@@flannel.and.film.9045 there is a free venator model on cg trader that is the most accurate I could find but thing has 2 million vertices in it really heavy
@@flannel.and.film.9045 PS3 at worst. If you go back to an actual PS2 you'll find it's nowhere near as bad as that. At the same time they were pioneering new territory, nobody had done that on that scale before.
@peterthx couldn't agree more about the pioneering. Someone else commented on here about fixing the 1997 special edition CGI and honestly, I'm not sure that 25+ years later I could make it look as good lol
When I was initially creating it using only the one directional sunlight source, those specific ships looked super dark against the stars background to the point the they were basically silhouettes. I did also use large white planes on the opposite side of a couple ships to bounce light back onto them. I just deselected the "camera" option so the plane wasn't visible
I’ve always thought it would be interesting to these epic shots from different POVs - to be put in various pilots seats as it were. I assume it’s not just a case of dropping extra cameras in?
@rarewolf4913 could be, though I imagine it would take a lot more lighting stuff as well. For the farther away models you can get away with less detailed ones and less lighting issues
Imperial star destroyer jumps into fleet of evacuating ships, ramming one instantly Imperial helmsman: They hit us! Imperial Captain: Rebel scum! Rebels: ....
Have been trying to do this exact type of scene for ages, but have found. Lender just too involving. Will definitely study this video and see what I can learn
The textures have that toyish look to it which definitley makes it standout and doesn't align with the rogue one aesthetic. However it reminds me of the original triology miniature look of the ships. Also the basic glow on the emission makes the image very bright which in my opinion looks very dull. Maybe use some anamorphic lens flares like the ones used in the movie for the bright parts like the ships exhausts. love the overall process of this render. keep going.
Thanks for the feedback, I was about 75% through this before I considered using anamorphic settings and by then it was too late without changing everything. Moving forward I'm experimenting with some of those areas
I used a free HDRI from rendercrate. That said, I modified the settings so it didn't actually cast any light onto my scene. I rendered it out on a separate layer and then added it from the environment layer in the compositor rendercrate.com/environments/RenderCrate-HDRI_Orbital_40.
though i cant stand youtubers recreating a shot, i do see the benefits of this exercise. i would like a reinterpretation or an original concept as a follow up
@TheRealAfroRick nothing too crazy. I have a RTX3080 which helps but likely could have done it with far less since I didn't do a physics sim of the ship actually crashing
Great work replicating the scene. The only thing that seems off is the lighting and the collision animation. Did you render with Eevee? The shadows look far too lifted and there isn't that nice falloff from sun to shadow you would get with a path tracer. You could also experiment with a rigid body sim for the collision to add that extra sauce ;)
I went back and forth on my decision for the collision sim. I ended up not doing it for time sake. It was already taking a long time. And for the lighting, I'm petty certain that happened during compositing. I should have rendered the explosion onto a separate layer which would have mitigated much of that likely
@@flannel.and.film.9045 I meant the lighting on the ships looks lifted. The shadows don't look accurate at all which could be due to rendering in eevee. Also turn the roughness way up on your ship materials to replicate how they look in star wars. Most of those old models used matte paint.
3:28 Angle 0.526 is the angular diameter of the sun seen from the surface of the earth, it has nothing to do with the atmosphere, it’s because the sun has a size greater than zero.
@thegenesisgamer I was using a RTX3080 on a desktop computer. I've gotten similar results with my laptop however and that runs a RTX2060. Try putting big file ships like the star destroyer or the corvette on their own layer. For the first several frames where the star destroyer wasn't in the picture, I simply didn't render those frames from that layer. Additionally, you can get away with using less detailed models if they're further away from the camera and save the really detailed ships for up close. I did that with one of the corvettes in this video and it's unfortunately a bit obvious if you look at the engine glow. The less detailed model engine glow doesn't look as crisp but it was minor enough that I left it in there.
Wait a minute. How could the rebels jump into hyperspace at almost the same path the star destroyer comes out? Wouldn't they just collide into each other when going at hyperspace?
Finally someone asking the real question! I've always thought "hyperspace lanes" was a dumb idea and would have ships colliding all the time at light speeds
Now can you recreate the CGI for the Battle of Yavin from the special edition, so maybe we have a version that doesn't quite stick out like a sore thumb against the stuff filmed in the 70s but also doesn't look as shaky as the original motion control miniature footage?
