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Subject: Space 1999 - Project Eagle - A 3D Model In The Making


Becco_UK ( ) posted Mon, 22 June 2009 at 8:14 AM

Mandrake7062: Thank you. The access problem also applies to the front door too. There are lots of thing with the Eagle that could be altered to make it more operational but doing so would depart from the original so I'm leaving it as it is. You knew that would be my answer!  Maybe in the future I will make an more fictional Eagle. I doubt the Eagle, if real, would ever get off the ground let alone fly.


Mandrake7062 ( ) posted Mon, 22 June 2009 at 8:34 AM

I thought it might be but I wasn't sure if that piece was traced back to original.
It would fly, if space based.


Becco_UK ( ) posted Mon, 22 June 2009 at 10:07 AM

Mandrake7062: Some pictures of an original Cargo Pod can be seen here -  http://www.space1999.net/~catacombs/main/models/eagle/cargo/w2mecargo.html  Those are the ones I used to model my 3d version from. I modified and used the framework from my Passenger Pod on the underside. 


Becco_UK ( ) posted Sun, 22 November 2009 at 7:01 AM

file_443552.jpg

**Revised Spine and Cages:**

When I started the Space 1999, Eagle model I done so by UV mapping and basic texturing as I went along. This helped spread out the tedious process of creating polygon selection tags/UV mapping. However, this resulted in a relatively unmanageable model - too many seperate parts and too many materials to adjust.

So, I've started to connect various objects together into a more logical structure. This has commenced with anything that was forming the spine and cages. From many objects and materials this has resulted in a single object with just one material. When I reposition the UV's in Bodypaint I will bake another ambient occlusion to use as a mask for controlling some light dirt/dust. Much more manageable :-)


Mandrake7062 ( ) posted Sun, 22 November 2009 at 7:48 AM

I can understand that! I think that model of mine is at 8 or 10 sub-models


Becco_UK ( ) posted Sun, 22 November 2009 at 8:17 AM

Mandrake7062: When I had a look at this earlier today I was surprised just how many things had built up. The model kit parts I made are all seperate objects so that I can use them on other things but it just makes them unmangeable when used on the Eagle.

I will be happy to get this down to these sub assemblies:

    Spine and Cages (done).
    Walkways, Shelves and Kit Parts.
    Engines.
    Command Module.
    Passenger Pod.
    Cargo Pod.

Those sub assemblies will still allow me to make other versions of the Eagle without too much messing about.


Mandrake7062 ( ) posted Sun, 22 November 2009 at 8:28 AM

file_443553.jpg

Well I was wrong about the number of sub-models. This is my TG2 ready to fly rar.


Becco_UK ( ) posted Sun, 22 November 2009 at 4:59 PM

file_443577.jpg

The revised spine sub assembly with a new ambient occlusion bake contolling some light brown dirt/dust.


Becco_UK ( ) posted Sun, 22 November 2009 at 5:13 PM

file_443579.jpg

The revised spine back on the Eagle which this time includes a Passenger Pod in Rescue/Medical markings. In the next bit of spare time I have I will finalise the walkway model kit parts and connect everything into a manageable sub assembly.


Becco_UK ( ) posted Mon, 23 November 2009 at 3:45 PM · edited Mon, 23 November 2009 at 3:46 PM

file_443648.jpg

The revised front walkway, shelves and kit part detail. Originally this assembly consisted of 17 objects with15 materials and 13 texture maps.

With some connecting of objects and moving UV's about on one map this sub assembly is now down to 3 objects, 3 materials and 2 texture maps. Total polygon selection tags have been reduced from almost 150 to 4 . The whole thing has had another ambient occlusion bake too.

Much more pleasant to work with now


Becco_UK ( ) posted Mon, 23 November 2009 at 3:47 PM · edited Mon, 23 November 2009 at 3:59 PM

file_443649.jpg

Revised front walkway, etc from the rear.


