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Hash, Inc. - Animation:Master

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Posted

Very impressive, Al!

 

I already want to jump into a snowspeeder and fly circles around it! :-)

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Posted

Thanks all!

 

where did you get the reference material for all the details? did you look on stills from the movie or do you have a toy-AT-AT?

 

I have downloaded over 50 different images of the AT-AT from the internet. Some of the photos are of the actual model, some are of licensed models built from the actual model. Others are from Jas Hodges excellent 3D model of the AT-AT. I am also using screen grabs from the movie and where I am not sure, then artistic license comes into play (so long as it fits in with the look and feel of the AT-AT). No, I do not have an AT-AT myself.

 

What is the patch count now?

 

The official path count is now...

 

- Head - 11,539

- Neck - 1,630

- Body - 6,940

- Drive Motors - 2,252

- Leg - 4,482 ( x 4 = 17,768)

 

For a grand total of ... 40,129 patches. I can easily see this model being between 50,000 and 55,000 patches when finished. Once this puppy is finished and rigged, I am going to definitely have to make a proxy model for doing the animating.

 

To make the proxy, do I just copy the high res version of the model to a new model, then strip out the unnecessary patches?

 

Update: Finished modelling the front part of the body and the top of the front and middle parts of the body.

 

C&C always welcome...

Al

 

Body_0.jpg

Posted

Hmmmmm......are you compiling all these parts in a model window or chor? If it's a chor, then you might have problems with a proxy. If it's a model in itself, then yes, just copy to a new model and start bound selecting and deleting. You could get it very low.

 

But you may want to rig the original model first. Then the proxy will be rigged the exact same way.

 

Then when you animate the proxy, just swap out the proxy shortcut for the real model shortcut. (If you didn't know)

Posted
Hmmmmm......are you compiling all these parts in a model window or chor? If it's a chor, then you might have problems with a proxy. If it's a model in itself, then yes, just copy to a new model and start bound selecting and deleting. You could get it very low.

 

But you may want to rig the original model first. Then the proxy will be rigged the exact same way.

 

Right now, I am assembling the parts in a chor. With the number of patches that I have, trying to model it as all one piece is just impracticle. Once all modelling is done (hopefully, sometime this week), then it will be assembled as a single model and rigged. Prior to rigging though, I will do the textures on model. Easier to work on smaller individual pieces than one large one.

 

I am glad to have you confirm what I was planning on doing as far as a proxy model goes. Once I have the model completed and rigged, I was going to save it with different name (e.g. AT-AT Proxy.mdl) or something like that. Than, I was going to go to town and remove any patches that were not necessary so that I would end up with a very low patch model.

 

Thanks everyone.

 

Update: Finished modelling the underside of the AT-AT and the top of the rear section. Didn't put a whole lot of detail in the underside, as the drive motors and legs are going to be covering a lot of the bottom anyway. Took a lot of artistic license in the underside as well, although I made sure the grate area that Luke cuts through with his light sabre is there.

 

Kind of off topic, but really funny. Did anyone see the Robot Chicken Star Wars special? There is a hilarious scene where Luke cuts through the grate, and tosses in his little explosive device. What he has cut into though is a washroom and there is a Storm Trooper sitting on the toilet reading a paper and this explosive device gets tossed in with him. Cracked me up. The whole special had me rolling on the floor.

 

Anyway, I am really looking forward to modelling the rear of the AT-AT as there is all kinds of neat little details back there!

 

C&C always welcome...

Al

 

Body_1.jpg Body_2.jpg

Posted

Amazing work! I wish I had half the skill in modeling you have :) ! Just wondering? What are you going to animate with the AT-AT?

Posted
Amazing work! I wish I had half the skill in modeling you have :) ! Just wondering? What are you going to animate with the AT-AT?

 

 

Thank you photoman. Everything on the AT-AT will be rigged to animate, so I've got all the bases covered when it comes time to do my fan film.

 

Update: I thought I had all the modelling done, but after assembling all the different models into one whole model, I noticed a black area on the rear right side of the body. Will have to figure out what that is. It is not there in the body model, just appeared after assembling the whole thing.

 

BTW, the total patch count is now just under 48,000!

 

C&C always welcome.

Al

 

(no black mark on the separate body model)

body_15_0.jpg body_15_1.jpg body_15_2.jpg

 

(black mark appears on body when assembled into the whole model)

AT_AT_15_0.jpg AT_AT_15_1.jpg AT_AT_15_2.jpg

Posted

This is absolutely amazing! Love the detail work. You are my modeling hero!

