Screen Accurate Millennium Falcon Cockpit (CG Model)

Do you have the bluray set? In the ROTJ deleted scenes there's a bunch of second unit stuff of people running around the Falcon. Many interesting angles never before seen. Might be of help.

Also a couple of ESB deleted scenes with new angles.
 
Hi Steve,

I have not been on the forum for a while, so enjoyed running through your updates. Great work.

You said you found some production blue prints of the Gun Turret, do they show the turret tapering from front to back? When I built my AMT sized model we found that it may have been built with a taper for forced perspective. Making it look longer than it realy was.

Thanks in advance for any insight you may have.

John

PS: I tried to include the extra step you found in the cockpit into my graphics (Paper model) but it just dont seem to work. It needs the exact angle or it looks crap LOL. I may have to get you to explain it to me again when and it you have time.
 
Ozzy, I present the turret plans (albeit in extremely low res, the only copy I have):
6169916998_3051c6cdb0_o.jpg


as you can see, It definitely shows the tapered structure. I'm not convinced, however, that it was done for the sake of forced perspective. My guess is that if the walls had been parallel, you wouldn't have seen as many panels, lights and switches in every scene. In other words I think it was a aesthetic choice to have a tapered pit, rather than a design decisions for the sake of apparent extra depth.

as for the cockpit step, I'll try to make a side by side comparison between a cross section of my cockpit and the original plans. Sometimes I'm not that great at explaining things.

Treadwell, I don't even have a blueray player. I'm the guy who still watches his THX remaster VHS tapes. Someday I'll see those special features though.

Thanks for all the great comments guys. For whatever reason, I keep only getting sporadic notifications of new posts. Don't want you guys to think I've dissapeared completely.

Nothing really new, although I did draw this gag using my cockpit as a reference. Hopefully it can tide you folks over for the next batch of new stuff


 
LOL :lol

Thats soo cool!!!

You have many talents. its a joy to see your work.

Thanks for the info on the turret. Do you think the pannels of lights and buttons were tapered as well? I came to the conclusion that they were not, and that only the walls were. It seemed to me that there was a greater gap between the panels at the front than at the rear.

Most 3d Models show a tapering panel of lights and buttons. Looking forward to seeing how you deal with it.

Ozzy
 
That's a good question Ozzy, I'm glad you brought it up. My impression is that some of the greebles and colored areas conform to the taper, and some don't. After diagramming the below image, it seems possible that on certain panels, the majority of lines are parallel with the bottom edge of the panel. On others, there's no conformity with the taper (such as with most of the left and right perfectly vertical walls. ).

The thickest lines are panels breaks, and the thinner are showing how the greebles are lining up

6238078166_b7deb794b8_b.jpg


I may try to take a number of screen caps and stretch them out onto that blueprint, to see if I can get a more accurate result.
 
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here's something.

sort of back on the thread's original topic.

I found a low res copy of the ESB cockpit out of the new Blueprints book. Looks like I was correct that the plans were virtually identical, except for the extra depth. It pretty much seems like they traced the plans and added a little extra portion.

can't wait to see this bigger though.

the top is the ANH plans, lined up with the ESB plans below:


6238621108_a237d2be15_o.jpg
 
Steve I LOOOOVVVVEE the work you are doing!! Lucasfilm should pay you heavily for these and use them for a CG animated series!

I am positive your crossed eye pics are all backwards tho, unless you are able to see them without your eyes crossing.
 
Thanks Hankey!

I promise the stereopairs aren't swapped, though they may be too far apart (which can cause a similar discomfort/seeming distortion) I think I may do cross-eyes so often that pairs that are too far apart don't bother me (read: I've gone permanently cross-eyed)

I would not be sad if lucasfilm hired me based on the work I've done. Or at least commissioned me for a fully rendered virtual walkthrough (honestly the only thing that's stopping me from doing that is my access to software, and even that's not so much of a hurdle). I wonder, when I have a complete video, if I could sell it to them...
 
Ah..but they are supposed to be swapped..thus the eye crossing fixes that. :p

I compare it to my 3d projector. If the background seems to kind of flicker..and you just can't quite tell if it's right I swap the image with my projector. When it's right I don't have that sense of uncertainty.

Nonetheless..you are a virtual god!! A walk through of the falcon would have been a nice touch on the Blu Rays.
 
Interesting. well anyways, they all work for me, and I get queasy when I exchange the images (to test whether I put the wrong image on the wrong side). But, hey, maybe my eyes're in backwards.

nevertheless, thanks again!

I've considered hiring someone to take my model and do the fully rendered walkthough, since CG animation isn't my strongest suit. But then whom can I trust not to run off with the finished product? (not really scared of that, but the paranoia does enter my mind sometimes) Anyway, that also hinges on my final completion of the project, and seeing that I keep tearing it down to start from scratch all the time...well who knows.

one my biggest beefs with the official lucasfilm walkthrough (which was posted earlier in this thread) is that there are a lot of areas that are half detailed, as if they ran out of time. I want mine to be as fully detailed as possible before I really call it done.

at the very least, just so that some punk kid (like me) doesn't come down the line and scoff at my missing or incorrect obscure greebles... a common fear on the RPF I shouldn't wonder.
 
