hi guys,
I'm realatevely new in 3D but I want share this project to obtain some good hint.
I'm from Italy and I want to apologize fot the bad English :poly127: .
I'm working on a x-wing with 3dsmax. Actually I can't find really good images for reference and I couldn't really figure out the way to model the hull of this awesome starfighter. In particular I'm proceeding with box modelling and this is the actual result
http://postimg.org/image/c55dtypi5/
For the end I'm using Box modelling + Turbosmooth with few edges in order to keep the roundness of the terminal shapes.
For the hull, at the moment I'm using box modelling to figure out the basic shape.
One more thing, I'm going to use Zbrush to create the textures (normal, diffuse, specular): is it better to keep the starfighter hull solid or restarting with edge/countour modelling?
Replies
http://www.plasmainfusion.com/EFX%20Xwing%201.jpg
As you can see, here the shape flows nice from the tip to the back of the hull, but we know that in box modelling it's similar to an exagonal shape, so how could I achieve this nice flowing result?
if someone has got better reference image please post them or contact me
Step one:
box the rough shape
http://postimg.org/image/9hbspp65z/
You don't actually need to assemble it to look at the details.
https://onedrive.live.com/?cid=B9FE0AEBDC25FDBC&id=B9FE0AEBDC25FDBC!109
Not much pictures of the xwing tho. Pretty sure there are thousands of ref on internet.
I like to watch therpf.com forums too. Crazy guys doing ships with plastic. Lots of good references for scales.
http://www.therpf.com/showthread.php?t=124738
Actually we are here need tips for materials and creation of plates on the armor, I saw in the star wars rebels the creation of straight lines to create the plates shape:
But how can draw this lines on the uvw, which are usaully a little bit deformed, and keep the design sharp and straight?
Thank you all for your precious help!
Maed
There are plenty of solutions, depends the target fidelity and time you want to spent.
For something more curvy like slave 1 model, painting in photoshop might not be appropriate, and you'd have to project or bake the lines.
You could just cut the mesh and use the Render to texture to bake the wireframe, or use splines on top of your panels and bake them with the rtt aswell. You'd get something similar to the black lines in the example pic you've posted, and from those black lines, generate the normal map.
Actually, before texturing... R2d2 is completely modelled but for this starfighter I cut off hiss head! Today Issue:
Is it possible to obtain a nice light effect for the afterbuners?
Actually, before texturing... R2d2 is completely modelled but for this starfighter I cut off hiss head! Today Issue:
Is it possible to obtain a nice light effect for the afterbuners?
some suggestion?