OCD2 Posted September 23, 2021 Author Posted September 23, 2021 Small updates as time allows: Updated his antennae, refined the turret, refined his chest plate and runners, added the repulsor back piece, added the start of his "hook box", added some place holder wiring harness and refined some of the overall shapes and placement from reference images. Everything will be refined of course, this is just a teaser of progress. DarthValeria, ZelZel, Lancelot and 3 others like this
OCD2 Posted September 24, 2021 Author Posted September 24, 2021 A little bit of face time this morning. And a place holder wiring to the repulsor engine, some antennae adjustment, and minor shifting of parts placement. DarthValeria, ZelZel, Peprykus and 2 others like this
OCD2 Posted October 9, 2021 Author Posted October 9, 2021 Finally, after a year of rebuilding everything an untold number of times, im approaching a point where the world size/shape and look are converging to a place that feels close to the source as well as having decent amount of room to maneuver. (Special thanks to MJT for helping me build a cell door that looks really nice and allowing me to pester him with questions!) Nothing is finalized: still need to go over/re-do the textures, add shaders, and also work on lighting. Though Im really happy with the overall look that is emerging. mjt, Lancelot, DarthValeria and 4 others like this
OCD2 Posted October 10, 2021 Author Posted October 10, 2021 13 hours ago, BlindDaThief said: Looks fantastic! Thank you. I'm hoping for it to look really clean when the textures are upgraded - the lines on the door are really nice. I've been burning everyone's eyeballs out with those flat Microsoft Paint textures for too long! it's been a fun project, and Ive been learning as much as I can as time allows. Hopefully much more to show soon. BlindDaThief likes this
OCD2 Posted October 11, 2021 Author Posted October 11, 2021 More fiddling around with this guy for a bit today: Added more aspects of the wiring harness and extra greebles placed, after looking over some more source photos. Also repositioned and resized some existing aspects. He really should not take too long after getting all the pieces in place. DarthValeria likes this
BlindDaThief Posted October 11, 2021 Posted October 11, 2021 20 minutes ago, fullkevlar said: More fiddling around with this guy for a bit today: Added more aspects of the wiring harness and extra greebles placed, after looking over some more source photos. Also repositioned and resized some existing aspects. He really should not take too long after getting all the pieces in place. Are you gonna make a playable version of this guy? DarthValeria likes this
OCD2 Posted October 11, 2021 Author Posted October 11, 2021 10 minutes ago, BlindDaThief said: Are you gonna make a playable version of this guy? Yes, that's the next big step. It will be my first rigged character! (its a vehicle technically) Im planning to make the mouse droid that was in the show also - and potentially model the other characters of the episode as well. Though that is a lot of work! So my project priority list: Finish out the map build - its geometry is about 95% complete. Redo the intro cinematic. Subsequently retexture everything!! Finish modeling and rig the R1 droid. Ideally release both the map and the droid at the same time. Though if the map is "ready", and the droid is taking too long, release the map and then separately release the droid model. Then it would probably be the mouse droid model, followed by the other droid, or make the backpack with the deployable gun/model this character. After that, im not sure ill continue im probably ready to move focus forward on other map projects I have begun at that point. BlindDaThief, DarthValeria and Cor like this
OCD2 Posted November 3, 2021 Author Posted November 3, 2021 Still plugging away at this project! The current focus: Some geometry changes have been made. Most significantly, the over-all size of the map height and width further increased, after testing and finding that it needed more space to accommodate vehicles (the R1 security droid), jedi play and easier entry and egress through the cell doors. Remade the ladder entryway, and a Razor Crest interior that features all of the expected aspects : the bunk room, vactube station, ladder to cockpit, carbonite chamber, side door, rear hatch, and the docking access point. Lots of time spent with Blender, learning how to make and import models. Lots of fun, and lots of work! I do not want to extend the working time on the map indefinitely! Though as I continue to learn, I find ways to improve the quality of the level and want its first widespread playtest/release to be up to a higher standard. (Or more specifically, makes me feel satisfied that it was a quality endeavor) I have the editor is open today, and ill be putting in some good time, trying to get this project closer to release! BlindDaThief, DarthValeria and GamerRedNeck like this
OCD2 Posted December 10, 2021 Author Posted December 10, 2021 Lunchtime baby steps on the transport ship model: Lots of progress on the map also, though will save that for closer to the release. Still working on some layout flow, and structures for rooms that were never shown in the show. The extra rooms had to be imagined, designed and creatively built to fit cohesively within the rest of the map. Looking forward to sharing! Lancelot, ZelZel, DarthValeria and 2 others like this
OCD2 Posted January 18, 2022 Author Posted January 18, 2022 Massive diversions put the project progress to a very slow snails-pace crawl, though things are moving forward. Some clean up for the prototype R1 droid model, with more to come. Bluehood, ZelZel, Lancelot and 1 other like this
OCD2 Posted January 19, 2022 Author Posted January 19, 2022 Refining/Expanding some greebles in spare time today. Left side wiring harness needs a lot of work, and the repulsor bottom needs a redo/refine - coming soon! And last adjustment for the day, a little bit of detail to the iris, and some minor resizing of various pieces. DarthValeria and Coolin like this
