Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 02-04-2005 , 11:13 PM
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Star Trek II: Miranda Class Starship

It’s been a long time since I started a wip thread in this forum, and so many of the names and faces have changed! But I’ve been lurking around every once in awhile and am always impressed by the amazing talent that has thrived here over the past couple of years. I’ve been busy with other projects (and life in general!) but I’ve been feeling the urge to make another starship. Well, the itch has become unbearable and its time to scratch it. As some of you may already know, I made a Constitution class refit model a couple of years ago using 3ds max that worked out rather well. And I’ve always been a fan of the movie era designs, so in line with this, I have chosen the Miranda class (USS Reliant) from Star Trek II: The Wrath of Kahn as my subject. It hasn't been modeled much that I’m aware of, and I think I'll be able to do her justice.

My weapon of choice will be Maya 6 for this project and I've decided to create this model using NURBS. A lot of people shy away from NURBS modeling which is too bad because they are indeed quite powerful. But they are time-consuming and sometimes a pain to work with. Also their slower to render and harder to texture, so there’s a lot of good arguments for modeling straight to polygons. However, I want the scalability and precision which NURBS offers which is why I will not use box modeling or subd's. So when I'm done I can tessellate the model to a LOD that I require which will be more flexible in the long run.

My intention here is NOT to make this a tutorial, but rather just to show my thought processes and illustrate the various ways parts can be constructed. A lot of folks like to model by perfecting each component one at a time before moving on to the next component. I don’t work like that, as I find that you can paint your way into a corner that way. My work flow is similar to how you would sculpt in real life. Rough it out, examine, refine, and repeat as needed. user added image

So anyways, let’s get started and have some fun!

Jason

PS There’s lots of screencaps of the Miranda Class (USS Reliant) over at trek5.com:
https://www.trek5.com./caps/films/02_khan/index.html


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# 2 02-04-2005 , 11:18 PM
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I’ve collected gobs of screen caps from the movie, and from a few TNG episodes. I also came across some photos of the original prop when it was the Saratoga in DS9, and the Brittain/Lantree in TNG. These will be my primary reference.

I’ve been utterly disappointed at the lack of accurate, quality blueprints for this model. Honestly I would have expected something decent (like the pocketbook prints for the connie refit) by now, but sadly there seems to only be several iterations of two main sources of blue prints. The first source is the set of prints made by John Nielsen in 1983. These are ok but talk about way over simplified. There are serious proportionality problems, many of the parts appear to be copied from the pocketbook connie prints, and other parts are just plain wrong. However it does have a few correct aspects to it that are kinda useful (lie the tilt of the nacelle pylons) so they’re not a total waste. (I picked up a set on e-bay a while back). Fun for collecting but I won’t be using these much.

The second set is the ones made by Michael Ruppert over at Federation Frontiers. His are much better, but they too have some serious deviations. Well he actually mentions that his prints are not supposed to be the ‘Reliant’, but rather are a ‘reliant-like’ version so I guess we can’t hold him to that user added image Overall they’re better, so I’ll use these to get started, and to rough things out. However, I will stop using them as reference pretty early on and rely almost entirely on either prop photos or movie/tv screencaps.

(note to general public, if you have any decent photos or screencaps you’d be willing to share, I’d be very grateful! Pleae post or pm me)

Ok enough talk, I got my image planes setup in Maya and created some base layers to get the scene basically setup. I’ll start with the bridge tomorrow.

user added image


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# 3 03-04-2005 , 01:48 PM
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Im realy looking forward to seeing this grow,it's giving me a feeling of being very imformative...thanks

# 4 03-04-2005 , 10:29 PM
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I made the rough-out of the bridge this afternoon. I'm leaving it pretty simple for now, since I ultimately want to flesh out the entire model to establish proper proportionality before I concern myself with detailing. Essentially I birailed the side walls and used some planar trims for the top and rear. And the bridge dome, of course, is a revolution. Pretty straight forward really.

I can see already that the blueprints are leading me astray. When followed exactly, it leaves you with connie style bridge so I've already taken the liberty of tweaking it to make it more Miranda like. I think it still needs some more shape correction, but I'll fix it up more later on. for now this is good enough.

