|
|
Star Wars At-AT model
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Star Wars At-AT model // Work in Progress
Post by clintonman // Jul 24, 2008, 6:53pm
|
clintonman
Total Posts: 304
|
Hey! This is my first WIP for the forum. Over at 3dbuzz they are modeling an AT-AT from Star Wars with the final goal of adding it as a vehicle to unreal tournament 3 engine. They are modeling using 3dsmax and I've been following along with truespace during the beta testing. I'm hopeful that the collada exporter will let me continue to follow them when they start the ut3 part of the project. |
Post by Burnart // Jul 24, 2008, 6:58pm
|
Burnart
Total Posts: 839
|
Nice model clintonman. Way to go.:jumpy:
Now for some dirty and scarred texture maps. |
Post by kena // Jul 24, 2008, 8:02pm
|
kena
Total Posts: 2321
|
wow - would love to see this one from the beginning, but I can be satisfied with going from here. Great model! |
Post by 3dfrog // Jul 25, 2008, 2:48am
|
3dfrog
Total Posts: 1225
|
this looks fantastic clinton! Really great work. Brings back such memories, I loved star wars and had the toy of this at at too. |
Post by clintonman // Jul 25, 2008, 4:10am
|
clintonman
Total Posts: 304
|
wow - would love to see this one from the beginning, but I can be satisfied with going from here. Great model!
That's a good idea. I keep about a million versions of whatever I'm working on so I'll get some more screen shots and post them. |
Post by kena // Jul 25, 2008, 4:42am
|
kena
Total Posts: 2321
|
:D
Thank you very much |
Post by KeithC // Jul 25, 2008, 4:45am
|
KeithC
Total Posts: 467
|
Great work! You planning on texturing as well? |
Post by transient // Jul 25, 2008, 5:40am
|
transient
Total Posts: 977
|
That's great. :) |
Post by Tugar // Jul 25, 2008, 6:38am
|
Tugar
Total Posts: 68
|
Sweet. That's one heckuva WIP. Keep us posted as it progresses. |
Post by Breech Block // Jul 25, 2008, 4:12pm
|
Breech Block
Total Posts: 844
|
Wow, clintonman, your AT-AT really rocks. Would love to see some earlier piccies. Keep up the good work. |
Post by clintonman // Jul 25, 2008, 6:40pm
|
clintonman
Total Posts: 304
|
Here are pictures from the start. First picture shows basic shapes for the body and legs. Second picture shows 1/8 of the foot modeled. I used a custom script to move the pivot to the center of the circle. The section was then copied, rotated around the center and then booleaned into a single piece shown in the third picture. |
Post by clintonman // Jul 25, 2008, 6:50pm
|
clintonman
Total Posts: 304
|
First image is the bottom of the foot, and the start of the ankle track. The ankle track pieces were created using the lathe tool from the modeler side. The grooves where boolean subtracted from the main piece. The second image shows the boolean result and third shows more details added. |
Post by clintonman // Jul 25, 2008, 6:54pm
|
clintonman
Total Posts: 304
|
Next up was the leg, then the motor or whatever it is between the legs and finally the central part of the body. Booleans, bevels and polydraw where used to create the details. |
Post by clintonman // Jul 25, 2008, 7:14pm
|
clintonman
Total Posts: 304
|
At this point Zak,the instructor at 3dbuzz, was taking a break from the AT-AT modeling series and I went forward on my own. I started the details for the front and rear of the body and modeled the neck. The last thing done was the head. This was modeled just a few days before the release of tS7.6
I've been able to follow most of the 3dsmax modeling. The biggest difference was when the instructor used curves to create some of the shapes and he chamfered the edges as he went along. The model side chamfer didn't work well for me and workspace only had the bevel tool, so I used that instead. The only other true obstacle was a lack of layers or some layer like behavior to organize all the pieces of the model.
Yesterday, the instructor started up the series again and I'll continue to follow along(as soon as he catches up with me;)) . I think the plan is to make a detailed model then create a simple version model with details baked into the normal map. The model will be fully textured and finally transfered to the game. I'm enjoying the modelling but I'm really looking forward to seeing it in the game.
The videos are free, check them out at www.3dbuzz.com |
Post by jamesmc // Jul 25, 2008, 7:39pm
|
jamesmc
Total Posts: 2566
|
Awesome workflow and very interesting techniques!
I'm looking forward to the texturing techniques that you can share with us.
Good luck and show them 3D max guys a thing or two. :D |
Post by W!ZARD // Jul 26, 2008, 1:33am
|
W!ZARD
Total Posts: 2603
|
Superb Modeling work - and quite educational in it's own right! |
Post by Breech Block // Jul 26, 2008, 10:58am
|
Breech Block
Total Posts: 844
|
Fantastic pics clintonman and thanks very much for sharing. Rest assured I will be glued to this thread until its conclusion.
As an aside, the design of the feet actually show up in a concept painting by renown futurist Syd Mead years before Star Wars was made. The design was for a gyroscopically controlled cargo transporter designed to carry goods to remote artic outposts. |
Post by Dragneye // Jul 26, 2008, 8:23pm
|
Dragneye
Total Posts: 602
|
Real nice work there clintonman. Keep it comin'. |
Post by grymmjack // Jul 28, 2008, 5:31pm
|
grymmjack
Total Posts: 87
|
wow. that's an awesome model. when you say you used booleans on it, is that to carve the surface plate grooves? it's one thing i was trying to figure out. how to take something and carve out pieces with another something :)
i come from 2D land, and am used to vector operations like merge, subtract, etc.
your AT-AT walker is very realistic to the movie. great job! |
Post by Burnart // Jul 28, 2008, 6:11pm
|
Burnart
Total Posts: 839
|
wow. that's an awesome model. when you say you used booleans on it, is that to carve the surface plate grooves? it's one thing i was trying to figure out. how to take something and carve out pieces with another something :)
i come from 2D land, and am used to vector operations like merge, subtract, etc.
your AT-AT walker is very realistic to the movie. great job!
Yes is the simple answer. Booleans are essentially an addition/subtraction/merge process. Check out the workspace modelling section of the manual on booleans. |
Post by Jack Edwards // Jul 28, 2008, 6:21pm
|
Jack Edwards
Total Posts: 4062
|
The new booleans also have a "cut" mode that will add an edges at the intersection of the two objects. Very useful. |
Post by Heidi // Jul 28, 2008, 6:41pm
|
Heidi
Total Posts: 335
|
The level of detail that you're getting is mind-boggling. You're really doing a super job with it. |
Post by clintonman // Jul 30, 2008, 5:19am
|
clintonman
Total Posts: 304
|
wow. that's an awesome model. when you say you used booleans on it, is that to carve the surface plate grooves? it's one thing i was trying to figure out. how to take something and carve out pieces with another something :)
i come from 2D land, and am used to vector operations like merge, subtract, etc.
your AT-AT walker is very realistic to the movie. great job!
Burnart and Jack already answered your question about booleans, but for most of the plates in the center section of the body I added edges to outline the shapes and then did a a small face bevel on all the faces using inset style and then dynamic extruded the slightly smaller faces to raise them up and create the grooves. |
|