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[UE4] Star Wars: Droid Control Ship

polycounter lvl 7

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  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hello all!

    So I started this project about a year ago, when I was planning to apply for a position in the videogames industry later that year. Meanwhile, I was invited to come work at Elite3D, in Valencia, Spain, and so this project lost a lot of attention from me. Still, I would very much like to finish it, since I feel it has a lot of potential, I like the challenge I set upon myself of recreating a Star Wars environment in Unreal 4, and I simply would love to see how it would turn out. So I have been working on it whenever I have some free time.

    I recently finished the blockout phase, which, as you know, is of extreme importance to set the base for the rest of the phases.

    Here are some comparative images between the movie and my blockout work:





    Looking forward to updating this thread soon!
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hello!

    So I'm in the middle of animating the door with blueprints, which opens when I approach, closes when I step back. But if I approach the door while it is closing, I want it to interrupt the closing animation and reverse to reopen.

    So I have this Branch node that says "if an animation is playing, stop, reverse; else, play (until the end of the closing animation)". But the "is playing" node is not working as expected, because as soon as I hit Play and approach the door for the very first time, it won't open, because it reads that the opening animation itself "is playing" already. In other words, it triggers sooner than expected... I think this is because the "Is Playing" node expects a skeletal mesh component as target. I only have the one for the door to give it, so it will always trigger. And even if I duplicate it and use one copy of the skeletal mesh component node for the begin overlap trigger and the other copy for the end overlap trigger, it will still read it as being the same. I don't understand why it reads as already "playing", since it is not, it would only play now for the first time. So I'm not sure if it's a bug or not. Help? :)

    I am using Matinee for the animation of the door opening/closing, because I wouldn't be able to animate it the way it happens in the movie otherwise.

    Animation of the door - playblast from Maya: https://dl.dropboxusercontent.com/u/1293131/door_01_test.mov

  • Seehr
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    Seehr polycounter lvl 4
    Jorge, i think the best way would be to put a trigger box as collition in the door ratio that you want it to be affected and then you would just need to call that trigger box in the blueprint as an actor telling it to start the function when you hit that collition.
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hey Seehr! Nice to see you here!
    Sorry for the late reply, I wasn't notified about yours, don't know why, so I only saw it now -_-'  .
    I was trying to do it with an exported full animation from Maya because the door has this animated piece that moves along with it, so it seemed to me it would be tricky to parent one thing to the other, and animate them individually and altogether at the same time. I have been receiving help on Facebook on how to solve the problem I was facing with Matinee, you can check it [here] if you'd like to see what I have been going through ^_^' But that one is now seeming to me like a poor solution, as it's giving me way too many problems, so I might indeed try it with Timeline animation. From what I understood, that's what you're suggesting, right..?

    Meanwhile, I moved a little bit away from it and started detailing some pieces, lighting up the scene and creating the starscape + planet right outside the window. I only have light from the exterior for now, will work on the interior lighting soon. Here are a couple images of how it looks like at the moment:


  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Little update, been playing with the lighting inside the room, trying to make it match the original footage as much as I can. Note that most of the modeling is still in the blockout phase, plus, obviously there's still no textures whatsoever:




    I'm having trouble with the light that should come from the emissive meshes. Since there are no area lights in Unreal, I've been trying some workarounds, but every "solution" I find on Google does not seem to work according to what I expect. I'm not being able to get the result I want yet :/
  • Blade113
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    Blade113 polycounter lvl 4
    nice, i like it
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    It's been a long time since my last update, (graphics card gone wrong was the main reason, as well as lack of enough free time to advance things far enough to deserve showing), but I finally have something worth posting :)
    There are no textures/materials yet.











    The assets in the room are mostly already final, most only miss proper UVs and textures. In the corridors, there is still a whole lot to do.