Becco_UK ( ) posted Mon, 23 November 2009 at 5:15 PM · edited Mon, 23 November 2009 at 5:18 PM

Mandrake7062: Almost forgot - do you still require a cargo pod? If so, you can have the one I made + a waste canister at no cost for non-commercial use.. It will load in C4D 9.6 and higher. The Maxwell materials will be removed but the rough Cinema mats will be left. I will leave it up to you to sort out the metal materials :-)

If you would sooner have all the Eagle then it will cost you a lot of money. Lots and lots of money!


Mandrake7062 ( ) posted Mon, 23 November 2009 at 6:06 PM

Yea!!!! I'd love to do a render with a cargo pod, gees I'll have to make a space suit. ;)
That would be fun, Becco!!

Looks nice!!


Becco_UK ( ) posted Mon, 23 November 2009 at 8:30 PM

file_443662.jpg

**Mandrake7062**: I will sort out the Cargo Pod in the next day or so.

Not much to do down at the engine end - just remove old selection tags. The rear walkway and shelves are missing because they are in the virtual workshop for new parts to be added.


Becco_UK ( ) posted Tue, 24 November 2009 at 5:44 AM

file_443679.jpg

**rex18**: Thank you. Not really tricky just time consuming. I have the plans all safe and sound :-)

A final preview before I finish off the rear walkways etc.


Becco_UK ( ) posted Tue, 24 November 2009 at 6:59 AM · edited Tue, 24 November 2009 at 7:09 AM

file_443680.jpg

**Mandrake7062**: I will send you a pm with the download link for this Eagle Cargo Pod. Lower framework is all connected. Upper framework is a simple pokethrough structure.

Non commercial use only and no redistribution please. The Maxwell metal materials have been replaced with plain Cinema4D ones that you will need to sort out - I assumed you would be rendering with Terragen so I wasn't too fussy about how the materials looked in Cinema.

You will find a small hole cut into the center of the floor - this is to make any  modification to a Freighter Pod easier. The winch cable would go through the hole.


Becco_UK ( ) posted Tue, 24 November 2009 at 5:18 PM · edited Tue, 24 November 2009 at 5:18 PM

file_443697.jpg

A significant error gets put right!

Revised mesh of the rear lower section of the front cages - still has 'welded' joints. I will repeat that for the rear cage. That's only the start though - the revised 3d mesh will need the UV's correcting and the ambient occlusion bake will have to redone too. That will teach me to pay attention :-)


Becco_UK ( ) posted Tue, 24 November 2009 at 9:24 PM · edited Tue, 24 November 2009 at 9:24 PM

file_443707.jpg

Modified spine that rectifies my oversight. 5 hours flies by! I've also lowered the opacity of the ambient occlusion 'dirt' layer to 60% of all textures. The next full preview should show the effect of that.


Becco_UK ( ) posted Wed, 25 November 2009 at 8:28 AM · edited Wed, 25 November 2009 at 8:29 AM

file_443728.jpg

A revised full preview that shows revised cages mesh.


Becco_UK ( ) posted Sat, 28 November 2009 at 3:19 AM

file_443844.jpg

The final bit of modelling has been done to the rear 'walkway'. All model kit parts were measured during construction. Overall accuracy is very high but some parts surface detail was omitted. This sub assembly is now one model with one texture and one material.


Becco_UK ( ) posted Sat, 28 November 2009 at 3:20 AM · edited Sat, 28 November 2009 at 3:22 AM

file_443845.jpg

Front view. Something has gone wrong with the ambient occlusion bake and makes some of the door edges look incorrect. I will tidy that up later.


Becco_UK ( ) posted Sat, 28 November 2009 at 3:23 AM

file_443846.jpg

The completed walkway goes back into the Eagle.


Becco_UK ( ) posted Sat, 28 November 2009 at 3:26 AM

file_443848.jpg

The full Eagle as it looked earlier this morning. With this preview the Passenger Pod was given its plain 'white' textures. The passenger pod is also the next sub assembly to tidy up - too many small parts which can be connected to the main structure.


Becco_UK ( ) posted Sun, 29 November 2009 at 7:33 AM

file_443896.jpg

The passenger pod has now been mostly tidied up. All the various model kit parts were connected to the main mesh, UV's adjusted and a new ambient occlusion bake. The four 'legs' and 'feet' are to be done seperately.


