Hello Everyone,
I’m starting a new mini side project in unreal to work a bit more on my modelling and texturing.
Here is the main gist :
It’s going to be the crash site of a stolen TIE-interceptor by the rebellion
( inspired by the events of ANDOR season 2 ) and our pilot is stranded alone and trying to stay alive and find help with the things he is able to scavenge and kitbash together from the crash and the surrounding areas.
I’m aiming to finish it in 4-6 weeks hopefully till my next year of studies start.
i have about 3 full pages of notes and extra references for how i want the scene to look.
also I’ll be working on an extra prop on the side just to fiddle with Zbrush a bit more.
Furthermore, I’m attempting to learn Substance 3D Designer on youtube, but haven’t found any decent indepth tutorials yet, I’d appreciate it if anybody has any suggestions for that.
Hello Everyone,
Here with the first update, things are going a bit slowly because im in summer mode and still trying to get back into the groove of things, and this thing has wayyyyy more small parts and trinkets than i initially assumed. ( makes me wanna pull my hair our sometimes )
Only problem i’m encountering right now is because of a lack of official detailed concept art, i’m at the mercy of the few resources i have and in some cases they sometimes don’t make much sense from a technical aspects of a functioning spaceship, for example a loose wire and pipe thats going out but not connecting to anywhere else, just altering the silhouette
so with that said i’ve tried to keep as close to the references but have taken very minor creative liberties just to make everything make more sense and coherent.
Going to finish up the Cockpit and start on the High poily and hopefully UVs.
Hello Everyone, its been a while since the last update and i’ve done a lot.
I finished the blocking, did the low, mid and high and did a few bakes to test out different UVs.
What i eventually went with is an 8-Udim model with 80k vertices and 74k faces ( the dimensions of the model itself are 5m x 6m x 7m as a reminder )
The biggest factor i was facing was maintaining a good Texel density ratio while using a low amount of Udims, sadly there is no was for me to really etch details into the back parts which have a lot of pipes and screws, and as such they’ll become pixelated and grainy even with 15 udims. so i think thats a necessary cost.
either way i used rizom UV to pack the shells and im very happy with the result i got, it was my first time using something other than maya for uvs.
I also did a first pass on texturing, its going well.
im gonna attempt looking at it wish fresh eyes later on to adjust inconsistencies with the story telling and the overall scene.
It’s lovely to see a new project pop up from you. Already, I’m thrilled to see the progress on this one. I see there are several varying environments that have one intrigued. What kind of environment will this crash site be in?
Additionally I finished 6 props which I was intending to use in the scene.
I finished their textures aswell and imported them into the scene to figure out a composition so that i can move to the next stage which is making curves and wires for connecting them.
I’ll be doing some color adjustment and corrections on these props to make them match eachother a bit better but ill leave that towards the end when the scene has started to take more shape and is in the final touches.
I initially wanted to do a new type of environment either sandy/desert or just full on snow.
but since the storytelling of the scene requires the pilot to have been able to survive for weeks if not months by collecting water and scraps from all around, those areas just make it a bit harder to believe so against my own wishes I have to go with a forest/jungle terrain.
Just popping in to say this is such a genuinely rad looking project. It feels high quality and polished in every picture but also just so darn cool. The tech-y sci-fi style is done so well. Can’t wait to see the next update.
Ah, I understand! Desert and snow scenes can be a little tricky in telling a story of survival. I’m still excited to see the progress regardless of terrain and hope to see a sandy/snowy project sometime in the future so you can really show off your environmental skills!
I iterated through scene settings and environments, did a jungle/forest first as it matched the story i wanted to tell best, but i wasn’t quite satisfied by the fact that i didn’t try to push myself to do a new type of environment and biome.
So i decided to teach myself a lesson in flexibility and getting out of my comfort zone, scrapped the jungle scene and started working on a desert with sand dunes, it looked half-way decent but it still missed a critical aspect and it was me being able to add stuff in that environment to make it pop, along with my own assets which it couldn’t because a sand dune desert is just literally sand as far as the eye can see. ( i hate the sand - my starwars nerds will get it )
on my third attempt i went for a desert but with more of a canyon aesthetic, its starting to look the way i want it do and i made some adjustments to the form of the crater ( although its missing the lines for the 2 wings )
Right now my biggest issue is sculpting a realistic Crater with the displaced dirt and soil.
i’ve been trying to look at references but i haven’t found any decent ones to help me get the shape in the front right.
Thank you so so much, i hope after i figure out the crater’s sculpting situation and do the other fixes it lives up to your expectations when you see the cinematics and my ideas for it.