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Old 23rd Sep 2017, 09:54 AM   #1
Amras
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Default Babylon 5 - A new model in town

I did it. I made my own whitestar model. I always thought I couldn't do it justice. But then I finally thought I could do it.^^

I will make another thread with my modelling steps and texture stuff if anyone is interested. It isn't 100% done yet either. Doesn't have engines on the back and just a hole for the hangar.

Oh and of course there will be a download version later.

*happy*

*edit: WIP pictures http://www.foundation3d.com/forums/s...100#post329100
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Old 23rd Sep 2017, 11:09 AM   #2
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Very nice!
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Old 23rd Sep 2017, 11:09 AM   #3
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Looks really good.
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Old 23rd Sep 2017, 11:25 AM   #4
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Quote:
Originally Posted by Amras View Post
II will make another thread with my modelling steps and texture stuff if anyone is interested.
It will be nice see how was your approach to get a so nice model "
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Old 23rd Sep 2017, 12:20 PM   #5
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Nice one Amras. Are you going to improve on the show's texturing at all? Perhaps as an alternate version.
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Old 23rd Sep 2017, 12:45 PM   #6
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Quote:
Originally Posted by Meurig View Post
Nice one Amras. Are you going to improve on the show's texturing at all? Perhaps as an alternate version.
Thanks!
My first goal was to get as close to the original as I can. (as usual ) But I already change a few things.
I reused Nadabs texture parts and did try to update them with PS filters.... didn't help much because of their small size though.
So I will probably make my own texture next. If it will be an improvement is another question.
Any suggestions?

By the way, I somehow expected you to ask that question.
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Old 23rd Sep 2017, 01:40 PM   #7
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Looks great
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Old 23rd Sep 2017, 03:01 PM   #8
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Very tasty I'm with Meurig as well, an updated version would also be cool. Id push it into more organic territory with less smooth edges but that's me. I'm sure you'll do something great.
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Old 23rd Sep 2017, 10:23 PM   #9
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Quote:
Originally Posted by Amras View Post
Any suggestions?

By the way, I somehow expected you to ask that question.
Of course

And yeah, my suggestion would be to veer from the very 1990's fractals look of the original to something more photographic. Firstly by taking a stab at what kind of material it's meant to be. The original's just looked fractal, it didn't look like it was actually made of anything, but the patterning on the ship and also the encounter suits always struck me as looking kind of like polished wood or bug carapaces so a great source of inspiration could be macro photography of bugs. The surfaces would need more complex shapes, sculpted style detail or displacement/bump, with more interesting and natural colours and patterning.

Some ideas:

http://iliketowastemytime.com/sites/...hallmen-12.jpg

https://i.ytimg.com/vi/5Eryj583IH8/maxresdefault.jpg

https://i.pinimg.com/originals/3f/d7...da2ac32a97.jpg

http://www.wildernessshots.com/wp-co...4mm-36tube.jpg

http://d3n8a8pro7vhmx.cloudfront.net...jpg?1471384008

https://onbeingmark.files.wordpress....erkery-001.jpg
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Old 24th Sep 2017, 03:12 AM   #10
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Great idea. I think this could work very nicely:

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Old 24th Sep 2017, 01:25 PM   #11
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I always thought the White Star was going for more of a rubbery, wet-dolphin look. I imagined the hull would be a bit soft and yielding (but tougher than poking a human) if you touched it, not hard and crunchy like a beetle or something. If I were doing it, I'd also want to experiment with trying a couple of approaches for the blue patterns. Are they pigmentation in the skin itself, or veins and muscles showing through? My first instinct is the latter, but that may look funny, though it could lend itself to some interesting sub-surface scattering and perspective effects.
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Old 24th Sep 2017, 07:44 PM   #12
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Yeah large marine mammal skin is another angle you could take. Again I'd refer to photography there to see what the detail looks like on real creatures up close. How gnarly the skin is, how damaged, pockmarks, stress lines etc. There's a ton of detail there which could really help the Whitestar feel like it's actually organic.

https://suzanne.files.wordpress.com/...gray-whale.jpg

http://matthayslett.com/wp-content/u.../03/Whale2.jpg

http://matthayslett.com/wp-content/u.../03/Whale2.jpg

http://www.featurepics.com/StockImag...to-2852886.jpg

https://pacificwhale.files.wordpress...30805_3174.jpg

https://aqua.org/-/media/BlogImport/020jpg.jpg

http://orig00.deviantart.net/a52a/f/...0b8755daf6.png
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Old 25th Sep 2017, 05:36 AM   #13
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Love that space chicken Armas!!!!!!
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Old 25th Sep 2017, 10:18 AM   #14
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I always did like the White Star design. You've done it justice. I think a combination of aquatic sleekness and you bug's color would look outstanding with some frensel and anisotropic reflections.
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Old 24th Oct 2017, 04:39 PM   #15
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Quote:
Originally Posted by Oldcode View Post
Love that space chicken Armas!!!!!!
How dare you blaspheme

It was based/inspired from a Pelican !!

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Old 24th Oct 2017, 09:29 PM   #16
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Quote:
Originally Posted by tension69 View Post
How dare you blaspheme

It was based/inspired from a Pelican !!

Actually, that's what JMS called it. He never liked the design of the White Star, but everybody else loved it so he said okay.
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Old 27th Oct 2017, 02:05 AM   #17
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Looks great, I always liked the design
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Old 28th Oct 2017, 02:40 AM   #18
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I always loved this design as well. Nice to see older designs being brought into new life. Really nice job mate. Personally, I'd love to see this design get the full treatment of more detail. Maybe ? huh huh ?
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Old 2nd Nov 2017, 01:27 PM   #19
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Quote:
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I always loved this design as well.
My favourite Sci Fi ship ever, sleek, fast, powerful !