Becco_UK ( ) posted Sun, 29 November 2009 at 7:41 AM · edited Sun, 29 November 2009 at 7:49 AM

file_443897.jpg

Most of the Eagle model uses simple two layer Maxwell materials - the base colour (my textures) and one for the sheen. This is nice enough but could be much better. The sheen is the same all over the model but the model also has simulated dirt/dust in the textures that were created by using all the ambient occlusion bakes. Surface roughness should be greater in those areas.

These two blue spheres show this. The left one has a uniform sheen layer across the whole surface. The other sphere has variable roughness driven by a white to black gradient image. Therefore, I will use the raw ambient occlusion bakes to simulate this on my Eagle model.


Becco_UK ( ) posted Sun, 29 November 2009 at 7:45 AM

file_443898.jpg

So with the ambient occlusion bakes placed in the maxwell material roughness channel I was also then able to increase the IOR (nd) value of the sheen layer. Trial and error here and will probably be subject to further adjustment as the model nears completion. This is what the Eagle looks like with the revised materials.


Becco_UK ( ) posted Sun, 29 November 2009 at 7:46 AM · edited Sun, 29 November 2009 at 7:47 AM

file_443899.jpg

From the rear.


Mandrake7062 ( ) posted Sun, 29 November 2009 at 10:43 AM

Looking fantastic Becco.

I just saw the cargo link, been busy, thanks so much!

I'll show you what I come up with.
I need to work on moon craters! :)


Mandrake7062 ( ) posted Sun, 29 November 2009 at 11:23 AM

file_443906.jpg

I hope I can figure out how you did this because it's the first complex model that has exported through the free riptide plugin without a single error. I hope it scales as easily to my eagle. :)


Becco_UK ( ) posted Sun, 29 November 2009 at 12:46 PM · edited Sun, 29 November 2009 at 12:55 PM

Mandrake7062: You got it to render so that's a good start :-) I like the natural looking shadows in your render - far too many renders (any software) have deep black shadows that I find strange in an earth like atmosphere. I can see the polygons that make up the canister though - can you increase the phong setting in your renderer? It will scale without problem - just select all the objects and use Cinemas' scale tool. If your Eagle is accurate then the Cargo Pod will fit perfectly. Don't forget to sort out some metal textures for the engine bells and leg pistons.


Mandrake7062 ( ) posted Sun, 29 November 2009 at 12:58 PM

No that's a problem with the free riptide, it does not support the smoothing angle.
I will run it through poseray to get the phong back later.
TG2 requires an mtl file along with the obj file, to load an obj.
Riptide creates a .mtl file
So it's easy to test with because it's one step to TG2
I just use it for a quick test.
The full version does the smoothing but I'm cheap.


Becco_UK ( ) posted Mon, 30 November 2009 at 5:33 AM

file_443948.jpg

The last bit of tidying up concerned the passenger pod 'legs'. This was originally one sub assembly of several parts simply copied to make up the 4 'legs'. Some parts of the 'legs' were also sharing textures from other parts of the eagle.


Becco_UK ( ) posted Mon, 30 November 2009 at 5:36 AM · edited Mon, 30 November 2009 at 5:36 AM

file_443949.jpg

Now all the 'legs' are just two objects (I kept the chrome pistons seperate) and each 'leg' has its own set of UV's - can vary how they look when the painting gets underway.


Becco_UK ( ) posted Mon, 30 November 2009 at 5:38 AM · edited Mon, 30 November 2009 at 5:45 AM

file_443950.jpg

So, this is how the Eagle looks with all the tidying up done - the model is now more manageable to use and all ready to go in the virtual paintshop for a few days.


Mandrake7062 ( ) posted Mon, 30 November 2009 at 11:01 PM

file_443979.jpg

Scale test, I turned off the chrome. Guess I can tuck this away now and investigate better moonscapes. I know a few people have been working on better crates.. Thanks Becco

Your renders are looking very good!


strata ( ) posted Tue, 01 December 2009 at 8:35 AM

I am even more impressed than I was before!! Excellent attention to detail indeed! Keep em coming. :) Strata

“The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane.” Nikola Tesla


Becco_UK ( ) posted Thu, 03 December 2009 at 2:06 AM · edited Thu, 03 December 2009 at 2:12 AM

file_444065.jpg

**Mandrake7062**: Nice render of your Eagle with the cargo pod fitted. The top of the pod should be more or less touching the bottom of the spine though. The white of your eagle is burning out too - is that due to the renderer settings or your white being too white.?

strata: Thank you. Addding all the detail was very time consuming though and much of it gets hidden by the cages around the 'walkways and shelves'.

