Star Wars Environment  Project
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Star Wars Environment Project

David Gorman
by dgorman on 31 May 2021 for Rookie Awards 2021

12 week environment project by David Gorman

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This is my Star Wars environment project which I completed over the course of 12 weeks. The concept art gave me Star Wars vibes from the get go so I ran with that theme for the project. I created a few of my own Star Wars style characters so I included my version of a Sith Lord 'Darth Chaos', and his personal Stormtrooper guards I have named 'Screamtroopers'. The assets for this environment project were modelled in Maya and Zbrush, textured in Substance Painter and Photoshop, and the final scene was rendered in Arnold. The foliage was created in Maya and Houdini. I had loads of fun on this project and the timeframe really pushed me to try and get everything I wanted into this scene. A special thanks to Bryan Bentley for all his Jedi wisdom along the way. I hope you all enjoy viewing my work. 

 01. SCREAMTROOPER

Software used: sculpted in ZBrush (sculptris pro, zremesher); modeled, retopologized, rigged and posed in Maya; textured in Substance Painter, rendered in Arnold

Poly count: 120, 219 quads

I sculpted a male to real world scale in Zbrush so I could try and get the armor and helmet as realistic as possible. I wanted the helmet to fit and be functional while also remaining close to my initial design. The helmet has a jaw that proceeds quite far down the front of the neck, so trying to get the proportions of the armour right without making the helmet look oddly large was quite a challenging part of this process. 

After my texturing was complete I knew I needed my character to be posed for my scene, and didn't feel that the quick rig was really going to give me the freedom I would need to move the trooper without the armour intersecting. So instead I created a simple rig with some control curves in Maya.  

Below is an example of the node setup I used to create randomness within my scene in Maya. Here I used it to create randomness in the roughness and hue of the rocks. 

02. LAMBDA-CLASS T-4A SHUTTLE

Software used: modeled in Maya using old blueprints, references from toy patents and appearances in films. Textured in Substance Painter (custom normal maps created using Arnold debug shader). Rendered in Arnold and Iray.

Poly count: 108,171 quads

1. 1001 - Albedo 2. 1002 - Albedo 3. 1001 - Normal 4. 1002 - Normal 5. 1001 - Roughness 6. 1002 - Roughness  7. 1001 - Object I.D. 8. 1002 - Object I.D.

03. GONK DROID

Software used: modeled in Maya using old blueprints and references in movies and games. Textured in Substance Painter. Rendered in Arnold and Iray.

Poly count: 50,638 quads 

1. Tile - 1001 Albedo 2. Tile - 1002 Albedo 3. Tile - 1001 AO 4. Tile - 1002 AO 5. Tile - 1001 Normal 6. Tile - 1002 Normal 7. Tile - 1001 UV Layout 8. Tile - 1002 UV Layout 

04. FLOATING CARGO TROLLEY

Software used: Modeled in Maya. Textured in Substance Painter (customer alphas in Photoshop and Illustrator). Rendered in Arnold and Iray.

Poly count: 28,978 quads 

05. WEAPONS CRATE

Software used: Modeled using Maya. Textured in Substance Painter (custom alphas created in Photoshop and Illustrator). Rendered in Arnold and Iray.

Poly count: 14,674 quads

06. R-DROID AND RE-PURPOSED OUTSKIRTS CARGO SLED

Software used: Modeled in Maya. Textured in Substance Painter Rendered in Arnold.

Droid Poly count: 22,837 quads

07. JUNGLE BUNKER AND CONSOLE 

Software used: Modeled using Maya. Textured in Substance Painter (custom alphas created in Photoshop). Rendered in Iray.

Poly count: 98,071 quads

08. GROUND LIGHT POLE

Software used: Modeled in Maya. Textured in Substance Painter Rendered in Arnold and Iray.

Poly count: 8,284 quads

09. PIPE CONNECTOR

Software used: Modeled in Maya. Textured in Substance Painter Rendered in Iray.

Poly count: 9,227 quads

JUNGLE ENVIRONMENT

Environment concept art provided by CG Spectrum 


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