@zofo264 go into one of the Hull objects. There's a material assigned specifically for lighting and has it's own node group. You should be able to adjust the light intensity through that. I don't think there's any specific "lamps" added to the ship.
Ok so first of all, it looks good and I'm joining others in saying that the lighting is really good. Even if you didn't make that Star Destroyer yourself, you were successful in bringing it to life with that cool lighting. However, I'm gonna be extremely annoying and nitpicky and point out that the Blockade Runner (corvette) closest to the camera has a weird animation snap just before entering light-speed, it "snaps" into position at 10:58 (it can also be seen in the Blender viewport at 8:42), which is quite unnatural. The animation in this shot is very simple in the sense that it's just ships moving from A to B without any particularly tricky turn or movement, aside from the single ship colliding with the Star Destroyer. Of course, a lot of time can be spent refining the movement curves, the trajectory, the light-speed entry speed, etc, but for such simple movement as "make a slight turn and go into light-speed", it's a shame that this Blockade Runner has that animation flaw, as it's pretty jarring. Also, as another commenter pointed out, that Blockade Runner in the top-right corner at 11:00 goes to light-speed backwards. The only way I can imagine someone making such a mistake is by entering a translation value, but forgetting the "minus" sign, making the object move in the wrong direction along a given axis. Which can and does happen to anyone! What's surprising to me, is that it wasn't caught before the final render was made. Now I totally understand that the focus of the video is not really the final result, it's the process, and there's a lot of Blender tips and tricks to be learned from the process described in the video. Also I realize I'm being annoying about details. It's just that somehow the final result felt good to watch but also slightly flawed and imperfect because of these details, which felt important to me. There, I've filled my "being annoying guy" quota for the week
The corvette movement was giving me hell. It wasn't on a nice neat x or y axis so adjusting the moments on the graph editor was annoyingly difficult. In the end, I could have spent endless hours to make this better in several ways I'm sure but I decided to go with posting it instead and to move onto a new project.
I used a free HDRI from rendercrate as the background. I disabled the properties where the lighting from it affected the models though. Then, in compositing, I made a render pass for the environment and plugged it in using an Alpha Over node
@pineapple5783 I used a free HDRI from rendercrate. That said, I modified the settings so it didn't actually cast any light onto my scene. I rendered it out on a separate layer and then added it from the environment layer in the compositor rendercrate.com/environments/RenderCrate-HDRI_Orbital_40.
I think you had the roughness of the material set too low, since they all kinda seemed to "shine" as in, reflect the light. These planes are supposedly matte and having that sheen kinda makes it seem very plastic-y Outside of that tho, great job :)
Thanks for the feedback. I think that came out more so in the color grading honestly. I did the grading based off a frame or two and when I played the whole 220 frames back I did notice what you were talking about but sent it out anyway as I would have had to render everything out again for the 7th time
As great as the battle was, the overall tone and colour grading of the film felt at odds with the rest of the series in a conspicuous way. While that might have been the draw, I don't think it should "re-define" Star Wars the way some of its vocal fans want it too. We have enough Saving Private Ryan imitations.
my models all dont have textures. For the corvette there are files that I just dont have and the stardestroyer kinda worked when making the lights actually be an emmision. How have you imported these cause I am probably doing something wrong as I am pretty new to blender and had that issue for every model I imported.
I just downloaded the model again and it worked. Make sure you're downloading the blend file and opening it through that. If you're importing it as an OBJ or something else, it may not show the textures unless you physically add them in the shader editor
Dang blender 3d is getting better for free software its almost as good as 3d studio max now. in 2006 the first blender 3d on a demo cd i got in a 3d animation magazine from barns & noble i used was total shit.
@@flannel.and.film.9045 i just tried to install and run the newest blender 3d and it crashed and closed itself with a error saying my 3d graphic hardware driver is not supported. witch really is not good because there are no new drivers for laptop amd graphics from 2012.
No, you're thinking of a different star destroyer model by Ansel Hsiao / Fractalsponge from about 15-20 years ago. This new one by Ole Magnus is a recreation of the star destroyer version from Rogue One.
