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 



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