3D World

STAR WARS KIT-BASHING

Master 3ds Max kit-bashing techniques used to create Star Wars ships

- Ansel is a microbiolo­gist and freelance 3D artist based in Saint Louis, Missouri. fractalspo­nge.net Ansel Hsaio Author

With the imminent release of Rogue One: A Star Wars Story, and Industrial Light & Magic’s use of oldfashion­ed kit-bashed models to recreate the tone of 1977’s A New Hope, we turned to artist Ansel Hsiao this issue for his advice on how to get that Star Wars kit look in your CG.

“First you have to ask the question: what is it?” explains Ansel as we ask where to begin. “Real machines are typically built for a reason. Science fiction machines tend to be built for a look. The best Star Wars design incorporat­es both elements; the ‘used universe’ aesthetic works because the vehicles it produces look like they could plausibly be used.”

To capture that balance of use and imaginatio­n, Ansel recommends starting with an idea of what the vehicle or spaceship is designed to do and, “work those considerat­ions within the overall art direction. After all, a freighter bristling with guns looks a bit weird.” Ansel explains

further: “Here, I wanted to capture the classic Imperial Star Destroyer look, but much smaller. The idea was for the ship to be a scout. So continuing to brainstorm the design, I gave it lots of sensors and antennae, and wanted to make it look fast and elusive.”

Start at the base

Ansel begins creating the Star Destroyer variant with the basic hull shape. “The basic Galactic Empire aesthetic is based on relatively clean and geometrica­lly regular shapes and sharp angles,” he explains. “There are lots of complex surface details, but they should by and large conform to the basic shape.” (Take a look at the boxout: Start with Basic Shapes, in order to see Ansel’s step-bystep process for creating the base shape of his Star Destroyer). Ansel’s process can be used to generate a basic hull shape very quickly, from which to develop the Star Destroyer. “Subdivisio­n modelling can be used as well if you want to incorporat­e complex curves, but that's fairly rare for the Star Destroyer aesthetic,” he adds.

Once your basic shape is finished it’s time to start adding the “fun part,” all those small details and elements that bring the model to life and help sell the used, authentic look needed for imagined vehicles.

“All Star Wars ships have hull and armour plates,” states Ansel, explaining: “These can certainly be done with textures using displaceme­nt mapping and other techniques, but sometimes geometry is required. I'm going to show some methods for generating these complex

THE BEST STAR WARS DESIGN INCORPORAT­ES BOTH ELEMENTS; THE ‘USED UNIVERSE’ AESTHETIC WORKS BECAUSE THE VEHICLES IT PRODUCES LOOK LIKE THEY COULD PLAUSIBLY BE USED

hull-hugging objects very efficientl­y.” (See boxout: Creating Armour Plates to follow Ansel’s steps to create hull armour details).

By following Ansel’s steps you can generate a complex “field of hull plates” that the artist says is extremely time efficient, at the cost of some cleanup afterwards.

“Not great if you absolutely need quads for every object, but incomparab­ly faster than modelling them via subdivisio­n as a single object with the hull or individual­ly against each hull surface,” explains Ansel, before adding a warning: “The geometry clean-up required increases a lot for panels on compound curves made using this method.”

Ansel explains that another way to create complex hull details in geometry is to detach a surface that needs to be panelled, and then use Boolean

operations to cut out the final pattern. “The process is similar [to the boxout Creating Armour Plates], except that the starting spline pattern defines the gaps between the plates, rather than the plates themselves.”

The final surface generated with Ansel’s techniques is fairly monotonous, depending on the complexity of your starting pattern. “Since, if the surface was left totally flat it wouldn't give you much extra feel of detail than a displaceme­nt map, additional details should be layered onto the surface to increase complexity,” says Ansel, explaining that individual panels can be detached and given different reflection or glossiness characteri­stics, “to catch your lighting rig differentl­y and introduce some interestin­g variation to the pattern.”

Ansel says you can also vary the height of the final extruded panels for more variation, “by insetting ‘pits’ of detail to introduce detail richness.”

Adding variety

Ansel explains the next stage is to begin detailing by creating a stash of small, greebles, nurnies and detached equipment. It’s best, he advises, to create a library of these at the beginning of any project.

Ansel explains: “Automotive, aeronautic­al and nautical equipment are good sources of

DRAW upon A Large initial collection of pieces AND rapidly AND iterativel­y fill AREAS… The More Time Spent building The initial DETAIL Library, The richer The final result

inspiratio­n for these, as is the examinatio­n of plastic model kits. Remember that many Tamiya model kits died to bring us the parts for the studio models of the ships in the original Star Wars trilogy. Smaller bits of detail can be scaled, mirrored via symmetry, rotated, and combined to form larger pieces of detail.”

The goal of creating these elements is to not have to model everything needed from scratch for every blank area of the ship that needs to be detailed. “Rather,” explains Ansel, “you should be able to draw upon a large initial collection of pieces and rapidly and iterativel­y fill areas as needed. The more time spent building the initial detail library, the richer the final result and the quicker the assembly.”

When placing these details, look to align them with the surfaces that need detailing: “I find that the process can be streamline­d by aligning the surfaces that need to be detailed to the viewport cameras,” identifies Ansel. “One quick way to do this is to link a dummy object to the hull. Align the hull face to the viewport, and then unlink the dummy. This dummy is a reference for the alignment required to make the hull surface aligned to viewport. Any time you need it set up again, align the hull object to the placeholde­r dummy object and you're ready to go again. Any plates or surface details linked to the hull will follow it as well.”

Remember, iteration is key: “These techniques can be repeated at smaller and smaller scales until the ship has the desired detail level. A panel can be given a smaller panel pattern, and a greeble can have scaled greebles attached to it. The sky is the limit!”

 ??  ?? Details on different levels from the base hull adds to the complexity
Details on different levels from the base hull adds to the complexity
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 ??  ?? “in contrast to the last method, here we are making a pattern of gaps between panels,” explains Ansel
“in contrast to the last method, here we are making a pattern of gaps between panels,” explains Ansel
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panels can also be detached and given different reflection or glossiness characteri­stics
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 ??  ?? A strong outline is important for design integrity, but extensions and insets are great to add detail complexity
A strong outline is important for design integrity, but extensions and insets are great to add detail complexity
 ??  ?? “iterate! Working in a cg medium means you’re not limited to one detail pass,”
“iterate! Working in a cg medium means you’re not limited to one detail pass,”
 ??  ?? the larger your library of details, the better your end results
the larger your library of details, the better your end results
 ??  ?? With physical models, would you contort yourself to reach an odd surface or adjust the model to a convenient angle? the same applies with to 3D workspace
With physical models, would you contort yourself to reach an odd surface or adjust the model to a convenient angle? the same applies with to 3D workspace
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