Rebel: "All ships prepare to jump to hyperspace!" Vader Joined in: "Nah where do you think you're Goin Bitch?!" One Rebel supply ship: "Oh shit-" *Get crashed into his Destroyer* lmao
I'm a star wars fan just as much as you, but man did you disappoint me with that misleading thumbnail. Feel free to recreate any shot you want but claiming the original as yours for views is just pitiful. I suggest you play it fair in the future because people on the internet will always notice.
Some day would be nice to have some of the CGI from the prequels recreated with modern high quality lighting and assets similar to this
@_MaZTeR_ yeah no kidding. Some of clones look like something from a Playstation 2 cut scene
@@flannel.and.film.9045 there is a free venator model on cg trader that is the most accurate I could find but thing has 2 million vertices in it really heavy
I think corridor crew has done that once
@@flannel.and.film.9045 PS3 at worst. If you go back to an actual PS2 you'll find it's nowhere near as bad as that. At the same time they were pioneering new territory, nobody had done that on that scale before.
@peterthx couldn't agree more about the pioneering. Someone else commented on here about fixing the 1997 special edition CGI and honestly, I'm not sure that 25+ years later I could make it look as good lol
Stunning! Thanks for the shoutout
@@robinsquares thanks for your easy to follow videos!
When that little ship hits big ship it feels like a comedy lol
Bumped my head lol
Super cool to see that different sided lighting on those ships at the beginning, never noticed that! That definitely helps with the focus of the shot
When I was initially creating it using only the one directional sunlight source, those specific ships looked super dark against the stars background to the point the they were basically silhouettes.
I did also use large white planes on the opposite side of a couple ships to bounce light back onto them. I just deselected the "camera" option so the plane wasn't visible
this was gorgeous and fascinating!!!
@@benjaminwigley4132 thanks!
Thanks for the info!
@@Halfscreen my pleasure!
11:00 The ship in the top right corner went to lightspeed backwards lol i love it
🤔 I'll have to look at that closer. If ILM can use a potato for and asteroid, then I can have a ship fly backwards haha
@@flannel.and.film.9045 hahaha exactly
Looks wonderful
Thank you
I’ve always thought it would be interesting to these epic shots from different POVs - to be put in various pilots seats as it were. I assume it’s not just a case of dropping extra cameras in?
@rarewolf4913 could be, though I imagine it would take a lot more lighting stuff as well. For the farther away models you can get away with less detailed ones and less lighting issues
men, this is amazing!
Thanks!
Imperial star destroyer jumps into fleet of evacuating ships, ramming one instantly
Imperial helmsman: They hit us!
Imperial Captain: Rebel scum!
Rebels: ....
Have been trying to do this exact type of scene for ages, but have found. Lender just too involving. Will definitely study this video and see what
I can learn
Tag me in it when you finish so I can see your work!
great work!!
@@VenturePictures thanks!
It's fun to make Star Wars animations with Blender.
Good job my man!!
Thanks!
Amazing.
@@RPWStudios thank you
Nice, work man!
Thanks!
The textures have that toyish look to it which definitley makes it standout and doesn't align with the rogue one aesthetic. However it reminds me of the original triology miniature look of the ships. Also the basic glow on the emission makes the image very bright which in my opinion looks very dull. Maybe use some anamorphic lens flares like the ones used in the movie for the bright parts like the ships exhausts. love the overall process of this render. keep going.
Thanks for the feedback, I was about 75% through this before I considered using anamorphic settings and by then it was too late without changing everything. Moving forward I'm experimenting with some of those areas
Awesome tutorial! How did you make the planet?
I used a free HDRI from rendercrate. That said, I modified the settings so it didn't actually cast any light onto my scene. I rendered it out on a separate layer and then added it from the environment layer in the compositor
rendercrate.com/environments/RenderCrate-HDRI_Orbital_40.
though i cant stand youtubers recreating a shot, i do see the benefits of this exercise. i would like a reinterpretation or an original concept as a follow up
awesome!
Thank you for the model!
That's actually pretty amazing. What's your rig?
@TheRealAfroRick nothing too crazy. I have a RTX3080 which helps but likely could have done it with far less since I didn't do a physics sim of the ship actually crashing
@@flannel.and.film.9045 That's awesome. Dude you rock. I would not have even considered trying to recreate that scene.