Posted

Short answer...Its amazing

 

I wish i could model like that...By the way how long did that take to compleatly model.. ballpark.

 

It looks really good. Are you going to texture it in photoshop?

Posted

 

I really do feel honored to receive such comments and thank you all very much. I wouldn't call myself a master by any means, and do not consider myself in the same league as Stian and may others here. The AT-AT is really a lot of straight surfaces with bits of detail added to it. A lot of other parts on it are just lathed splines. Things just fell into place on this model, and as I mentioned before, this is my third attempt at modelling the darned thing!

 

As for how long it has taken to model it, I have been working on this evenings and weekends for the past 3 weeks or so. I checked and my first post was on June 28. I will be texturing the model, something that I am going to have to learn to do in order to get the right look and feel to it.

 

Update: I got the basic rigging done on the AT-AT. There are some other things that I need to rig in order to complete the film, but for now the legs (right down to the toes), neck, head and guns are all rigged. I am posting some pictures of the AT-AT in a pose. Later on (hopefully tonight), I will be posting a short animation showing the gun and head movements.

 

C&C always welcome...

Al

 

AT_AT_15_0.jpg AT_AT_15_1.jpg AT_AT_15_2.jpg

Posted

To add on to what I said earlier you truly captured every detail there is!

You are one skilled modeler tralfaz!

I look forward to seeing more of your work!

B)

 

 

Case

Posted

Whoohoo! A real live AT-AT! Looking perfect.

 

For texturing, you might check out 3D Painter.

 

As for the pose, I think the back left leg is too far back. It's bending too much (similarly for front left too actually). And the feet only barely raise above ground. They tend to take small steps.....staying level most of the time. Here's a good video I found.....

 

AT-AT

 

Edit: And I forgot....the back legs bend the same way as the front. Like a knee!

Posted

Thank you Case and Ken.

 

You are absolutely right about the positions of the legs Ken. The pose was more to test the limits of the rig I created for the AT-AT. Without giving away too much about the story for the AT-AT, I can tell you that the AT-AT has to be, how do I put it, flexible.

 

Here is a quick animation testing the head and gun movements. The movements aren't very smooth, again, testing the limits of the rig. Oh yeah, the laser blasts were added through another software package.

 

C&C always welcome...

Al

 

AT_AT_Test.mov

Posted

It looks really good...The movements are kind of jerky but you already mentioned that and its not too bad. You can do the blasters in A:M....Theres a tutorial out there somewhere....But you have a good effect too...Just thought id mention it in case you wanted to stay with animation master...Or to save time. But great job. i cant wait to see the whole thing animated.

Posted

It looks really good...The movements are kind of jerky but you already mentioned that and its not too bad. You can do the blasters in A:M....Theres a tutorial out there somewhere....But you have a good effect too...Just thought id mention it in case you wanted to stay with animation master...Or to save time. But great job. i cant wait to see the whole thing animated.

Posted

Clonewar...I think he was trying to test the movements.

And my advice to your next test is to try to capture the weight of this massive AT-AT

 

I recommend watching star wars...well on second thought just look up on youtube AT-AT walk cycle LOL.

 

Keep Posting,

Case

Posted

Nice test....the neck is bending nicely. And great lazers!

 

Aha! I know what you're up to! ;) I won't say a word.

Posted

Thanks everyone. And don't worry about being too critical Clonewar.

 

Update: Well, it's official. I really suck at trying to create textures. This is going to take a lot of practice, so I will continue with other models for this fan film as well as my 'laser pointer' movie.

 

Any good texturers out there who would like a crack at texturing the AT-AT? If so, reply here.

 

I am going on a training course for a week, so may not be able to post anything till I get back.

 

Al

Posted

Hey CW, I will try to put together a zip file of the AT-AT model for you before I leave on my training course. If not, it will be as soon as I get back. I will post it here for anyone else interested in it.

 

Thanks...

Al

Posted

Il do my best. It will be worth it just to see your model in greater detail. AT-AT's are mostly light grey anyways so it wont be too much work. I can do weathering effects on the body though. If you want I could do blaster scaring if you want a battle hardened AT-AT for your project.

Posted

Hey folks.

 

Got back from my training course last night. Slept a lot of today...

 

But as promised, here is a zip file containing the AT-AT. If someone can texture it, it would be greatly appreciated. Also, if you would like to do a tutorial on how you did it, even better!! Texturing is an art that hopefully we can all learn from you.

 

In my story line, this AT-AT has not really seen battle at all. It has been abandoned in a factory, been put together but never really used. There should be some light weathering due to it's sitting for a while, but not overdone.