The painting starts with some work to the spine and passenger pod.


Becco_UK ( ) posted Thu, 03 December 2009 at 2:08 AM

file_444066.jpg

This was rendered to see how the materials worked when not affected by any sky - too reflective?


Mandrake7062 ( ) posted Thu, 03 December 2009 at 6:39 AM

I moved the camera to get a better test shot at the cargopod and the Sun moved more behind me but I think it was a bit bright before too.

I need to get the light more like the one you've just done here, this looks much better to me.
Think I hit two birds with one stone that time..


Becco_UK ( ) posted Fri, 04 December 2009 at 5:02 PM · edited Fri, 04 December 2009 at 5:03 PM

file_444151.jpg

Some final adjustments to the foot pad and landing gear assembly. The framework and footpad was a number of objects with one texture map. The non-moving framework is now connected to the side pod. The moving footpad and link bars are seperate objects with their own texture map. A new part has been added to the bottom of the strut piston. Also, changed the strut piston material from chrome to iron, that when adjusted should be hopefully look more like steel.


Becco_UK ( ) posted Sat, 05 December 2009 at 4:16 PM · edited Sat, 05 December 2009 at 4:17 PM

file_444213.jpg

Painting of the side pods and 'leg' assembley gets underway.Bodypaint used for the panel shading and my paint software was used for the lenes.


Becco_UK ( ) posted Sat, 05 December 2009 at 4:22 PM

file_444214.jpg

Painting of one front sidepod nears completion. I've copied the panel lines to other pods and those can be adjusted to minimise noticable repetition.


Becco_UK ( ) posted Mon, 07 December 2009 at 11:16 AM

file_444334.jpg

The journey to make a 3d Eagle to render is almost complete with just the Command Module to paint. So close!


strata ( ) posted Mon, 07 December 2009 at 12:17 PM

Most excellent project, congrats!! :) Strata

“The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane.” Nikola Tesla


Becco_UK ( ) posted Tue, 08 December 2009 at 4:43 AM

file_444364.jpg

**strata**: Thank you.

Now to tidy up the command module paintwork/materials. Not that much to do here, just sort out a few distorted UV's towards the front. Some light coloured 'dust' needs to be added to the black area, the sensor dish material could do with tweaking and a more representative panel shading to be added..


Becco_UK ( ) posted Wed, 09 December 2009 at 11:43 AM · edited Wed, 09 December 2009 at 11:44 AM

file_444456.jpg

The command module following some work to the painting.


Becco_UK ( ) posted Sat, 12 December 2009 at 7:12 AM

file_444628.jpg

This is how the first full size render turned out.

A larger (1000*800) image can be viewed in my Renderosity Gallery.

I also have 'zipped' a 2000*1000 uncompressed .tif image that can be downloaded, on request via a PM, for personal non-commercial use.


Becco_UK ( ) posted Sat, 12 December 2009 at 8:42 PM · edited Sat, 12 December 2009 at 8:43 PM

file_444660.jpg

The second render of the Eagle model will be similar to this rough preview. A panoramic render of the environment will be rendered for use in Maxwell Renders reflection and refraction sky channels. The background will rendered seperately and used as a background image by Maxwell Render.

Before then, there is still some painting to the underside of the command module required. The cargo pod will also have some more paintwork done to it. I think at this stage the addition of some localised 'grime' may benefit the model.


Becco_UK ( ) posted Sun, 13 December 2009 at 10:42 AM

file_444702.jpg

With an environment that matches the sky this is more or less what the next full size render will generally look like. Rendered with Maxwell Render 1.7


smokeyC4D ( ) posted Thu, 17 December 2009 at 1:53 AM

AWSOME work Becco!


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