for my engine to be mounted. Again i attached the engines once i was happy with the placement and orientation, providing perfect symmetry and reducing the workload.  

Using Boolean to cut out the engine bay holder

Engines and guns placed on one side of the ship

Guns and engines mirrored of both sides of the ship 


The detail at the rear of the ship are all separate objects grouped together appropriately. 

Adding back detail 


For some of the top fuselage detail i just used a line shape and the auto grid option to draw on a pattern which i could then extrude and apply a shell modifier to. This reduces the need for unnecessary polygons.
  
Adding top fuselage detail 

I'm very pleased with the finished model. It reflects both the blueprints and the other source images with great accuracy. I was to do this model again the only i might change do is make it up of more separate objects and not use one large complex one. When i need to unwrap and texture the model differentiating between all the polygons could prove  challenge. Apart form that the efficiency, accuracy and detail are to a standard i didn't believe i was going to be able to achieve heading into the process.    

Complete X-Wing
                   





Stylized views of finished X-Wing 



Sunday 27 October 2013

Star Wars Ships Modelling Begins (Tie-Fighter Interceptor)

Week 4 has arrived and using all the knowledge and techniques gained up to this point i am starting on my first (Of which there will eventually be three) star wars models. Using the images and drawings seen in my research board blog i chose a suitable technical drawing that could be used to set up a virtual studio in 3ds Max. This first step of the process is a crucial time, as the images that are being used will be the main guide when sculpting the model. If the images are not to scale or in proportion to each other the model will be deformed. This actually took me two attempts to get right. When you apply the desired images to the planes in the scene in 3ds Max simply making all the planes the same size (ie, 100 by 100) does not mean that the images are to scale or in proportion. As this assumes that all the images you are importing are all 100 by 100 too, which wont always be the case. I actually started modelling with 100 by 100 planes and thought my studio was fine, however when i went back to the original source images i could clearly see that one of my images had been stretched and deformed leading to my model also following this path. I later discovered that a much more accurate and correct way to keep all your images to scale is to simply make each planes size equal to its images size in pixels. This sometimes requires the original images to be re-scaled too to ensure its height and width match the others you have chosen.

   Virtual Studio

When a suitable studio was created i could start modelling. The Tie-Fighter is clearly made up of three basic shapes, a sphere for the main fuselage and cockpit, and a hexagon for the wing and a cylindrical shape for the wing stem. I say wing and not wings because with any kind of vehicle or ship you will usually find that it is symmetrical, or at least mostly. This means when we model such things we only really have to model half of it, as 3ds Max allows us to apply a 'symmetry modifier' which will mirror the model exactly on a desired axis. This saves time and ensures perfect symmetry throughout the process. 

I figured a sensible place to start was with the wing. Using a gengon extended primitive and moving the vertices i quickly realized the desired base shape for my wing. It was best practice to move opposite (ie Top and bottom) vertices simultaneously to keep uniformity in my model. I found manipulating one at a time will always give less accurate results. 

   

By simply insetting the large outer polygon a few times i was able to produce several internal polygons that matched the wing shape and scale correctly. Using the existing polygons as opposed to adding new ones is the best way to keep the model as efficient as possible and avoid unseen unused polygons. Extruding and beveling these new internal polygons to different levels would later create the outer wing shape.

Connecting vertices to create new edges

I had to move some of the vertices on the internal polygons to shape them better to match the source images. The internal polygons actually have slightly different dimensions. Using the connect tool i created some more edges and vertices that could then be moved using the constrain to edge option to create the stems leading out form the internal part of the wing. Using constrain to edge allows for movement along the edges only, ensuring you only move the vertices in one direction and keep the edges the same dimensions as they startedHere moving opposite vertices simultaneously helped me keep the object uniform. Once happy with their placement and size the edges could then be modified simultaneously to the desired beveled effect. 

Connecting edges to create new edges and vertices 

Moving new vertices with constrain to edge

Extruding new polygons

Once the base detail of the outer wing was done i started working on some of the smaller details. Ideally i wanted to keep the model in as few as parts as possible, and create new edges and vertices on existing polygons where i could to prevent the presence of unnecessary and unseen polygons. However as i had no experience in creating, assigning or editing materials for my model i didn't know what detail i could achieve using just materials and mapping and therefore cutting out the need for excess polygons in my model. Hence i used a series of extra shapes that i manipulated to create some really quite intricate detail on the wings.

