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Complete Projects September 2021

Summer Update: Frigate and Bomber

09/06/2021 – Well that was quite a break, wasn’t it. Sorry for the delay there! When I last left off, I had finished up the Freespace fan fighter Achilles, busted my back, drew a Homeworld fan frigate, and gotten off to a good start on it.

The problem there was with the belly module – I never could get it looking quite the way I wanted on its intersection with the main hull. Click the screenshot below to be taken to a p3d of the frigate as it stands currently. Sharp-eyed viewers will note a teeny tiny radar dish hovering in space right under the nose, that’s a detail that will make its way onto the bridge at some point.

I fully intend to finish the ship up the ship at some point. The belly module issue started from that row of four hatches but as I tried to square away my concept with my model, I quickly realized there were a number of flaws with the concept itself. Take a look at the comparison below:

The frigate is by no means unsalvageable, but a lot of decisions have to be made about what component goes where before it can be resumed. But, that’s only part of the story.

A variety of projects filled the intervening time – the biggest of which was another Freespace fan fighter. This time it was a bomber, as opposed to a heavy interceptor like the Achilles. This bomber is called the Marathon – like the Achilles, it’s a mix of modern inspirations and classic canonical Freespace ships. Leading with the goods, click the image below to view it, completed, on p3d! Or here for an alternate dark environment, showing the lit interior.

Unlike the Tron and anime inspirations for the Achilles, the Marathon draws the most from the SSV Normandy from the first Mass Effect game. Click the image below to view it on the source site.

The Normandy SR-1 is a personal favorite of mine for its sleek dynamic profile that efficiently conveys speed. I never was a fan of how they lengthened the main hull without increasing any of the other proportions for Mass Effect 2 and 3. The biggest influence on the Marathon is the four limb structure and general arrowhead shape.

The other big influence on the Marathon was the canonical Freespace stealth fighter, the Pegasus. Click the image for higher res.

This is where the Marathon gets all its glowy blue pipes, pink lines, and dark red striping. The Marathon is meant to be less of a transformative breakthrough of new technologies like the Achilles, and more of a maturation of Freespace 2 era technology. The four large bays are meant to be shielded bomb containers – in the animated p3d preview of the Marathon, you can see the custom built bombs it carries.

The Marathon allowed me to really apply a lot of lessons I learned from the Achilles when it comes to the UV mapping, but it also let me stretch my legs and try several ambitious things. One of which was a much more detailed interior compared to the Achilles! Here you can see the modeled pilot’s station, interior status displays, fire extinguishers, and just barely visible is the hatch that leads to the living area inside.

One of the key lessons from the Achilles was that if I want to use decals and labels, I need to ensure that some parts of the UV map aren’t mirrored. So to accomplish this, I ended up unwrapping the Marathon’s wings and interior first, doing them as a single substance project. This was critical because Substance actually makes it very difficult to texture interior surfaces, so several different projects were required anyways.

The front half of the ship including the fuselage was unwrapped without mirroring. This enabled me to paint on various blowout panel and access panel decals, which was quite fun. It was also quite fun to paint in the details for the main airlock behind the chin turret. The remaining rear half of the ship is mirrored, like the Achilles – which is why it has a lot less warning text.

The biggest breakthrough came from changing up how I was doing edge weathering and dust on the main surfaces. I used a lot of techniques in this excellent video, and those were easily reapplied back to the Achilles. To end on a high note, one of the earlier projects this summer was taking advantage of p3d’s GLTF file format to upload animated previews. I’m sure you’ve noticed that the Marathon has animations showing its various missile bays opening and the wings animating – in addition to updating the Achilles textures over the course of about an hour, I was also able to produce a fully animated preview of the ship on p3d – click the image below!

I’m in the midst of a move, so updating will be sporadic going forwards. But it will not be as dead as this summer was. Next time, I’ll be discussing the next project!

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Complete Projects May 2021

Frigate and Achilles Updates

05/18/2021 – Between another member of the Freespace community’s comments about the Achilles’ big belly weapons bay and my collaborator on the Warmachine project wishing he could have more small missiles, I took a brief detour to make another weapons system for it. Freespace Open can only support four different secondary weapons equipped to a craft, so that meant that with two different sets of stanchions for the heavy missiles, and the big belly gunpod, there was only one ‘bank’ available for lighter missiles. My collaborator would rather have preferred an option for more of the lighter swarm missiles at times, so we got to talking – what about a giant missile pod? A few days later and I’ve whipped it up successfully. Below is a render with the weapon equipped in its belly hardpoint (click for full resolution).

Click here to be view this model on p3d, and click here to see the missile bay amongst all the other weapons created for this fighter.

There’s also been some progress on the project I’d like to be focused on currently, the Kushan Ion Frigate (click for full resolution).

A number of issues with perspective on the initial sketch have dragged things to a slowdown, but there will be more progress and details to show off soon! You can see on the belly module there’s faintly visible an intricately modeled hatch I’m looking forward to getting textured, and the bridge module is feeling quite close to how I imagined it. The firing assembly at the nose still needs work of course, but for now it’s making progress.

Categories
Complete Projects May 2021

Achilles Complete

05/06/2021 – The Achilles is the most ambitious project I’ve done as an amateur, and any time you push the limits you learn a lot. To keep it so the good stuff is up front, here’s links to three different p3d views of the fighter. The first two are with the wings open, in a dark space environment and in a lighter environment, and the third is with the wings closed. Click each thumbnail to be linked directly to the p3d! Do note that you can see through the cockpit floor through the bottom of the fuselage, this is a p3d bug not a feature.

The most important lesson I learned is that it is FAR easier to composite together multiple complete texture sheets like I did for the missiles than it is to unwrap and texture an object as complex as the Achilles in one go. When it came time to unwrap the main fighter itself my main goal was maximum quality – but I went about it all wrong. Let me break it down.

  1. I decided I wanted to maximize the amount of surface area on the unwrapped texture each component had. To do this I decided to split the fighter straight down the middle, unwrap one side, then mirror it across to get the other side. This meant giving up on any of the text decals I had so much fun with on the missiles. This is a bad approach because it leads to butterflying along the centerline. Much of that I was able to fix up but there’s still visible seams right down the centerline.
  2. I also wanted everything scaled properly to each other. This was an absolutely enormous delay, not to mention a task that sapped my desire to keep working on the project because it took ages to get Maya to unwrap without the program’s unwrap algorithm literally crashing. It would regularly reach some arbitrary limit for how many UV shells it could handle and then just dump the rest in a pile somewhere on the map.
  3. After that ordeal I decided I didn’t want to spend ages stitching together UV shells. I was anxious to get into Substance and start painting. From before I started doing anything in Substance to after I declared victory, I was still editing and fixing things in Maya as a consequence. Worst of all, Maya’s unwrap feature often splintered contiguous surfaces and scattered them around the map. In order to take advantage of modern textures’ mipmapping Substance will automatically grow the contents of a UV shell out to the boundary of the next UV shell. This would have been fine had all my UV shells been fairly comparable in size, but since Maya made lots of tiny splinters scattered around the ship often this meant dark regions were next to glowing regions. Also pursuant to point 1, I wanted to maximize my usage of space, so I told Maya to pack things with one pixel of padding between them. Maya’s smart, I thought. Maya can do that. That is a thing that can be done, I said confidently to myself.

Putting that all together, the ship is marred by a variety of obnoxious little flaws. If you look in the large open weapons bay you’ll see that meticulously modeled armature bizarrely speckling. That’s because of the issue I alluded to in point 3 above – a lot of those armature shells are next to glowing regions and they’re so tiny compared to the size of a pixel even on the Achilles’s gigantic 4k map, they get little bits of glowing blue on them. And this automatic spread between the shells is not something I can hardcode or edit, so the only way to mitigate it is erasing the blue on the neighbor that’s too close! While researching the problem I often found advice recommending padding distances of ten pixels between shells, as opposed to my incredibly optimistic 1 pixel boundary!

So how could I have done that better? What are the lessons to take home from this project?

  1. Once a complicated component is more or less finished – especially in a project like the Achilles with lots of transforming parts – it’s critical to consider unwrapping it completely and texturing it right then and there. This leads to enjoyable incremental progress and breaks the unwrapping step down into manageable chunks. I should have unwrapped the upper wing and lower wing together so that they were scaled correctly to each other. Then I could have applied what symmetry I wanted to and really gone to town on just those two objects. Then, once I had the engine modules, even though the upper and lower modules have different bases I could have taken the common geometry and unwrapped that, texturing that to completion. The success I had with compositing the missiles together into one texture sheet shows that getting perfectly accurate scaling between missiles or in this hypothetical example regions of the ship isn’t necessary – I guessed well enough with my texture sizes that none of the missiles look particularly low res compared to the rest. There’s no reason I needed to unwrap the internal structure of those weapon bays at the same time as the rest of the fighter as those will be rarely seen details.
  2. I should have broken apart the main body of the fighter in thirds. I should have mirrored the wings and the flat chassis of the fighter around a unified fuselage, instead of simple left/right mirrored symmetry. This would have been only slightly less inefficient than what I chose, and had I spent the time to stitch together the regions that Maya shattered that would have led to better results, without the obnoxious mirroring line down the center. It would also have given me a region that was not left/right symmetric to put plenty of the “danger” signs that I so enjoy.
  3. If I hadn’t done any of that, what I could have done is use Maya’s layout tool to generate square regions that were comparable to each other and then scaled them by hand. Again using the interiors of the weapons bay as an example, I could have just selected all those faces in Maya and used the Layout command to fill an arbitrary square sheet with them, then dragged them away from the rest of the fighter and simplify that way.

While working on the Achilles I regularly ran into problems with the ambient occlusion as well and that was because it will be in multiple different poses when fully implemented in Freespace, so the amount of light reaching a surface is not always consistent. I ended up saving out the ship with its wings closed or its missile bays closed and then generating fresh AO maps and hand compositing them together in a best-fit arrangement. Had I declared the wings “done” and then textured them in Substance and then moved on, they wouldn’t have the shadows cast by the rest of the fighter initially baked into them. This is a double edged sword and I suspect I would have needed to spend a few hours fixing up the same AO problems no matter what approach I had taken.

Final thoughts – I am incredibly excited to move on to something different. Having a detailed concept for the Ion Frigate will hopefully mean I spend less time trying to come up with interesting shapes within Maya like I did for the Achilles. It’ll also be a great testbed for the lessons I’ve learned from the Achilles, where I’ll want to split it in thirds and mirror the left third across the center third for an efficient but asymmetric texture. Plus Homeworld is how I got started with artwork so it will be an adventure – but that’s for later. For now, I’m thankful I aimed so high with the Achilles. I never would have really learned just how important it is to have semi regularly topology unless I’d tried to make it shiny like a car (or more accurately like its Tron inspirations). I never would have learned that there are serious practical limitations to Maya’s UV layout tools had I not relied too heavily on them for the Achilles. There’s a lot to be said for learning from others, but one of the best ways to learn is by trying on one’s own and I’m glad I did so for this project. Thanks for your patience!

Categories
Complete Projects March 2021

Achilles – Weapons Complete

03/13/2021 – I started work on another post about some more design and inspiration elements on the Achilles when I realized I wasn’t quite happy with the shape of the ventral gunpod. That took a great deal of focus for less visible change than I wanted. I also cleaned up the topology on the cockpit canopy, which mostly just means straightening out the contours so that they’re more regular.

To make up for all that humdrum slight change, I also textured the last modular component of the ship – the two large ventral gunpods. Here’s a link to the armaments compilation p3d including the newly textured gunpods. They were a fun challenge as the most complicated shapes I’ve tackled with Substance so far. Since they are the most powerful direct fire weapons these fighters can mount, they deserved a bit more pageantry and detail. I had a lot of fun with the panels and stripes – channeling a bit of Homeworld in them. I wanted to make sure they were recognizable from multiple angles and that they shared a common chassis. Click the render below to be linked to a p3d model of the whole fighter:

Here is a direct link to a higher resolution version of the above render. I made a second render below, clicking that render will link to the higher resolution there as well. Both are taking advantage of Maya’s excellent raytracing – we’re getting close to the time where I can start unwrapping the fighter.

I’m still not entirely happy with the gunpod mounting. I think it needs a more complicated retraction mechanism, perhaps based on a scissor lift. The appeal of that sort of shape is that it would fill the negative space when viewed from the side while the gunpod mount is open. I’ll try to mock up something in the next few days.

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Complete Projects December 2020

Day 20 – Shadowhawk Missile

12/23/2020 – Well! After getting my feet wet with the Spectre missile yesterday, today I decided to try and do the other, heavier missile mounted on the Achilles fighter. Substance is an absolute joy to use – I wish I could export certain types of configurations from one project to another, but I’m still learning the program.

My previous warnings of updating less frequently while traveling are likely to come into effect from here on in – but if I finish things I’ll be sure to post them as long as I am able. Click the screenshot below to take a look at the completed missile in p3d!

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Complete Projects December 2020

Day 14 – SF Sharabha unwrapped

12/02/2020 – I’ve gotten the Shivan fighter, the “Sharabha”, to a spot where I’m pretty darn pleased with it. Click the link below to view a p3d of the ship.

The big task that consumed much of the last two weeks was a lot of learning the old fashioned way, by making lots of mistakes. I’ve always wanted to combine my models down to a single mesh – as if I was going to 3d print it. This was an opportunity to learn a whole lot about Maya in a big hurry. I had to spend a fair amount of time going back through my incremental saves to rebuild parts of the geometry as the unwrapping had gotten too complicated where the components had intersected one another. A key part of unwrapping is trying to group like components so that the same texture can be painted onto all of them – but I’d made it much harder for myself.

The next big task was shaking the rust off of my UVing skills and tactics. Maya has a number of useful tools for this but its tendancy to remember the full history of what has been done to an object meant that I’d bring my computer to a halt by having it remember 40 hours of continuous UV work. Regularly deleting history is important.

Crashes also claimed more than their fair share of my time, so a summary of lessons learned:

  • Do not boolean any meshes together unless necessary
  • When sub meshes are complete (gun muzzles, wings, aerials, small repeating details) they should be unwrapped. Then they can be duplicated at will across the mesh without disturbing any of the unwrapping
  • If lights are going to be baked into the textures, then any of these sub meshes are going to be affected by the lighting need to have their own dedicated unwrapping. Imagine a row of identical houses, some in the shadow of a mountain and some not.
  • Always Be Saving

Of the other November projects I worked a good deal on a pair of detail modules for the big Shivan worldship, meant to be an eldritch alien crystal and an industrial facility. Renders to be posted below – clicking should show nice big 2048 renders. These two objects also are their own tales of woe – they’re designed to be tiled out, but the method I was intending to use for duplicating this geometry across the worldship will not duplicate lights – so just like with the fighter, these will need to be unwrapped (at least somewhat) and textured to get the sparkling lights visible.

The objective with these modules is to use a common rectangular baseplate that will tile nicely and provide a variety of recognizable and alien shapes and lights. I have planned a few more variants – shipyards and major docking bays and residential modules. Due to the sheer size of the worldship, it’d also be good if the geometry was compelling enough to be a setpiece for a level, so that’s another reason to ensure that they’re interesting to look at.

Categories
Complete Projects October 2020

Taiidan Fighter Complete

10/13/2020: So after a little over one week of working at it I think the wise thing to do is call the fighter complete. Instead of screenshots, here is a p3d.in link that should allow you to view the fighter at your own discretion: https://p3d.in/NFFjG

In retrospective, there was a lot to learn throughout the project – at first it was getting used to smoothly transitioning my camera from perspective to the various x/y/z axis cameras at my own volition instead of following along with the tutorials. Then it was experimenting with instanced geometry. Maya knows how to render that properly, but p3d sure doesn’t so I had to Modify – Convert – Instance to Object and then shuffle geometry around a bit before exporting.

Instancing geometry was definitely exciting when it came to details like the gun clusters and the nozzles in the thruster block, but led to unusual behavior when attempting to mirror or duplicate objects. The last, and best looking, piece of the fighter that I worked on was the four big winglets with their rotating bases. Instead of selecting the grouped base + winglet within the outliner, I mirrored each piece of geometry separately and rebuilt the heirarchy in the outliner. Moving things along normals and adjusting fine details on the surface is definitely possible within Maya but instead of needing to painstakingly define each normal, there’s a lot of slide commands and options to constrain movement along faces. Starting with a more complicated hull plan and then evolving from there would have been wise as right now the fighter doesn’t have the beautiful arched back of the Taiidani scout.

In order to ensure that this sketch of a fighter was original, I purposefully avoided consulting any concept art from the original games and instead wanted to make something Taiidani from memory. This helped the fighter feel a bit more original. I think the gun cluster came out fantastically, as did the four large wings, and I love the midsection. This also meant that I wasn’t working off of any kind of sketch or reference and just doing pure geometry work. It’s come out as a sort of hybrid interceptor-scout right now, but I love the character the two little winglets on the fuselage add. Weak points are the cockpit and the fuselage.

There’s still probably two weeks of work left detailing the thing and then of course texturing but I’m going to declare this done for now and return to taking lecture notes. I think a week of tutorials and a week of homework projects should be a pretty good rhythm. See you round, and I’m going to go play some Homeworld.