@@TheRealAfroRick thanks! It all started with a single frame www.reddit.com/r/StarWarsFanArt/s/RFSaNS40YP
hell yeah
Great work replicating the scene. The only thing that seems off is the lighting and the collision animation. Did you render with Eevee? The shadows look far too lifted and there isn't that nice falloff from sun to shadow you would get with a path tracer. You could also experiment with a rigid body sim for the collision to add that extra sauce ;)
I went back and forth on my decision for the collision sim. I ended up not doing it for time sake. It was already taking a long time. And for the lighting, I'm petty certain that happened during compositing. I should have rendered the explosion onto a separate layer which would have mitigated much of that likely
@@flannel.and.film.9045 I meant the lighting on the ships looks lifted. The shadows don't look accurate at all which could be due to rendering in eevee. Also turn the roughness way up on your ship materials to replicate how they look in star wars. Most of those old models used matte paint.
I used Cycles to render. I'll look into the roughness.
That was almost a perfect recreation tf
thanks!
3:28 Angle 0.526 is the angular diameter of the sun seen from the surface of the earth, it has nothing to do with the atmosphere, it’s because the sun has a size greater than zero.
@@leecaste wow, thanks for the explanation!
Cool
Thanks!
Rad!
thanks!
What is your RTX please, when im animating my blender crash with 5 ships in it, i have a rtx2070 super
@thegenesisgamer I was using a RTX3080 on a desktop computer. I've gotten similar results with my laptop however and that runs a RTX2060.
Try putting big file ships like the star destroyer or the corvette on their own layer. For the first several frames where the star destroyer wasn't in the picture, I simply didn't render those frames from that layer.
Additionally, you can get away with using less detailed models if they're further away from the camera and save the really detailed ships for up close. I did that with one of the corvettes in this video and it's unfortunately a bit obvious if you look at the engine glow. The less detailed model engine glow doesn't look as crisp but it was minor enough that I left it in there.
Can anyone explain why those transport ships were even there?
Recognizability I suspect, and an easy target to destroy?
Wait a minute. How could the rebels jump into hyperspace at almost the same path the star destroyer comes out? Wouldn't they just collide into each other when going at hyperspace?
Finally someone asking the real question! I've always thought "hyperspace lanes" was a dumb idea and would have ships colliding all the time at light speeds
Now can you recreate the CGI for the Battle of Yavin from the special edition, so maybe we have a version that doesn't quite stick out like a sore thumb against the stuff filmed in the 70s but also doesn't look as shaky as the original motion control miniature footage?
Very nice! Did you add the lights on the Star Destroyer yourself?
Thankfully the start destroyer model came with lights already
@@flannel.and.film.9045 Yeah, I grabbed it but they don't appear to be on in my render. Probably something I'm doing wrong.
@zofo264 go into one of the Hull objects. There's a material assigned specifically for lighting and has it's own node group. You should be able to adjust the light intensity through that. I don't think there's any specific "lamps" added to the ship.
@@flannel.and.film.9045 Will do - thanks for the tip!
Ok so first of all, it looks good and I'm joining others in saying that the lighting is really good. Even if you didn't make that Star Destroyer yourself, you were successful in bringing it to life with that cool lighting.
However, I'm gonna be extremely annoying and nitpicky and point out that the Blockade Runner (corvette) closest to the camera has a weird animation snap just before entering light-speed, it "snaps" into position at 10:58 (it can also be seen in the Blender viewport at 8:42), which is quite unnatural.
The animation in this shot is very simple in the sense that it's just ships moving from A to B without any particularly tricky turn or movement, aside from the single ship colliding with the Star Destroyer. Of course, a lot of time can be spent refining the movement curves, the trajectory, the light-speed entry speed, etc, but for such simple movement as "make a slight turn and go into light-speed", it's a shame that this Blockade Runner has that animation flaw, as it's pretty jarring.
Also, as another commenter pointed out, that Blockade Runner in the top-right corner at 11:00 goes to light-speed backwards. The only way I can imagine someone making such a mistake is by entering a translation value, but forgetting the "minus" sign, making the object move in the wrong direction along a given axis. Which can and does happen to anyone! What's surprising to me, is that it wasn't caught before the final render was made.