    I was able to sort out something regarding my previous lighting problem with the emissiveness and lack of area lights in the engine. I'll leave the lighting as it is for now, and keep pushing all the assets to their final version. Will see what needs adjusting after texturing/shading phase :)
  • artizan
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    artizan polycounter lvl 5
    Looking nice, the proportions are not hundred percent accurate but you only have movie stills to work from so no big deal, looking forward to updates!
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hey artizan, thanks for taking the time to comment!
    I am very much aware of the lack of accuracy, I've analyzed the original footage and make sense of it all, but unfortunately they didn't build a whole spaceship in real life so that everything would be perfectly coherent :D I'm guessing that they prepared a few dioramas of the inside and didn't care much whether they would make complete sense as a whole, as well as still respecting the shape of the ship as we see it from the outside. Of course, we as spectators don't even notice anything wrong with it when watching the film. But when reconstructing it, I realize not all elements from the different shots of the film seem to make perfect sense together. And since I am building this environment as a whole, things do have to fit and work together. So I had to compromise some elements a bit. I'm still gonna take a further look at some aspects of it, though, as I'd really like to come as close to the reference as possible.. :)
  • andrelopes
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    andrelopes polycounter lvl 4
    Very coool man! Keep i up! :)

  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hi all!

    Apologies for the lack of updates! I have been working on this on my downtime, which has been quite little, but still allows me to move forward a tiny bit every now and then! I have finished the modeling, lately I have been working on finishing up the UVs for everything (texture UVs and lightmap UVs, which is a lot to do), and then I'll have to work on the final version of the textures before reworking on the lighting. Anyways. I will try updating this thread quite soon with some cheeky screenshots!
  • Ashervisalis
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    Ashervisalis polycount lvl 666
    I feel you should tone down the light from the planet a bit. It's a bit distracting and overpowers the lights when present. Cool work!
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    I feel you should tone down the light from the planet a bit. It's a bit distracting and overpowers the lights when present. Cool work!
    Oh yeah Ashervisalis, I won't discuss that, I totally agree with you! But the lighting is not final yet! :) I still need to have the final version of the textures in, so that I can see exactly what needs to change Lighting-wise! Many thanks for taking the time to comment, very much appreciated, and be sure I will definitely take your opinion into consideration! ^^
  • Forest_Cat
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    Forest_Cat polycounter lvl 2
    Very cool! Almost like a movie. Only you have a darker lighting. And there are small problems with the size of some elements.
  • garcellano
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    garcellano greentooth
    Nice, this is neat. Were you looking at this as a scene in a game? or just visually to match the film? I'm sure things will be slight different, a tad bit, having it in a game setting. It looks great, though.
    There are a few things that are off just a bit, might be just the camera perspective or FOV, but aside from that, it's pretty neat all around.
  • Dsandoval241
    loving the scene! so far the only thing I can really suggest is to maybe make the lights slightly warmer?( for the dining area) and definitely a little brighter so that you can see the light hit the walls.  And for the hallways, perhaps make the lights from the above cooler?
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Thank you very much for taking the time to leave a comment, guys! :blush:

    Yeah, like I mentioned, lighting is still not final! :smile: I'm still postponing the final lighting until i have the final textures ;)
    and I did face a whole lot of problems with proportionality :(  I had commented on that previously, when i replied to artizan
    Hey artizan, thanks for taking the time to comment!
    I am very much aware of the lack of accuracy, I've analyzed the original footage and make sense of it all, but unfortunately they didn't build a whole spaceship in real life so that everything would be perfectly coherent :D I'm guessing that they prepared a few dioramas of the inside and didn't care much whether they would make complete sense as a whole, as well as still respecting the shape of the ship as we see it from the outside. Of course, we as spectators don't even notice anything wrong with it when watching the film. But when reconstructing it, I realize not all elements from the different shots of the film seem to make perfect sense together. And since I am building this environment as a whole, things do have to fit and work together. So I had to compromise some elements a bit. I'm still gonna take a further look at some aspects of it, though, as I'd really like to come as close to the reference as possible.. :)

    So yeah, I had to take bits from here and there, from different stills, to be able to make the scene - a lot of guess work, and the rest is just what is possible with the space that I had left... And like you say, garcellano, it would definitely help to know what FOV they used for the film - if they used one and only one!... because in order to match the same stills, I do have to change between two different values ^^' So yeah, I am very aware of things being off, but I decided to leave it as is, as changing now would mean DRASTIC changes, and I really can't afford that :cry:

