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As you might have guessed
from the opening page, we ran into our share of problems during
the modeling stages. We began with a flat angled plane and, using
photographs of a snowspeeder in the three viewports - top, back,
and left - as reference, cut out the shape of the upper wing
section. Unfortunately, snowspeeders tend to have a lot of nasty weird angles and when you move a single point of a plane out of whack (something we experienced often) to match an angle, the result is a non planar. Non planars are Lightwave gremlins that mess with your geometry and tend not to render properly. If you think of a rectangle as a plane connected by four points (like a sheet of paper) and one of those points is moved so that it is not aligned along the same plane as the other three (or more) points - that is your non planar.
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Needless to say, there was quite a lot of cursing and hair-pulling (and I'm not saying whose hair) as the development of the speeder progressed. But we all (almost all) got through it and that's all that matters. Eventually we got to the point where we could begin to paint our textures in Photoshop. There was again more cursing though not so nearly as inventive and as exuberant as during the modelling stages. There were the few fortunates who had more than a little experience with Photoshop (you know who you are), alas, I was not included in that select group. The rat bastidges. I must admit, I didn't paint as many textures as I would have liked but the process, although tedious, was fairly simple once I got the basics down. I ended up using a combination of painted texture maps, bump maps, transparency maps, and Lightwave procedural textures to save a little time. Procedurals are limited and random at best and there's a lot of tweaking involved to get the result you're looking for. I still plan on painting more maps for my demo reel footage when I recreate my snowspeeder / A.T.A.T scene. ![]() |
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