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~3D Tools - Creative and Technical 3D Modelling (Star Wars X-Wing Project)~

Writer's picture: ArchieArchie

Updated: Jun 6, 2019

We were asked to select blueprints for a Sci-Fi inspired vehicle. One with a top view, side view and a front view. I chose the X-Wing blueprints bellow.

The X-Wing blueprints I had chose.

We had to import the selected image into Photoshop, where we removed the blue using the magic eraser tool and reverted the colour to make the lines more visible. Using the ruler tool, we surrounded each of the furthest out points on each viewpoint so we could select only what we needed without missing parts out. We copied each of the selections and pasted it into a new document, aligning them so it works correctly in Maya.


The final Photoshop step was to save the individual viewpoints and .PNG files so they would be clear to use as modelling guides on Maya.

Now that the image plains were fully aligned, the next step was to add them into to Maya so I could use them to help model the X-Wing vehicle. In order to create an image plane, you have to press the space bar, doing this will bring up four different view windows.


Once I had the four view windows open, I could tell which correlates to which by looking at the bottom of each window.

The default windows are as shown. There is a top, front, side and perspective view (you are set to perspective view upon starting up the software).


Now that I was aware of which view window is which, I had to assign the image planes I created in Adobe Photoshop. To do this I went to the view tab of the window, down to image plane and then selected 'import image' (if this were the top view, I'd select the .PNG of the top view image plane).


Once I assigned all the image planes into the correct positions, it was time to start modelling the X-Wing.


The center of the X-Wing seemed like the easiest place to start from. From there I made my way down towards the nose and then used the extruding tool to create the wing, finishing off with the blasters and turbines.

Now that the X-Wing was modeled I had to cut and unfold appropriately inside the UV editor to ensure it would texture smoothly when I used substance painter.

Although the model has UVs that are cut and unfolded appropriately, I wanted to minimize flaws so I went into the UV distortion mode to check for any distortion to avoid problems later on.

On the end of the nose, there was distortion. This however, was very small scale so I left it be for now, if I were to restart this project I'd make sure distortions didn't come around early on in the modeling stage.

Here I assigned certain materials their own colour and then gave these materials separate identities. By doing this I can now drag and drop materials into these different coloured areas, they in turn will then get this material without it touching anywhere else. The model was now ready for texturing, the final step.


Once I had exported the model as a .fbx file, I could now open it in substance painter.

I looked online for a metallic worn paint smart material and a dirty glass smart material, I wanted these materials because an X-Wing has seen battle numerous times and shouldn't be made to look factory new. After assigning these materials to the identities I set up earlier and tweaking their colours, details and other aspects such as metallic level and roughness, the

X-Wing was complete.


The project as a whole was difficult due to the fact it was the first time I used much of the software and/or the specific software features. In future projects, I'll be able to do things differently due to learning from flaws and improve the quality of certain aspects such as UVing.

Final Project after rendering in Substance Painter.

https://sketchfab.com/models/abea2d0f27be4474b7724d9cdb499e40 - Final model available to view on Sketchfab.

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