Thats why my graphics are squished a little. Because I have the ESB internal design placed in the ANH shorter cockpit.

I did know this, but the extended ESB cockpit will not work with any of the models. The ANH full sized set plans were based on the proportions of 5' model being made.

I had never seen the actual plans for the EBS set untill three days ago either. The falcon plan is interesting as well. It seems to be the 5' showing were the new landing boxes are to be added.
1314354678-116-117fanboy-cropped-1000x739.jpg

Ohh and look!!!! the mandables toe in LOL

here's something.

sort of back on the thread's original topic.

I found a low res copy of the ESB cockpit out of the new Blueprints book. Looks like I was correct that the plans were virtually identical, except for the extra depth. It pretty much seems like they traced the plans and added a little extra portion.

can't wait to see this bigger though.

the top is the ANH plans, lined up with the ESB plans below:


6238621108_a237d2be15_o.jpg
 
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those are the plans for the Full Scale exterior set, not the 5' if that's what you mean, and I nearly blew my top the first time I saw them. What really, really kills me though, is that the new blueprints book only has that one of the bottom, and doesn't have the top (at least doesn't list it in the table of contents they have on their site).

I happen to know the top exists, and that they looked at it for the blueprints book, so it really galls me they wouldn't include it.

ok, well enough ranting and raving.

Ozzy, Here's that side-by-side I promised:



6247751952_cc3fa1f105_o.jpg
 
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Thats Lucas for you, always leaves something out so you are left wanting for more. He would go broke you know, if he just did something for the fans and not for money.

Ohhhh I cant see the pic!!!! . Thanks for doing that though,

Ozzy
 
Hi Steve

I am also currently building a Millennium falcon in a real-time engine for my final animation major project at uni, which is due in a couple of weeks.

I was so stuck when it came to texturing the control panels in the cock-pit until i recently came across your thread. It has been such a great help to me, much better than the film screen shots ive been using.

Can i just congratulate you on your work.. Its amazing the amount of detail you have. What program have you been using to model?
Ive been using a bit of maya and 3ds max.

Feel free to comment on my progress. I doubt my work will help you in anyway.

Final Year Project

Keep up the good work.. Looking forward to further posts
 
"NO! No! This one goes here, THAT one goes there!" Heh, I've seen that Haynes Manual mockup floating around, I love it. I'd give my eye teeth for it, if it really existed. Who knows, I bet I could use the model I'm building to mock up a few pages myself.

Thanks Ash, and cool project. I wish I could do that with my model, but I think the polygon count is way out of hand (at least it's giving my jalopie of desktop machine a hell of a memory problem). To answer your question, I built everything in sketchup.
 
I did find the most frustrating part about my assignment was the fact that i had to take short cuts (to show i knew how to efficiently use a game engine). Because the more I worked on it, the more I wanted to make it as realistic and accurate as possible.

Oh well.. in two weeks i'll get to start it all over again to do in my own time :).

Looking at my stats.. ive managed to keep the poly count for my entire scene at roughly 300,000 tris. So game engines are getting pretty good. Keepin in mind, all my computer buttons are textures and not polys.
 
Interesting... I looked at the stats of my interior and it same something like 340,000+ "faces", though I'm not sure it that refers to the actual poly count.

anyway, I was wondering, did you use blueprints, or did you build from scratch?


anyways, here's a preview of the next batch of junk I've been tangling with:
6255191451_46f2b5cbfb_b.jpg






if you guys have any nav console reference that's not screencaps, lay it on me! There's a couple of this on here that have me seriously scratching my head. Such as whatever it is that goes in that large empty circular area on the lower panel. Take a look at it here:

6255882736_41096f1abc_o.jpg


What the hell is that??
 
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well my count was 300k tris.. which would be 150k polys. (for some reason game engines like to convert everthing to tris.).. So if your count does refer to square polys.. then your looking at about 600k tris ;)

I pretty much just started with the one top down view you can find anywhere and then went from there using shots from the movie, so its not accurate measurements. .. and I had no idea where to acquire blue prints. Where did you find yours? I notice alot of people posted images for you.. Your detail on the cockpit control panels amazes me.

And no sorry.. that there is the exact image i used to texture my engineering station as well.. and ive pretty much used your work to help me with the cockpit.. because i only have the one image where it is being built in the studio

This is an image from my assignment pitch back from march i think.. this is how it started.. which was bad because there are alot of inconsistencies with the distance of hallway from the cargo bay to the cockpit corridor.. so i just went for the average :)

http://s1124.photobucket.com/albums...ction=view&current=floorplan_with_objects.jpg

then just detailed to look like this

http://s1124.photobucket.com/albums/l565/AshShpadoinkle/?action=view&current=Untitled.png

So yeah.. mine is in no way screen accurate..

p.s.. i have no idea how to insert images :)
 
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