    Yeah, I was looking at this as a scene in a game, I wanted to have it as being a playable environment (i'm planning to have my B1 Battle droid playable :grin:), but I also wanted to match the reference as close as possible :)

    Again, many thanks for your comments! :blush:
  • Vexod14
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    Vexod14 interpolator
    Wow ! Really amazing and inspiring, great work !
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    @Vexod14 Thank you very much, Etienne! Really good to hear that, coming from such a big Star Wars fan! :grimace:
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Hello again! Time to update this! :3

    It has already been too long since I last updated this thread, I wish I could make progress on this project a lot faster than I'm able to, but these lightmaps, man... They ruin me... x)

    Anyways, here's how things are looking like at the moment:








    I was thinking I'm quite near completion, with just some small adjustments to be done, when Realtime Raytracing was announced earlier this year.. Boy, that made me flip my table a number of times.. I didn't want to buy an RTX graphics card just for the sake of this project, but lightmaps do take more than 1 hour to just render in Preview mode, it probably wouldn't calculate the final Production render during my lifetime.. And more recently I started thinking I might actually be needing an updated computer anyways, so I'm now seriously planning to buy a new one, open this project on it and just bypass lightmaps and do it all in realtime with raytracing B) I hope everything goes smoothly, as I'm yet to see what kind of troubles I might be running into with such transition (like, does it mean I may now finally have any number of dynamic lights in the scene without Unreal shutting them off if more than 4 overlap? And also, all lighting will most likely have to be reworked, especially the Global Illumination part of it, in order for it to look good in realtime this time around...)

    In the meantime, I have also worked on animating the droid to be either playable and an NPC, here's a quick peek at behind the scenes:



    So yeah, hoping to finally conclude this project within a few more months!
    And please do let me know if you have any tips on how to go about raytracing! :3

  • Carabiner
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    Carabiner greentooth
    Your lighting is excellent, and materials are reading quite nicely as well. This is super inspiring.

    One thing I keep noticing is that this window is a bit stubby in your version, proportions-wise, compared to the reference:



    I know you said you aren't able to match proportions 100%, which I get, but I think this would be a fairly straightforward update that would help it out a lot!
  • Vexod14
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    Vexod14 interpolator
    @JorgeBarros What a damn beautiful environment ! really close to the films, it's just delightful for a star wars fan ;) Despite I just love what you've done, I think there could be some adjustments about colors of the panels on the ground, about the clear parts which seems too bright/yellowish compared to the film ones. Yours adds some warmth to the atmosphere, which is most welcome in these corridors, but maybe they could tend to be more frosty to mimic a little more the original set mood. But again, your work is already excellent, I'd love to play this little dude just to explore a bit more this star destroyer ♥

    @Carabiner I think it could be a matter of perspective between these two shots, right ?
  • Ashervisalis
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    Ashervisalis polycount lvl 666
    I think adding a slight blue tint in post would help the scene a lot. Also, in the first image, the beams near the ceiling look too white, maybe push their colour more towards grey?

    Looking cool! Hopefully we can see the end result sooner than later ;)
  • Carabiner
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    Carabiner greentooth
    @JorgeBarros Thanks! So I think you're right about perspective for those windows, but I actually meant the center window/inset between the doors (sorry, my arrow was unclear). It looks squashed in your version compared to the reference, like it should extend up taller and maybe further down -- even when you match the camera angle like you've done.
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    @Carabiner Ohhh, my apologies for the confusion! Ok, so, here's a comparison between the film and my take, from a frontal perspective:

    I didn't nail it, the doors should have come a bit closer to the window, but I don't think the window's squashed, at least not considerably?
  • Carabiner
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    Carabiner greentooth
    Oh I see what you mean! You're right, I think it's the doors being further apart that cause that impression. Looks pretty good to me when I see it from this angle :)
  • JorgeBarros
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    JorgeBarros polycounter lvl 7
    Thank you, Carrie! :3
  • Olingova
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    Olingova polycounter lvl 5
    Nice! Will definitely follow that project :D
  • Nicky_Da_B
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    Nicky_Da_B polycounter lvl 3
  • jaker3278
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    jaker3278 polycounter lvl 6
    Love the gif of the walking droid So fun. 
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