Jason Nguyen

  • UX3DAbout

Rise of the Resistance, Ride Attraction

Role: 3D Artist - Real-time Assets

Project Summary

Welcome to a galaxy far, far away, where adventure awaits every corner. In this project, I dive deep into the iconic Star Wars universe, specifically Disney’s cutting-edge ride attraction, “Star Wars: Rise of the Resistance.” My aim was to meticulously recreate the intricate details and atmosphere of the prisoners’ hallway where visitors are deep in the Resistance’s struggle against the First Order. I harness a mix of both 3D environment and character modeling skills to pay homage to the magic of Disney and awe-inspiring world of Star Wars.

My Responsibilities

  • Reference/Research
  • Modeling
  • UVs / Baking
  • Rigging
  • Texturing / Materials
  • Lighting
  • Animation
  • Rendering

Software

  • Maya
  • Zbrush
  • Substance Painter
  • Marmoset Toolbag

Reference & Research

For my reference library, I relied mainly on Youtube videos, Google search images, and my own photos and videos taken from when I was there. I didn’t want to miss any details, big or small! You’ll see in the samples of my reference library what I wanted to pay attention to and wanted to make sure was a part of the final scene.

Samples from my reference library

A collage of reference images used for the Rise of the Resistance project. Included are images from the film, photos of the attraction, Google Maps, etc.

Modeling

For the troopers, I started with a simple human mesh grabbed from Zbrush and exported it to Maya. With the mesh I can extract out and build the armor and the accessories. I also created and optimized the UVs for all parts of the troopers’ armor and accessories to keep the textures and models running as efficient as possible.

Stormtroopers

Zbrush screenshot of the basic male model in t-pose that was used as a reference to create the stormtroopers' armor.
Screenshot of the stormtrooper's helmet without textures, but with the wireframe overlay as seen in Maya.
A screenshot of the stormtrooper model with wireframe overlay as seen in Maya. Left side shows the front, as the right side shows the back of the trooper.
Screenshot of the stormtroopers' weapons with wireframe overlay as seen in Maya.
Screenshot of an optimized UV map as seen in Maya.
Screenshot of an optimized UV map as seen in Maya.

Environment assets were treated similarly as the troopers. I already knew the basic layout since I had the reference for it - all I needed to do is create the modular pieces that would be put together to fill out the scene. UVs were also created so I could put a bit of dirt and grunge on the models so it didn’t look too sterile. I also needed the UVs to create textures on some elements like the electrical panels with buttons. There was a bit of balance of what was unique and what was repeated.

Environment

Screenshot of the Rise of the Resistance hallway's modular pieces as seen in Maya. These pieces are duplicated across the environment to create the layout. These pieces include the doorway, several wall panels, overhead piping, and smaller panel details.
Screenshot of the Rise of the Resistance hallway as seen in Maya. No textures are applied, only show are the surfaces with a wireframe overlay.

Texturing

Substance Painter was my main for texture creation. Once I had all the models unwrapped, I imported them into Painter, baked in some ambient occlusion, and started adding in the color, shine, grime, and everything else that makes it look like the real thing. Most of the surfaces in the environment were procedural textures to simulate the wear and tear, while other surfaces were hand-painted to match the designs seen in the attraction. For example, I hand-painted the panels with the distinct retro look and light up buttons to match the reference.

Texturing in Substance Painter

Screenshot of a stormtrooper as seen in Substance Painter. It is a very close up shot of just the top of the shoulders and head of the trooper. Right side shows the layers that were used to create the materials and textures.
Screenshot of a stormtrooper as seen in Substance Painter. It shows the front and back of the trooper with finished materials and textures applied.
Screenshot of the stormtroopers' weapons as seen in Substance Painter. The right hand side shows the layers used to create the materials and textures.
Screenshot of the Rise of the Resistance hallway as seen in Substance Painter. It shows a doorway and wall details. On the right hand side are the layers used to create the materials seen in the screenshot.
Screenshot from Substance Painter showing the 3D and 2D view of textures for the wall panels. The right-hand side displays the many layers used to create the material.

Lighting

The lighting for this scene was heavily dependent on the emissive lights coming from the ceiling, floor, and electrical panels on the walls. I knew this would create pretty complex lighting situations since almost all surfaces in the scene were reflective - especially the troopers’ armor. I feel that seeing all these different lights reflected in the troopers’ armor helped sell the renders. And not only that though, these specific lights are synonymous with the First Order, as well as the Empire. I marked what would be emissive in Maya and exported the scene out to Toolbag to start on rendering.