Good to see you around. Long time no see Marty
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Old 30th Nov 2017, 06:02 AM   #20
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Because the res section is still not getting updated... Here is a download link to the latest version of my Whitestar.

https://drive.google.com/open?id=10g...Ialp_0UGcqiri7

You will find c4d, fbx and texture files in the zip.

You might have to work a bit on the material if you use the fbx as import version. The metal material might be too bright and you have to decide if you want to use my experimental diff map or make your own shader for the underlying dark noise pattern on the hull material. For lightwave that would be the underwater shader. Somehow like this:


You should also have a look at the bridge windows. The corners seem to have inherited the glow material because I made them via a boole function/object. You might want to fix that. Also some of the phong-shading/smoothing-groups might me off, especially in the mechanical area.

The c4d version shouldn't need any work. Just be aware that you can still change the subdivision of the hull if you want. I only had to make one final subdivision to be able to make a decent uvmap but the base shape is still relatively low poly. For the fbx version I added one subdivision for people who don't know how to add these in their 3d application.
This time I just left all boole, symmetry, instances and hypernurbs as objects intact because it saves me a lot of time and everyone with c4d can play around with the model much easier.

I used one of Crooks great panel textures for the metal parts and Nadabs old whitestar texture as working base for the hull texture.

Next version (if i ever get the time for it) will probably get a detailed uvmap for the mechanical parts, more details in the hull texture (or a complete new) and the hangar.

If anyone wants to have a go on the hull texture like Meurig suggested, please do so.
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Old 30th Nov 2017, 07:41 AM   #21
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Quote:
Originally Posted by tension69 View Post
My favourite Sci Fi ship ever, sleek, fast, powerful !

Good to see you around. Long time no see Marty
Cheers mate. Hope ot be around more often.
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Old 30th Nov 2017, 10:53 AM   #22
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Thanks for sharing. It´s a fine object.
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Old 1st Dec 2017, 01:27 PM   #23
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Hey Amras!

That looks amazing! Thanks so much for sharing, I really appreciate it. I've been looking for a better version of the White Star for a long time.

The only problem is when I import the FXB into Lightwave, the UV maps appear to be gone for it does not map the textures. You've got so many surfaces, it would take a very long time to figure out which texture goes with which surface.

Any possibility of exporting it to OBJ so the UVs will be preserved?

Thanks in advance,

PS, Once converted to Lightwave, I'd be more than happy to post it here for everybody to share!
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Old 1st Dec 2017, 07:52 PM   #24
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EDIT: Okay, I found the UV maps in the in the texture properties, but still, there's a lot of textures there and its hard to know which one goes where except for the main hull.

Do you have a list of which texture file goes to which surface?

Thanks.
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Old 2nd Dec 2017, 03:06 AM   #25
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I will make a little texture guide later.
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Old 2nd Dec 2017, 04:03 AM   #26
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Ok, my fault, I forgot to give the materials proper names!

Here we go.
There are just 5 materials.

The last two are just glow with a noise shader in the diff channel. To give the glowing parts of the ship and the windows a bit of depth.

The first one is using these textures:

One in the colour channel and one in the spec channel.
It is added only to these parts with sphere texturing:

(radar sphere and Hangar door)




The second material is using crooks panel textures:

Although I added a noise shader to the diff channel to make the material look darker and a bit more random.

It is added to all the mechanical parts just via lazy box mapping. No UVmap needed. That is something I want to change later.



The third material is the material for the main hull.
In c4d it is made out of these two textures. One for the colour, one for the spec:

I also added a noise shader to the diff channel for that underlying dark grey pattern.

I added this texture (the baked noise shader) for people who don't use c4d or lightwave. At least so they can see what it should look like.


Like I mentioned before, that is the Underwater shader in Lightwave:

This material is added the the whole hull.

The problem that I can see now is that in c4d i can add more textures to one object via polygon selection. I don't know how this is working in lightwave, so I will upload the hull object with the glowing parts and the bridge windows separated from it. That should make things easier. It also has a higher subdivision now: https://drive.google.com/open?id=13f...ZoKeppwph34sF3

If you still have problems, just ask.

PS: There is at least one texture area that I have to fix:

So if you make pictures, be sure to either don't show this part or fix it via post work in PS.
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Old 2nd Dec 2017, 06:56 AM   #27
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Thanks! I'll give that a try.
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Old 3rd Dec 2017, 08:08 AM   #28
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Hey Amras,

Here's what I was able to come up with. Not too bad, but I'm not very good at this. I've attached the surface files I created.

I also saved your model as a LWO and cleaned up the surface names list. Would you like me to post it here?
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Old 4th Dec 2017, 08:32 AM   #29
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Hey Amras,

Here's what I was able to come up with. Not too bad, but I'm not very good at this. I've attached the surface files I created.

I also saved your model as a LWO and cleaned up the surface names list. Would you like me to post it here?
Did you add the Underwater noise shader as diffusion layer? Locks a bit glossy overall.

Sorry, no idea what to do with those srf files. o0
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Old 4th Dec 2017, 09:41 PM   #30
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Those are Lightwave Surface Files. It's a way to save all the settings for a particular surface. It remembers texture files and settings for Color, Luminosity, Specularity, Transparency, Bump Map, and so forth.

You just select the surface you want, say the main hull, then hit the load button in the surface editor, then find the *.srf file and load it in. Blammo! All your surface parameters are set.

Yes, you're right. I probably messed up your instructions. I tried adding the underwater but it didn't look right. Here's the Lightwave version of the model with all your texture files and my surface files.

If anybody out there who's better at surfacing than I am, please take a look and post your results.
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