Adding wing detail
 

I am aware that this method adds a lot of new and potentially unseen polygons to my model. If i intended this model to be used in a game engine for example this would have to be addressed and most would probably have to be removed and replaced using materials and mapping. However as these are only going to used in a 3ds Max animation scene the rendering of polygons becomes less of an issue. Which is nice as actually having the detail as 3d much more accurately reflects the original images and models i have looked at.

More wing detail being added
     
Small hexagon wing detail

More small hexagon wing detail

Extensive wing detail

All outer wing detail



When the outer wing was satisfactory i applied a symmetry modifier, which allowed me to mirror the outer wing on the inner side. Anything that save a modeler time desirable as the modelling process is very time consuming. The original images and models i was referencing thigh showed a slight variation on the size of the inner details so some modification was required.

When modelling the fuselage and cockpit i tried to remove as many polygons as was possible, to some extent compensate the many extra polygons now present on the wing. A sphere by nature has a higher polygon count that most objects so some, for example at the rear that will be the thruster several edges could be removed. Similarly for the front view port. Once i manipulated and moved the vertices to create the hexagonal front viewing port i could remove any excess edges and polygons. 

Early cockpit and fuselage 

New edges to create the front view-port

For irregular shapes and patterns like on the gun mounts i found using the cut tool the best option. It offers the most free form way of creating desired edges and polygons, without also adding excess polygon that will not be needed. 

Gun Mounts


I originally created two guns and placed them manually on either side. However later i discovered i could use the attach option and that would automatically (Because of the active symmetry modifier) place the other gun to precisely match the coordinates of the original gun. I found this technique useful when perfect symmetry was desired.


To add some new edges for the roof hatch i found using the quick slice tool gave me the cleanest line through the fuselage. It also slices through the entire object in one go which keep the model uniform on all sides. 

Roof Hatch with detail


The last piece of the model was the wing stem. This didn't pose too many problems. I thought best to make it as a separate entity instead of trying to modify and extrude the fuselage i had just created. I didn't want to alter the body once i was happy with it. Also when it comes to unwrapping my models for texturing having several objects as opposed to a larger complex one helps the differentiate between all the polygons present in the model.  

So that's the Tie-Fighter complete. Overall considering this is my third ever use of 3Ds Max i am very happy with the likeness compared to my source images and pleased with the level detail i was able to achieve.


Views of finished Tie-Fighter 





Stylized views 



I have noticed some problems with the wings since it was finished however. The symmetry modifier seems to making some polygons overlap and occupy the same space which is causing some problems with unwrapping. I cant seem to figure out how and why this has happened either. However even with the experience gained in these few weeks i think if i was to do it again i could avoid this problem, as i was really learning as i was working so some anomaly's are inevitable.Whether i am going to have to remake the wing we will find out soon. 



Thursday 24 October 2013

Week 3, modelling an aircraft.

This is my first try of modelling a craft of any kind, moving on from buildings. Its also the first time i have worked with a virtual studio.

With the base cylinder that would become the cowl and fuselage the tutorial stressed the importance of having a horizontal upper most edge. For when we connect the edges and want to split the model perfectly in half to add a symmetry modifier this is vital to achieve the desired symmetry.   

Engine cowl


The presence of the blueprint images make modelling accurately and to scale much easier. Going forward when i start working on my star wars models i can see setting up a studio for each will benefit me greatly.

All through this tutorial i am already thinking how i can apply these techniques to my models. Scaling and exuding the one shape a bit at a time keeps the model efficient as possible.

Start of fuselage 

Fuselage advanced 

Extruding the tail 

When the top part of the tail was complete i got introduced to the cut tool. When i need to create an irregular series of edges and vertices this tool gives me the most freedom. Because i can create just the edges and polygons i am going to use it reduced the presence of unseen polygons.

Extruding tail stabilizers 


Again the cut tool was used to create the edged for the wing which could then be extruded. You can sometimes have floating vertices when using the cut tool which i have found out is not good practice. So its good to connect vertices to create polygons ensures the model remains regular.


Extruding cutout wings 


Extruding the canopy


Detaching the canopy allows for detail to be added inside the cockpit bay where it would be otherwise be inaccessible. Enabling an altogether more accurate and realistic model. 

 Detaching canopy to add bay detail 


Finished aircraft