- MAP MODELS TEXTURES LEVELS PHOTOS ARTWORK   - MAP MODELS TEXTURES LEVELS

NEW

 
-
-
HOME
-
-
MODELS
-
TEXTURES
-
LEVELS
-
ARTWORK
-
SHADERS
-
TUTORIAL
-
FILES
-
-
-
-
-
UVW
MAPPING
TUTORIAL
-
-
-
-
-
-
HOME
-
-
-
 
-
-
- - - - -
-
-
-
-
-
-
-
-
-
-
-
-
-
 
Hi Here is what i am working on now, i tend to keep my fingers in many pies so to speak that's why i am not a good "finisher" anyone here who has made models will know what I mean.

More Juggernaught images.

I am working on the interior of it, and hope to include it in a level, so far the exterior works in the game but i havent tried it with an interior yet.

The thing with Star Wars id that detailing can be more fun as most of the vehicles we see in the movies are there for only an instant, so we have to adhere to what we have seen, but can have more "artistic license" with the parts we havent seen in the movies.

As with all military vehicles i try to give them a "real world" look in that they have to be used and functional, with that in mind you will see that there are warning signs all over the vehicles (all writen in Aurubesh, the Star Wars language).

This is the Tie Avenger, it is a really nice looking model with 2 huge cannons that double as additionall thrusters enabling it to reach very high speeds.

This is the Tie Bomber, I have wanted to make one of these for some time now but neve got around to it.


Thiere is a model of the Bomber That ships with Jedi Academy but i wanted all of my ships to have a similar look, i have noticed that my textures are quite differrent to that of the games, i try to make textures more "Photo realistic" but have tried a new approach with more heavy weathering, it has a good look but i am wondering if maybe these models and my textures would suit another game engine like Half Life 2 for instance which uses textures that are more "realistic" for want of a better word.

This is the control room computers from Episode IV, I really enjoyed building these, it is interesting to see that they are arranged in a manner that would let you believe it is a semi circle but in fact it is not quite a semi circle, i will be adding this model to some sections of my levels as it would be a shame to only use it once.

control_room_computers
conference_room_wchairs
I am also working on the conference room from the Deathstar, i have the desk and chairs made and am working on the walls , as this model is going to emit light i will have to make some shaders too.
gunship_rear
I am also working on the Republic Gunship from Episodes II and III, this was quite a challenge for me as i have no experience with curves, and i wanted to keep the model low-poly so it could load in-game , so i avoided nurbs i don't know if this was a mistake but i got it built and it seems to look pretty accurate compared to the movie ship.
gunship
Texturing this model was also a challenge, it has many complex surfaces and spherical objects tend to be harder to texture without the texture looking stretched or squashed ut i persisted and am now in the final stages of texturing, making sure there are no seams showing.
gunship_walker_carrier
this is a variant of the gunship, its like the ship seen in Episode II on Geonosis that drop of the 6 legged walkers, but i am adapting it to carry an AT-AT, this hasn't been seen in any comics or books but i thought one might exist as the Empire still uses walkers so it should need ships to deploy them quickly on the battlefield.
gunship_plus_landing_barge_concept
here is a render of a couple of versions of the "Landing Barge", this ship carries the Walkers down to the surface , there are two versions one type carries 4 AT-AT's, the other carries just 1 AT-AT, the "Game Empire at War" featured the Landing Barge as a deployment vehicle, but didn't have both versions just one type, the larger one i think .
I have been working on this model for a while now as i want to get it right, and have been improving my Photoshop skills so i can do it justice with the textures i make, the model has had some revisions as there are 2 different production versions the "A4" and "A5", the A5 being the most recent version and visually differs mostly from the A4 version as having an armored tower on the top for the lookout in stead of a "crows nest".
juggernaughtJuggernaught_showing_hatch
Here is a detail of one of the wheels these were a challenge as the wheel (on the vehicle itself) can "open up" so it can distribute its weight more evenly and also allows the 4 super heavy metal discs to spin rapidly adding to the vehicles momentum, these can cause devastating damage to anything in its path.
wheelJuggernaught_complete
The security sensors from the detention levels will be getting added to my maps as i want to feature a part in the detention levels, there is also some machinery i want to add to the trash compactor section of the levels, i will try to add all the locations from the movies into the levels i build.
security_sensors
-
-
-
-
COMPUTERS
-
DOORS
-
-
-
SHIPS
-
-
-
-
-
-
-
NAVGOALS
WAYPOINT
TUTORIAL
-
-
-
-
-
-
HOME
-
-
-
 
-
-
- - - - -
-
-
-
-
-
-
-
-
-
-
-
-
-