Now I totally understand that the focus of the video is not really the final result, it's the process, and there's a lot of Blender tips and tricks to be learned from the process described in the video. Also I realize I'm being annoying about details. It's just that somehow the final result felt good to watch but also slightly flawed and imperfect because of these details, which felt important to me.
There, I've filled my "being annoying guy" quota for the week
The corvette movement was giving me hell. It wasn't on a nice neat x or y axis so adjusting the moments on the graph editor was annoyingly difficult. In the end, I could have spent endless hours to make this better in several ways I'm sure but I decided to go with posting it instead and to move onto a new project.
how did you add the background is it a 3d model a texture or what thats my biggest question. btw good work
I used a free HDRI from rendercrate as the background. I disabled the properties where the lighting from it affected the models though. Then, in compositing, I made a render pass for the environment and plugged it in using an Alpha Over node
So, actually the original shot should have been a reverse with it scrolling right to then meet the ‘arrival’ shot of the Star Destroyer
How'd you get the planet surface to look so nice
@pineapple5783 I used a free HDRI from rendercrate. That said, I modified the settings so it didn't actually cast any light onto my scene. I rendered it out on a separate layer and then added it from the environment layer in the compositor
rendercrate.com/environments/RenderCrate-HDRI_Orbital_40.
I think you had the roughness of the material set too low, since they all kinda seemed to "shine" as in, reflect the light. These planes are supposedly matte and having that sheen kinda makes it seem very plastic-y
Outside of that tho, great job :)
Thanks for the feedback. I think that came out more so in the color grading honestly. I did the grading based off a frame or two and when I played the whole 220 frames back I did notice what you were talking about but sent it out anyway as I would have had to render everything out again for the 7th time
The collisions are a little fof and the some of the key animations are a bitt sudden but overall this is nicer. The destroyer itself is nice.
As great as the battle was, the overall tone and colour grading of the film felt at odds with the rest of the series in a conspicuous way.
While that might have been the draw, I don't think it should "re-define" Star Wars the way some of its vocal fans want it too.
We have enough Saving Private Ryan imitations.
my models all dont have textures. For the corvette there are files that I just dont have and the stardestroyer kinda worked when making the lights actually be an emmision. How have you imported these cause I am probably doing something wrong as I am pretty new to blender and had that issue for every model I imported.
I just downloaded the model again and it worked. Make sure you're downloading the blend file and opening it through that. If you're importing it as an OBJ or something else, it may not show the textures unless you physically add them in the shader editor
Dang blender 3d is getting better for free software its almost as good as 3d studio max now. in 2006 the first blender 3d on a demo cd i got in a 3d animation magazine from barns & noble i used was total shit.
@@softdreams1776 it really is incredible what it's capable of
@@flannel.and.film.9045 i just tried to install and run the newest blender 3d and it crashed and closed itself with a error saying my 3d graphic hardware driver is not supported. witch really is not good because there are no new drivers for laptop amd graphics from 2012.
Isnt that the ISD model someone did as open source non commerical license and then Lucasarts just downloaded it and used it in one of their trailers?
No, you're thinking of a different star destroyer model by Ansel Hsiao / Fractalsponge from about 15-20 years ago. This new one by Ole Magnus is a recreation of the star destroyer version from Rogue One.
@@Robert_RoseAnsel Hansio makes such good models, I wish I could model at even 10% of his level.
Computer specs?
Nothing crazy. RTX 3080
Rebel: "All ships prepare to jump to hyperspace!"
Vader Joined in: "Nah where do you think you're Goin Bitch?!"
One Rebel supply ship: "Oh shit-" *Get crashed into his Destroyer* lmao
Light mode ☠
The ship hitting the destroyer looks like a toy, it move way too fast for its size.
Lol this is nowhere compared to ILM 🤣
When real Star Wars fans can do Star Wars better than he dimwits at Disney,
@@akumaking1 🤔 (literally a video of me replicating a Disney owned video 😂)
I'm a star wars fan just as much as you, but man did you disappoint me with that misleading thumbnail. Feel free to recreate any shot you want but claiming the original as yours for views is just pitiful. I suggest you play it fair in the future because people on the internet will always notice.
Thanks for being so encouraging! As for the thumbnail, that's genuine. www.reddit.com/r/StarWarsFanArt/s/zBsj3Iw6BB