Sunday, October 23, 2016

X Wing (Part 1)

X Wing (Part 1)

Reference images:
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Initially I had tried creating the X Wing using schematics that was added onto a plane in Maya and adjusted. However upon making the initial shape I realized that i found it harder to create the ship with it than i did when I used a reference image and modeled from that instead.
The main body of the ship is made using two shapes, one for the window housing and front of the ship, whilst the second used for the rear of the ship which houses the wings and engines.
The window section is then added over the top so that it can be lowered into place and worked on separately from the rest of the ship and added to the body later when needed.
 Each of the sections where made initially using a rough outline firstly to get the general shape of the ship before further pulling vertices and extruding the object. Vertices were connected to make the sections into one piece allowing for easier sculpting when adding more shape to the base of the ship.
 Each section was then manipulated to give it more shape against the reference images i used. I then added the nose cone so that the shape flowed along the reference more.
 The wing was firstly made using a re-scaled cube to form the base shape of the wing, with the front face scaled to add more shape to it. The engine is simple a cylinder which has been extruded on some of the faces to make it pop out as if there were moving exhaust pipes and such along the outside, the rear exhaust is made using another cylinder which is then extruded and scaled to form smaller sections before scaling inwards to form the cone exhaust at the rear.
I decided to make the wing more details initially as i knew that this section would be duplicated and mirror to create the X Wing shape and therefore would need the detail added earlier before being copied over.
Panel and other details were added by extruding in small areas where extra devisions were added only if i was planning on adding extra detail. This decision was made again to reduce poly count and to reduce rendering time in places where this level of detail was not needed and could have been given during the texture and materials phase of the model.

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