Utilizing emissives to light the hallway

A screenshot of the Rise of the Resistance hallway. The shot only shows the emissive lights being used in the scene, everything else is black.
Final render of the Rise of the Resistance hallway. It shot consists of one of the doorways with security panels on either side of the door.
Final render of the Rise of the Resistance hallway. The shot is a close-up of one of the security panels showing all the different buttons and light up bits. The main colors are red, black, and silver.

Animation

Once I was satisfied with the lighting, I moved onto rigging. I created a simple rig in Maya for the troopers to get them posed and looking a bit more dynamic. Since the troopers were pretty much all the same, plus or minus some small details, it was easy to carry over the first rig to the others. I also imported my trooper into Mixamo to get a quick walk cycle going and exported it back to Maya to refine it. With a few animations added to camera, I was able to nail the handheld look I was going for. I love the end result, and we'll see that soon.

Character rig and pose in Maya

A screenshot of the stormtrooper model with a basic skeleton rig as seen in Maya. Left side shows the trooper model shaded with the rig. Right side shows the wireframe of the trooper with the rig overlayed.
Screenshot of the trooper untextured but in its final pose - standing feet apart, combat ready with rifle in hand.

Utilizing Mixamo for a quick walk cycle

A screenshot of my model stormtrooper imported into Mixamo. On the left hand side are many options for stock animations. On the right hand side is a preview of the stormtrooper with the selected animation - which for this is a simple walk cycle while holding a rifle.

Rendering & Refining

This is one of my favorite stages of the whole process! I'm able to see all the previous work and elements all come together. You can sometimes uncover some issues during this process, but it is fun to problem solve for those. One of the best parts of this is refining the look and getting the scene to look exactly the way I would want it to. A lot of that means tweaking raytracing settings, lights, asset placement, the camera, post effects, denoising, and etc - not to mention it's a breeze in Toolbag!

Setting up in Marmoset Toolbag

A screenshot of of the hallway as seen in Marmoset Toolbag. In this specific screenshot, we are zoomed out and able to see where everything is placed from a bird's eye view.

Refining the scene

A before and after animation showing the Rise of the Resistance hallway with post effects on and off as seen in the Marmoset Toolbag UI. The result is a brighter more vibrant scene with post effects applied.

Result

Final render of three stormtroopers set inside the hallway, all of which standing in attack position. The troopers are set up in a triangle and we staring straight down the barrel of the first trooper's rifle. Behind them is the length of the hallway.
Final render of a stormtrooper standing guard in front of one of the hallway doors. It is a wide shot showing the whole trooper from head to toe.
Final render of three stormtroopers set inside the hallway, all of which standing in attack position. Perspective is low and only the top half of the troopers are shown. Two of the three troopers are firing their rifles. The laser bolts are visible in the foreground.
Final render of the side profile from knee level and up of a stormtrooper holding their rifle at eye level. Behind them are the wall panels and the deep red glow of the hallway.
A final render of the hallway by itself. We're looking down the length of the hallway. It is lit by the white and red emissive lights and many reflections can be seen off of the metallic surfaces.
A wide shot of the hallway and troopers as seen in wireframe. It shows the geometry of every individual model of the scene, including each trooper and the hallway.
A clay render of the stormtroopers and hallway. This is before any textures and color is applied to the scene.

Final Thoughts

Takeaways

There was a lot going on in my mind for this project. Ever since this incredible attraction opened up, I couldn't wait to explore it more in a 3d capacity. I felt like I bit off more than I could chew, as I wanted to handle everything – from modeling and texturing to lighting and animation. But, I felt I had the right tools for the challenge. It pushed me to learn new skills and really bring my initial vision to life.

Looking at the finished project, I’m convinced it showcases my ability to handle every step of the 3D process, from start to finish. If I were to go back to this project, I would work with more animations and storytelling. I wanted this project to show off not just my modeling and texturing skills, but also my versatility in other aspects – and I think it does just that.

The TLDR

  • Explored Star Wars: Rise of the Resistance attraction in 3D project
  • Inspired to handle modeling, texturing, lighting, and animation
  • Felt equipped with right tools for the challenge
  • Pushed learning of new skills
  • Demonstrates ability to manage entire 3D process
  • Desire to create more animations and storytelling in future iterations
  • Aimed to showcase versatility beyond modeling and texturing

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jnguyen3d@gmail.com
© 2024 Jason Nguyen. All rights reserved.
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