 

As with any models I post here, feel free to use them as you wish. If you do happen to use the model for anything, please give credit where due. In other words, don't claim the model as your own work.

 

To whoever does texture the model, please post your textures here so others may use them as well. You will receive credit in the final film.

 

Thanks...

Al

Posted

This is such a cool model. Just a suggestion....try to model with the show back faces of patches option set to off. Apart from being "tidier", if you should want to use particles with a model, there could be issues.....eg hairs facing inward or collision detection won't see a face. Also, there could be problems with decalling.

 

I really would like to take a shot at texturing it, but seeing it "in the flesh" makes me realise it's such a huge job. :o Well, I don't have the time at the moment. I don't think that I would have done a good enough job anyway. :D

at.JPG

Posted
This is such a cool model. Just a suggestion....try to model with the show back faces of patches option set to off. A

 

Thanks Ken.

 

Not sure what you mean by modelling with show back faces of patches option set to off? Is this an option in the Tools -> Options menu or somewhere else?

 

Thanks...

Al

Posted

It's in the render options.....but only when you select the shaded option. Turn it off, and your model will have holes in it (as in the image).

Posted
Not sure what you mean by modelling with show back faces of patches option set to off? Is this an option in the Tools -> Options menu or somewhere else?

Al, Ken's point is that some of the patches in the model are facing inwards. With "Show Backfacing" off, it's easy to tell which ones, and flip them (there's an easy-to-use button that does that). Displacement Maps, particles, collisions, etc. require that surfaces be facing outwards.

Posted

Thanks Ken and Martin.

 

Found the setting in the Render dialog Ken and see what you mean. It's those darned normals again. Had issues with that with the Gallardo model as well. It is something that I never think about when modelling, but can come back to bite you in the butt if not careful.

 

I will work on correcting the normals and re-post the model here for anyone who would like to texture it.

 

Thanks once again...

Al

Posted

I've recently learned Shift 1 and Shift 6 (not num pad keys), which I do quite regularly.

 

Shift 1 puts the spiky things on patches so you can see the direction, and Shift 6 makes patches facing the wrong way go transparent.

 

Use the patch tool to select a transparent patch, and press F. Doesn't take too long.

Posted
Shift 1 puts the spiky things on patches so you can see the direction, and Shift 6 makes patches facing the wrong way go transparent.
Nice, I never really used Shift-6.
Posted

Well, it isn't going to be as easy as I thought to flip all the normals the right way. I tried Refind Normals on the model, but didn't have much success with that and I think it will take way too long to do them all manually.

 

So, this is a valuable lesson learned when modelling. One that I won't forget...

 

Al

Posted

I have been playing around with textures some more (hate not being able to do something). Anyway, here is my attempt at trying some textures on the AT-AT.

 

And for those who are also texturing the AT-AT, please keep at it. Feel free to post your texturing work here.

 

C&C always welcome (especially now :D )...

Al

 

sci_fi_0.jpg

  • 2 weeks later...
Posted

Got my new laptop all set up, downgraded to XP and all my software re-installed.

 

Noticed a problem in doing a render with AO that does not show up when AO is turned off. There is a black area appearing in the render of the AT-AT which is present only when AO is turned on. It is not there in Shaded Wireframe or Final Render with normal lights and no AO.

 

Any ideas? BTW, the problem is not related to the new laptop as I had noticed the black area in renders on my old computer.

 

Thanks...

Al

 

test_1.jpg Render with AO

 

test_0.jpg Shaded Wireframe Render

 

test_2.jpg No AO, default 3 point light setup

Posted

Thanks Caroline.

 

I did check the normals, and corrected the ones that were pointing the wrong direction. The problem still existed though.

 

I ended up taking a closer look at the wireframe to the problem area. Turns out the black area was being caused by two hooks on a spline. When I removed one of the hooks, the problem disappeared, as shown below.

 

Thanks again...

Al

 

test_2.jpg

Posted

Al,

 

You can get some pretty neat effects with bump, displacement and diffuse mapping for damage on your walker. The attachment is a decal I made in Photoshop for my tank that shows some explosion damage. You can use it as you like or just see how this kind of damage is created. The key is the difference in the shades to create depth and height. For this decal, apply where it looks good - it does not matter if it goes over other decals because we will not apply it as color. Once applied, change the property from color to displacement with a value of -600. Now add the same image to the decals image property and change it from color to diffuse with a value of 166. Render away and see if you like it. You may need to play with the % values to get the right look and feel.

RHoles.zip

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