Sunday, June 5, 2016

Millennium Falcon 3D Model Part 3

Revised cockpit: May 20, 2016

Right on the heels of a rather hectic semester, including passing the PhD qualifying exam, I present version 2 of the Millennium Falcon cockpit. Most of the modifications are based on the earlier CAVE2 virtual reality tests which exposed some scaling issues with the model as well as experience gained by modeling such a detailed space with angled panels.

Opposed to the original model where the cockpit walls were modeled at that angle, the new version are actually separate panels rotated into that position. This made it much easier to place switches, buttons, and lights using the panel's local coordinates.

Also since the original model I've found two major reference sources that have vastly improved the detail in this model:

  • Joshua Maruska's Millennium Falcon model
    • Used his cockpit walls as scale and detail reference
    • Also for the captain and nav seats.
    • My Nav seats used his as a reference as the originals had far too many polygons for my use.
    • The Captain's seats are currently his. Haven't decided if I'll model my own or keep them
  • StarWars.com The Force Awakens 360 Panoramas
    • These have been immensely helpful for getting the details of the cockpit and especially the main cockpit console

Completed side wall panels: May 23, 2016

Cockpit console: May 26, 2016


In a change of pace from 3D modeling, I worked on finishing the turret interaction I had started on in January and implement the wand controls so that I could test this in CAVE2. As a testament to the development of the CAVE2 Simulator most of the interaction was tested using the simulator augmented with a Kinect for hand and head tracking. This translated to directly running on CAVE2 without any sensitivity adjustment to the controls.

This was one of two CAVE2 Unity demos using a new version of my cluster sync code. Details and probably a video in the next update.

Cockpit console: June 4, 2016

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