Lazarus Posted January 26, 2022 Posted January 26, 2022 Still i think you may need to phong shade your hallways to clean out the rough edges, make them a bit more smooth (shade angle 60 or maybe 75 or so). The models look awesome, good work! OCD2 likes this
OCD2 Posted January 26, 2022 Author Posted January 26, 2022 7 hours ago, Lazarus said: Still i think you may need to phong shade your hallways to clean out the rough edges, make them a bit more smooth (shade angle 60 or maybe 75 or so). The models look awesome, good work! The map does need some more work, im still plugging away - appreciate the reminder me about the phong shader! Thank you for the compliment on the model. Its still in progress, with the wiring harness being the area that needs the most attention. Ive been dedicating my time to learning better topology practices and have been upgrading the droid and the Prison ship as I level up my skills. Im hoping to make the prison transport a pilotable ship too, as an extra bonus. All in good time! DarthValeria likes this
OCD2 Posted January 29, 2022 Author Posted January 29, 2022 R1 Texture mockup. Still needs mesh update/wiring harness streamlining. Little reshaping to the wiring harness side, front rails, and a bit of clean up in free time today: DarthValeria and Lancelot like this
OCD2 Posted January 30, 2022 Author Posted January 30, 2022 A bit of optimizing and some shaping of the base today. Also started a side project for the Underworld contest! Lancelot, PreFXDesigns, BlindDaThief and 4 others like this
OCD2 Posted February 3, 2022 Author Posted February 3, 2022 Beefed up the wiring harness a bit, redid the hover base to be oriented in the correct sequence, and started joining and cleaning up loose mesh pieces. Still need to streamline the rats nest of wires, which should make a significant improvement in his profile. DarthValeria, ZanderNao and Lazarus like this
mjt Posted February 3, 2022 Posted February 3, 2022 Do you intend to bring this one in at the current polycount? DarthValeria likes this
OCD2 Posted February 4, 2022 Author Posted February 4, 2022 2 hours ago, mjt said: Do you intend to bring this one in at the current polycount? It's probably a bit high now? Im still making some proportion changes, and some adjustments, then it can probably be optimized further. DarthValeria likes this
OCD2 Posted February 5, 2022 Author Posted February 5, 2022 Beefed up the proportions significantly. Much happier with the profile now. And started on the bonus variant from the original trilogy. Lazarus, FrostJoF and DarthValeria like this
OCD2 Posted March 10, 2022 Author Posted March 10, 2022 When your "easy" project becomes a full capital ship! Everything that you see in the show as source material is included - the docked RC ship, the laddered entryway, the hallway structure, the accessible cell interiors and the control room. And then to add more variety, I built several other unique points of interest to build out more of the ship as playable space. I built an engineering bay, an engineering crawlspace that was inspired by the concept art for the episode (that leads to the control room), several ladderways to access the crawlspace, access to the sensor area in the crawlspace, access to the forward and rear center turret bays in the crawlspace, a central maintenance bay(also inspired by concept art), a prisoner contraband/evidence storage room, and droid bivouac stations. I also made each of the three main-hall "subsections" distinct. Each team will experience the map a little differently, hopefully that asymmetry makes if more fun. If not, I have designs on extending the map forward to lead into a ships bridge (which I could use to symmetrize the whole map further) !!! Everything was built as if you could take the map outline, and impose it over a picture of the ship to a nice clean fit. My plan to push and motivate myself to get the map to a 1.0 version, is "finishing" the map to submit to the Underworld contest - the ship is a perfect home for members of the underworld! ZelZel, DarthValeria, BlindDaThief and 1 other like this
DarthValeria Posted March 17, 2022 Posted March 17, 2022 On 3/10/2022 at 10:56 PM, fullkevlar said: When your "easy" project becomes a full capital ship! Everything that you see in the show as source material is included - the docked RC ship, the laddered entryway, the hallway structure, the accessible cell interiors and the control room. And then to add more variety, I built several other unique points of interest to build out more of the ship as playable space. I built an engineering bay, an engineering crawlspace that was inspired by the concept art for the episode (that leads to the control room), several ladderways to access the crawlspace, access to the sensor area in the crawlspace, access to the forward and rear center turret bays in the crawlspace, a central maintenance bay(also inspired by concept art), a prisoner contraband/evidence storage room, and droid bivouac stations. I also made each of the three main-hall "subsections" distinct. Each team will experience the map a little differently, hopefully that asymmetry makes if more fun. If not, I have designs on extending the map forward to lead into a ships bridge (which I could use to symmetrize the whole map further) !!! Everything was built as if you could take the map outline, and impose it over a picture of the ship to a nice clean fit. My plan to push and motivate myself to get the map to a 1.0 version, is "finishing" the map to submit to the Underworld contest - the ship is a perfect home for members of the underworld! Your map is beautiful like a girl
BlindDaThief Posted March 18, 2022 Posted March 18, 2022 6 hours ago, DarthValeria said: Your map is beautiful like a girl Circa and DarthValeria like this
OCD2 Posted July 13, 2022 Author Posted July 13, 2022 Nearly everything is in place. One more minor pass on geometry and detailing (in some areas) - then a focus on texturing before release! mjt, GamerRedNeck, Lancelot and 7 others like this
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