In other words, much of the detail on this part of the tie is mine (i.e. there's no second level of greeble under the grille on the studio model).
Some of the studio TIE models leave something to be desired, detail wise, I think. The fighter and the interceptor were quite detailed (though obviously not like the ISD), but the bomber and x1 models weren't quite so detailed. So I take the best-detailed sections of the best model as a baseline for detail, and whenever the studio model doesn't come up to par, I fill in until I'm happy with it. It helps once you have a critical mass of TIE components that you can play around with to supplement new detail for the unique spaces you need to work with.
Also there are parts of the models I just can't see due to lighting, focus of the refs, etc., so for those sections I can just go wild in . I'm willing to bet the inset area on the studio model doesn't have as much greeble as I've crammed into it on my mesh.
There are some studio models I'll never practically be able to match, like the SSD and ISD, but on the scale of starfighters it's rather simple to make a cgi model more geometrically rich than the older physical one.
In other words, much of the detail on this part of the tie is mine (i.e. there's no second level of greeble under the grille on the studio model).
Some of the studio TIE models leave something to be desired, detail wise, I think. The fighter and the interceptor were quite detailed (though obviously not like the ISD), but the bomber and x1 models weren't quite so detailed. So I take the best-detailed sections of the best model as a baseline for detail, and whenever the studio model doesn't come up to par, I fill in until I'm happy with it. It helps once you have a critical mass of TIE components that you can play around with to supplement new detail for the unique spaces you need to work with.
Also there are parts of the models I just can't see due to lighting, focus of the refs, etc., so for those sections I can just go wild in . I'm willing to bet the inset area on the studio model doesn't have as much greeble as I've crammed into it on my mesh.
There are some studio models I'll never practically be able to match, like the SSD and ISD, but on the scale of starfighters it's rather simple to make a cgi model more geometrically rich than the older physical one.
1) That's the first time I've ever heard someone say that ILM's models weren't detailed enough.:o To match them is one thing, to go beyond them is another thing altogether. Truly, Insane Detail.:cool:
2) You may not match the SSD, because the references just don't show all of the details, but I'd say you've matched the ISD. If not, you've come so close as to make no difference.
1) That's the first time I've ever heard someone say that ILM's models weren't detailed enough.:o To match them is one thing, to go beyond them is another thing altogether. Truly, Insane Detail.:cool:
2) You may not match the SSD, because the references just don't show all of the details, but I'd say you've matched the ISD. If not, you've come so close as to make no difference.
Well they weren't shooting extreme close-ups with the fighters, otherwsie I'm sure they'd have detailed it more. And I, being the hobbyist, can spend time and "poly count" (either in real or cgi terms) in a way the deadlined professionals can't .
Anyways, finished off most of the top detail panel, towards the cockpit. Moving slowly, but moving
It has been said, but THE LEVEL OF DETAIL IS REALLY, TRULY INSANE!!!!
If ILM makes in the future a really high definition version of the Original Trilogy, in 3D or something, they would have to take your renders as reference
Oh, and I get a 404 error when trying to see your gallery in fractalsponge.net
^ Hmmmm I have no Idea what the thing above is but I have to say I have always been a big fan of your work. Very inspiring! Cant wait to find out what it is. Thanks for bringing the Imperial fleet to life. I was just wondering..since you have created all these dead on replicas: what new imp craft if any do you have planned for the future? Glad to have you back.
This one is going to be tough, since no one has has made a high-detail model of this (in 3d or otherwise) - so massive interpretation of ...blank space. horror vacui will get me on this if nothing else. That and I haven't opened max in a long time :P
The pipe work are all renderable splines - easiest way to do them. The trick is to imagine how they can twist through space as effectively as possible - it doesn't take many turns; a few already go a long way to make a piece of greeble look impossibly complex.
Posts
http://www.pinotblogger.com/star_wars_reference_photos/
Yes, I think the terminal falcon mesh has been made .
As for references, I'm mainly working off this:
http://www.steinschneider.com/props/star_wars/vader_tie/vader_tie_04.jpg
In other words, much of the detail on this part of the tie is mine (i.e. there's no second level of greeble under the grille on the studio model).
Some of the studio TIE models leave something to be desired, detail wise, I think. The fighter and the interceptor were quite detailed (though obviously not like the ISD), but the bomber and x1 models weren't quite so detailed. So I take the best-detailed sections of the best model as a baseline for detail, and whenever the studio model doesn't come up to par, I fill in until I'm happy with it. It helps once you have a critical mass of TIE components that you can play around with to supplement new detail for the unique spaces you need to work with.
Also there are parts of the models I just can't see due to lighting, focus of the refs, etc., so for those sections I can just go wild in . I'm willing to bet the inset area on the studio model doesn't have as much greeble as I've crammed into it on my mesh.
There are some studio models I'll never practically be able to match, like the SSD and ISD, but on the scale of starfighters it's rather simple to make a cgi model more geometrically rich than the older physical one.
1) That's the first time I've ever heard someone say that ILM's models weren't detailed enough.:o To match them is one thing, to go beyond them is another thing altogether. Truly, Insane Detail.:cool:
2) You may not match the SSD, because the references just don't show all of the details, but I'd say you've matched the ISD. If not, you've come so close as to make no difference.
Well they weren't shooting extreme close-ups with the fighters, otherwsie I'm sure they'd have detailed it more. And I, being the hobbyist, can spend time and "poly count" (either in real or cgi terms) in a way the deadlined professionals can't .
Anyways, finished off most of the top detail panel, towards the cockpit. Moving slowly, but moving
It has been said, but THE LEVEL OF DETAIL IS REALLY, TRULY INSANE!!!!
If ILM makes in the future a really high definition version of the Original Trilogy, in 3D or something, they would have to take your renders as reference
Oh, and I get a 404 error when trying to see your gallery in fractalsponge.net
Fractal: luks amazin' m8- will u b releasin it 4 my fanfilm m8?
:shiner:
It works.
[URL="http://[img]http://fractalsponge.net/xg1/1.jpg[/img]"][/URL]
[URL="http://[img]http://fractalsponge.net/xg1/2.jpg[/img]"][/URL]
How do you do your pipe work? Is it all renderable splines? It looks great, however you do it.
But it looks amazing
How did you make the grill?
Hmmm- Imperial Shuttle of some type?
Chris
That's my guess as well but I'm not certain...
In a sense ... related manufacturer
This one is going to be tough, since no one has has made a high-detail model of this (in 3d or otherwise) - so massive interpretation of ...blank space. horror vacui will get me on this if nothing else. That and I haven't opened max in a long time :P
The pipe work are all renderable splines - easiest way to do them. The trick is to imagine how they can twist through space as effectively as possible - it doesn't take many turns; a few already go a long way to make a piece of greeble look impossibly complex.
Chris
@ Chris:
Its part of a Droideka, the Rollerball Centry things from the Prequels ....
Jas
thank you
Chris
So here's the neck joint:
How goes it binkerman? Is that beautiful AT-AT of yours done? :P
:thumb: :thumb: :thumb: