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Work In Progress - Millennium Falcon Environment

Recently, I've decided to take on what I think will be one of my toughest projects so far - the Millennium Falcon! Using Autodesk Maya to model everything. So far, it's coming along nice - however, I'm aiming for accuracy and there is a thousand and one different blueprints online! I'm trying to apply all the knowledge I have to model the environment - so far, I've used polygon primitives, CV Curves and .SVG Files. Whilst i'm waiting for a new PC To upgrade to, I'm currently using Pixar's Renderman to create some basic preliminary renders of the environment.

Since I have a new PC on the way in a few weeks, I don't want to jump into doing any texturing/rendering, however I plan to be using substance painter and Arnold/Unreal Engine to render.

Piping and other smaller details have been made - I still need to texture a majority of the cargo hold and hallways.

Piping and other smaller details have been made - I still need to texture a majority of the cargo hold and hallways.

Close up of the dejarik chess table - the keys and other dials need to be UV Mapped and textured in Substance, as well as the top surface.

Close up of the dejarik chess table - the keys and other dials need to be UV Mapped and textured in Substance, as well as the top surface.

Texturing the interior and sorting out lighting. Tried experimenting with the depth of field focus on the maya camera.

Texturing the interior and sorting out lighting. Tried experimenting with the depth of field focus on the maya camera.

Millennium Falcon Walkthrough - Unreal Engine. Still very early stages.

Preliminary render of environment. I've never used renderman before (evident in the grain!), though I do like the workflow.

Preliminary render of environment. I've never used renderman before (evident in the grain!), though I do like the workflow.

Cancelled render of Dejarik chess table. Rendered using renderman.

Cancelled render of Dejarik chess table. Rendered using renderman.