Here's the wire lay out:
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Which resulted in your typical bridge:
user added image


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# 5 03-04-2005 , 10:49 PM
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You might want to shrink those images. Else they might be deleted. Looks good so far mate! Keep going!


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# 6 04-04-2005 , 12:07 AM
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Why would the pics be deleted? I'm doing my own hosting..

The portion under the bridge is really easy on the Miranda. Again, just another birail of the profile, guided along the rails which outline the structure. I decided to break up the surfaces rather than have them be all one big chunk. I think I'll be doing alot of that since some of the other patches will get a little harder to make as one piece.

user added image

user added image


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# 7 05-04-2005 , 12:37 AM
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I got the basic 'secondary' hull fleshed in tonight. As usual the saucer is a revolve. The seconday hull side walls are again birailed and the upper and lower surfaces are planar trims for now. I'll convert them to regular patches later. I maintained tangency at the connection on the side (between the saucer and secondary hull) by using a curve derived from the saucer instead of picking my own point.

I can see more problems with these blueprints now. The back end is too wide, and too long. Plus the saucer rim is too thick underneigth (radially at the edge) and the profile for the underside is too much like the connie. Again way too many connie elements.

Here's the latest pics. Well more work days ahead so progress will slow down through the week..
user added image


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# 8 05-04-2005 , 06:56 AM
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Looking good so far. Keep us up to date when you get some time.


Cheers,
Malcolm

'England Expects That Every Man Will Do His Duty' - Vice-Admiral Horatio Lord Nelson - Battle of Trafalgar - 21st October 1805
# 9 05-04-2005 , 04:55 PM
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aha, is this what they mean with modelling with curves user added image
need to find some tutorials about it i think =)

Cool modell JasonA, cant wait to see it get finished

# 10 07-04-2005 , 06:38 PM
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I've got all of the major components roughed out now. I'm going to toss the blueprints at this point, since they're only going to hinder me from here on out. I know its not much to look at, but I do it this way so I can now compare these pics to my reference photos and reshape and proportion all of the parts in a gross sense before I start putting all the effort into modeling each piece with detail.

user added image

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user added image


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# 11 07-04-2005 , 06:41 PM
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Very clean work... Looks like you need to cap off the warp nacels (at least I think thats what they're called) though?

I find nurbs a pain to texture, so I'm wondering what your plans are for that?



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Last edited by mhcannon; 07-04-2005 at 07:16 PM.
# 12 07-04-2005 , 07:03 PM
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Looks very nice but from what ive seen spaceships rely very heavily on texturing. So even the best model with bad texturing looks cheap. Where a generic model with great texturing really stands out.


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# 13 07-04-2005 , 09:48 PM
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I've been using a checkboard pattern to verify that my U and V directions are correct for all my surfaces as I make them. If its not, i fix it right there before moving on. In a few cases, the inherent UV's will actually make my life easier. But in several cases I plan on grouping many patches together and using 3d projections. Since this is a rigid body it'll work fine. Not quite as convienient as using the UV editor, but its not as bad as having to texture the NURBS patches of a character.

I hope that my texturing does the model justice. Its true that crappy textures can make a great model look cheesy whereas awesome textures can make a cheesy model look decent (from a distance anyways).

Honestly though, almost all 3d models rely heavily on textures to be outstanding. I mean really, how many things can you think of where textures don't matter much? Cars basically..


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# 14 11-04-2005 , 01:27 AM
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I've finished the warp nacelles this weekend, I'm pretty happy with how they turned out. I think I've captured almost all of the unique differences of the Miranda class nacelle, as compared to the Constitution refit. All of the major surfaces have been filleted, but I left a few sharp edges in there for contrast. I think they really add to the realism of the surfaces. And I've also learned a couple of workflow enhancements that has enabled me to figure out how to eliminate trims - albeit a very painful and tedious process. Anyways, these are about 97% trim-free. I rebuilt almost every surface to be a non-trimmed NURBS patch. Its been a grueling three days but well worth the effort.

I stil have a few widgets to add, but I'll get to them later. So here's some rendered pics of the nacelle.

user added image

and the front and rear.


user added image


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# 15 11-04-2005 , 06:23 AM
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Very nice detail on the nacelles. Also want to thank you for sharing your thought process as you progess. Very interesting stuff. Please keep it coming user added image



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