Babylon 5 was the thing that originally got me into CG (mostly), and I've been imagining what I'd do if I got the chance to run a TOS-R style remaster of the show with all-new visual effects for a very long time. Expansions of scope, extra details, but still faithful to the original style. Every now and then I circle back around to that idea, and last year, I decided to start working on something I'd wanted to make for a while, a high-definition version of the White Star.
I decided to start with the gold-standard for turn-of-the-century fan-models, Kier Darby's White Star. He had a nearly-complete tutorial walking through his construction process, and had been been gifted the actual texture maps from the original model as reference by Ron Thornton, who'd designed and built the White Star for the show. Following Kier's tutorial and constantly checking against his final model got me most of the way there, and helped me learn about spline modeling, an unfashionable but still potentially useful technique. There's also been some additional reference material of the White Star released since Kier made his final version, especially high-definition renders from B5Scrolls and the official Babylon 5 on-line encyclopedia, so I was able to spot some inaccuracies to the original mode that I could correct on mine. There were also some inaccuracies I wanted in the model. Kier's model had a very complex blended shape for the undercarriage of the ship that I think looks better than the simpler version on the show model, and I also blended together several gaps and rough seams in the original design where different structures met, like the pillars holding up the bridge section, and the transition between the lower nose and lower hull, as well as filling in the inner sections of the upper and lower nose, where in the original version of the ship, those sections were visibly hollow shells.
The other day, I finished the last bits of exterior modeling on the main ship, so I decided having a "minimum viable White Star" would be a good time to open the WIP thread here.
(I did try to imitate the lighting and camera angles of Kier's renders of his model in a few of these, partially for comparison, but mostly for nostalgia.)
And now to tour some of the details.
I followed the overall structure of the weapons from the original, with some light additional paneling and grooves. For the barrels, I changed the cylindrical originals to something more bell-shaped, evoking the Excalibur from the sequel series, Crusade. Since it was described as being a "destroyer-class White Star," I wanted to foreshadow more of the detailing, create a little more of a family resemblance between two very different ships. The smaller barrels were tipped with spheres on the original model, but there was a larger faceted-sphere detail in the nose that I thought was probably intended to be some sort of sensor housing, like a radome, so I shrunk it down and placed it there, as if it was a targeting sensor.
The biggest change for the wingtip guns was that I designed a pivoting and rotating base, to give them a range of motion. There were one or two times in the show the White Star fired off-axis, but it usually seemed a little awkward that the wing guns, which seemed to be the "light" weapons meant for suppressing fire and targeting small ships, were so widely spaced that they'd mostly shoot around fighters. There wasn't enough room to give them a huge range of motion, but it's still a big improvement.
Here's the "tech" detailing in the "mouth" at the front of the ship. I generally stuck fairly close to the original (by way of Kier's version) with only a little pit of extra beveling. I thought I might be under-doing it, but in the first few images in the thread, you can see how this area is typically in shadow (I may need to actually add some utility lights in the nooks and crannies to give it a sense of depth). The ribs/teeth were also redesigned to more closely resemble similar details on the Excalibur, and I added an actual barrel for the main beam cannon, which usually came out of the glowing yellow section on the lower nose. You can also see the larger version of the "radome" I mentioned before, and I made a very low-detail version of the freezer-rack "grate" that was ubiquitous on B5 and other '90s Sci-Fi (and modern-day throwbacks) that I slotted into a couple spots. It's almost at real-life scale to the actual grates.
I'll admit, I don't have a big feel for mechanical detailing, the nurnies and greebles and all that. I looked to Chris Kuhn and Amras Arfeiniel's respective White Star models for inspiration on how to put a little more complexity into this section. Also, fun fact, the "eye" cannons and the wingtip cannons are exactly the same size. I always assumed the ones on the wings were smaller.
You might've noticed in some of the earlier renders that I modeled the landing gear seen in the "War Without End" two-parter. It's a little off, in the show the front legs were positioned more widely, into the lower wing, while the rear legs were nearly touching. It took a few tries to figure out a way to move or retract the organic hull to reveal the landing gear wells that didn't look absolutely hideous, and this was the best I could do. Rather than rig the landing gear properly, I used morphs to retract them, on the assumption that they'd probably never be seen extending up-close. They certainly weren't in the show.
You can also see a hint of a black stripe above the glowing yellow section at the front of the lower hull. This is going to be the meditation room seen in the recent animated movie, "The Road Home," since it seems to be pretty much the only place a wide forward-facing window that's blocked in the center can go on the ship.
