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MayaMaya
Mike Hill
USS Enterprise Shuttle Bay
BriefBrief
The 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
Initial IdeaInitial Idea
For this project I am going to design and build the
shuttle bay of the USS Enterprise taken from the 2009
film by JJ Abrams.
Footage ResearchFootage Research
I 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.
The first aerial view of the shuttle bay, showing rib like
support beams.
A second shot a few seconds later, showing the depth
and width of the shuttle bay, as well as the upper level
of shuttles.
Shuttle BayShuttle Bay
As 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.
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.
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.
Large structural beams and more pipework are seen
in this shot. A busy area, not spacious.
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.
Pipes and StructurePipes and Structure
In 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.
A support structure is visible in this image, large yellow
beams welded and attached together, with pipework
snaking around them.
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.
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.
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.
Finalised IdeaFinalised Idea
My final idea is to model the shuttle bay of the
enterprise, as well as a small storage hold beyond the
bay.
Render StrategyRender 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.
General InspirationGeneral Inspiration
Scene ProgressionScene 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.
HangerHanger
PanelsPanels
PillarsPillars
Top FloorTop Floor
PipesPipes
Wire MeshWire Mesh
ElevatorsElevators
ShuttlesShuttles
Fuel PumpsFuel Pumps
Cargo/ObjectsCargo/Objects
DoorsDoors
Final ImagesFinal Images
Final images rendered out with a higher sample rate,
showing key parts of the shuttle bay scene.
FlythroughFlythrough
A flythrough of the scene, with wipes of wire frame is
included in the provided folder.

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Maya supporting documentation

  • 2. BriefBrief The 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
  • 3. Initial IdeaInitial Idea For this project I am going to design and build the shuttle bay of the USS Enterprise taken from the 2009 film by JJ Abrams.
  • 4. Footage ResearchFootage Research I 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.
  • 5. The first aerial view of the shuttle bay, showing rib like support beams.
  • 6. A second shot a few seconds later, showing the depth and width of the shuttle bay, as well as the upper level of shuttles.
  • 7. Shuttle BayShuttle Bay As 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.
  • 8. 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.
  • 9. 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.
  • 10. Large structural beams and more pipework are seen in this shot. A busy area, not spacious.
  • 11. 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.
  • 12. Pipes and StructurePipes and Structure In 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.
  • 13. A support structure is visible in this image, large yellow beams welded and attached together, with pipework snaking around them.
  • 14. 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.
  • 15. 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.
  • 16. 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.
  • 17. Finalised IdeaFinalised Idea My final idea is to model the shuttle bay of the enterprise, as well as a small storage hold beyond the bay.
  • 18. Render StrategyRender 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.
  • 20.
  • 21.
  • 22. Scene ProgressionScene 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.
  • 34. Final ImagesFinal Images Final images rendered out with a higher sample rate, showing key parts of the shuttle bay scene.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41. FlythroughFlythrough A flythrough of the scene, with wipes of wire frame is included in the provided folder.