Star Wars Landspeeder

So I spent the last several hours, essentially constantly building this vehicle’s basic hull from scratch over and over again, each time doing it differently. It was in one manner frustrating to keep starting over, but on the other hand very rewarding. After doing it over and over in different manners I really begin to understand what worked and what didn’t and started to, eventually, really come to appreciate the flexability of Maya’s sub-d’s.

The first four or five times I did this, I started with standard polygon objects and boxed modeled in the basic shape with a good amount of general detail. I then converted to sub-d’s amd tweaked from there. This method though always gave me problems. On an idle thought I wondered if perhaps my problems were due to having TOO much detail in the polygon base.

So I started again and this time I started with a sub-d instead of a polygon. I then boix modeled out completely in sub-d’s and I shockingly discovered how very little detail I actually needed to get the right shape. Probably less than 20% of the detail I had been putting in when in standard polygons.

Using this new method I very quickly roughed out the shape of the hull, and then I started playing around with and learning how Maya lets you “Refine” the sub-d in the areas you need, moving up and down sub division levels tweaking as you need to. This resulted in my getting almost the perfectly desired shape, yet only having the detail where it was needed.

Here, now, is the latest version of the base hull created with my new knowledge.



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