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Maya supporting documentation

Date post: 05-Aug-2015
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Maya Maya Mike Hill USS Enterprise Shuttle Bay
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Page 1: Maya supporting documentation

MayaMaya

Mike HillUSS Enterprise Shuttle Bay

Page 2: Maya supporting documentation

BriefBriefThe brief I was give, was to create a set from a film or game. The restriction is to only use the film or game as a inspiration, not to copy it. This way the project will use my creative ability's and help me to create something original.

I am required to:•Research the film or game•Create geometry from the research•Render out still images•Render out a flythrough

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Initial IdeaInitial IdeaFor this project I am going to design and build the shuttle bay of the USS Enterprise taken from the 2009 film by JJ Abrams.

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Footage ResearchFootage ResearchI watched the Star Trek film from 2009, and took a series of screen shots showing the part of the ship that I shall be creating, as well as screen shots of the different sets throughout the film in which I will be influenced by.

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The first aerial view of the shuttle bay, showing rib like support beams.

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A second shot a few seconds later, showing the depth and width of the shuttle bay, as well as the upper level of shuttles.

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Shuttle BayShuttle BayAs in the previous slides you can see that the shuttle bay is only in the film for a max of 5-10 seconds. This means that I have a large amount of creative control over my set, while using the basic parameters set by the screen shots (Width, Depth and basic layout) I can design and create a scene to show the rest of the shuttle bay environment.

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In this image you see the turbo lift which is a very dark and industrial scene. This is because it is a image of a lower level and not the aesthetic upper decks.

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The bare metal and exposed pipework is visible in this scene, this is present in a large amount of the environments of the ship, excluding the upper levels.

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Large structural beams and more pipework are seen in this shot. A busy area, not spacious.

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Accessing a computer screen encased in metal, with valves on the pipes next to the actor. I will use these pipes in my scene, so further research is required.

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Pipes and StructurePipes and StructureIn the last set of screen shots it is apparent that the structure is visible within the space of the rooms. No hidden beams and pipes, not clean and all tucked away behind panels but out in the open, adding to the feel of the room. I will further research into the footage looking for these specific things, getting an idea of how they were used in the film and then do some more specific research into pipes, connections, joints and valve which I will model and populate me scene with.

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A support structure is visible in this image, large yellow beams welded and attached together, with pipework snaking around them.

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A very busy image, lots of pipes, bends, valves of all shapes and sizes. The key pipe is the orange pipe, with a transparent section showing liquid.

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More of the orange pipe work, showing the bolts that are used for this cooling system. More handles and structural beams in the background of this shot.

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A large devise in this image, more futuristic than the pipework seen previously. This opens possibility's to add futuristic elements to existing industrial objects.

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Finalised IdeaFinalised IdeaMy final idea is to model the shuttle bay of the enterprise, as well as a small storage hold beyond the bay.

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Render Strategy Render Strategy For this project I have chosen to render out my scene in primarily ambient occlusion, with a wire frame wipe on the fly through. I researched online which techniques would be best for the two render passes. The ambient occlusion I used a render layer with a pre-set setting for the ambient occlusion with an increased max distance of 1000 to compensate for the roof of the shuttle bay not letting in ambient light of the default settings. For the wire frame pass I used a surface shader with specific contour setting making the wireframe show at my set thickness.

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General InspirationGeneral Inspiration

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Scene Progression Scene Progression In the following slides I have put my progression of modelling, adding more geometry into the scene.

I started with the main shell of the shuttle bay and then added the main supporting structures such as the pillars and first floor.

I then proceeded to add objects into the scene and adding additional detail.

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HangerHanger

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PanelsPanels

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PillarsPillars

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Top FloorTop Floor

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PipesPipes

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Wire MeshWire Mesh

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ElevatorsElevators

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ShuttlesShuttles

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Fuel PumpsFuel Pumps

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Cargo/ObjectsCargo/Objects

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DoorsDoors

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Final ImagesFinal ImagesFinal images rendered out with a higher sample rate, showing key parts of the shuttle bay scene.

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FlythroughFlythroughA flythrough of the scene, with wipes of wire frame is included in the provided folder.


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