So, what's left to do? More-or-less in order:
I decided to start with the gold-standard for turn-of-the-century fan-models, Kier Darby's White Star. He had a nearly-complete tutorial walking through his construction process, and had been been gifted the actual texture maps from the original model as reference by Ron Thornton, who'd designed and built the White Star for the show. Following Kier's tutorial and constantly checking against his final model got me most of the way there, and helped me learn about spline modeling, an unfashionable but still potentially useful technique. There's also been some additional reference material of the White Star released since Kier made his final version, especially high-definition renders from B5Scrolls and the official Babylon 5 on-line encyclopedia, so I was able to spot some inaccuracies to the original mode that I could correct on mine. There were also some inaccuracies I wanted in the model. Kier's model had a very complex blended shape for the undercarriage of the ship that I think looks better than the simpler version on the show model, and I also blended together several gaps and rough seams in the original design where different structures met, like the pillars holding up the bridge section, and the transition between the lower nose and lower hull, as well as filling in the inner sections of the upper and lower nose, where in the original version of the ship, those sections were visibly hollow shells.
The other day, I finished the last bits of exterior modeling on the main ship, so I decided having a "minimum viable White Star" would be a good time to open the WIP thread here.
(I did try to imitate the lighting and camera angles of Kier's renders of his model in a few of these, partially for comparison, but mostly for nostalgia.)
And now to tour some of the details.
I followed the overall structure of the weapons from the original, with some light additional paneling and grooves. For the barrels, I changed the cylindrical originals to something more bell-shaped, evoking the Excalibur from the sequel series, Crusade. Since it was described as being a "destroyer-class White Star," I wanted to foreshadow more of the detailing, create a little more of a family resemblance between two very different ships. The smaller barrels were tipped with spheres on the original model, but there was a larger faceted-sphere detail in the nose that I thought was probably intended to be some sort of sensor housing, like a radome, so I shrunk it down and placed it there, as if it was a targeting sensor.
The biggest change for the wingtip guns was that I designed a pivoting and rotating base, to give them a range of motion. There were one or two times in the show the White Star fired off-axis, but it usually seemed a little awkward that the wing guns, which seemed to be the "light" weapons meant for suppressing fire and targeting small ships, were so widely spaced that they'd mostly shoot around fighters. There wasn't enough room to give them a huge range of motion, but it's still a big improvement.
Here's the "tech" detailing in the "mouth" at the front of the ship. I generally stuck fairly close to the original (by way of Kier's version) with only a little pit of extra beveling. I thought I might be under-doing it, but in the first few images in the thread, you can see how this area is typically in shadow (I may need to actually add some utility lights in the nooks and crannies to give it a sense of depth). The ribs/teeth were also redesigned to more closely resemble similar details on the Excalibur, and I added an actual barrel for the main beam cannon, which usually came out of the glowing yellow section on the lower nose. You can also see the larger version of the "radome" I mentioned before, and I made a very low-detail version of the freezer-rack "grate" that was ubiquitous on B5 and other '90s Sci-Fi (and modern-day throwbacks) that I slotted into a couple spots. It's almost at real-life scale to the actual grates.
I'll admit, I don't have a big feel for mechanical detailing, the nurnies and greebles and all that. I looked to Chris Kuhn and Amras Arfeiniel's respective White Star models for inspiration on how to put a little more complexity into this section. Also, fun fact, the "eye" cannons and the wingtip cannons are exactly the same size. I always assumed the ones on the wings were smaller.
You might've noticed in some of the earlier renders that I modeled the landing gear seen in the "War Without End" two-parter. It's a little off, in the show the front legs were positioned more widely, into the lower wing, while the rear legs were nearly touching. It took a few tries to figure out a way to move or retract the organic hull to reveal the landing gear wells that didn't look absolutely hideous, and this was the best I could do. Rather than rig the landing gear properly, I used morphs to retract them, on the assumption that they'd probably never be seen extending up-close. They certainly weren't in the show.
You can also see a hint of a black stripe above the glowing yellow section at the front of the lower hull. This is going to be the meditation room seen in the recent animated movie, "The Road Home," since it seems to be pretty much the only place a wide forward-facing window that's blocked in the center can go on the ship.
So, what's left to do? More-or-less in order:
- Low-detail bridge and crew.
- Low-detail meditation room.
- Extendable boarding tunnel from "War Without End"
- Boarding ramps
- Landing bay interior
- Elaborate landing bay door
- UVing and texture maps
- Light rig and variant set-ups
- Another set of UVs to bake all the textures for compatibility with other programs
- And some extra-special projects once the model is actually done