View Full Version : Grand Space Opera 3D Entry: James Kaufeldt
JamesMK 10-31-2004, 09:39 PM dom - Absolutely so... and I guess I have to redesign the house a bit :D Don't want to cause any panic amongst the Monopoly traumatised of the community....
tanguy - Glad you like it. More to come hopefully :scream:
TheWriter - Once into 3D, there's no getting out of it I guess. I'm trying desperately to recall that old model you mention... but then again, I started and quickly scrapped a lot of models back in those days... not that it's any different nowadays though :D
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userBrian
11-01-2004, 03:20 AM
I just got home from work, and guess whose thread I was dying
to check out? How would u like to come work for my mega corporation?
(Wakes from dream).
Seriously, I think they have just awakened a sleeping giant.
Mr. Potato Head, AKA Super Spud, is going to peel.
My effoert (http://www.cgtalk.com/showthread.php?t=179803)
Larsen
11-01-2004, 03:31 AM
Nice stuff coming here, it's beginning to be very interesting :) ! i can't wait to see more from your idea, Keep it up ! :thumbsup:
userBrian
11-01-2004, 04:22 AM
Wow u have a lot of pages in ure post already. I think your 3D
model and new background look cool. So the great epic moment
is the launching of this mega bot. Well, I feel something is missing,
not that your art isnt great, it is. But for a Grand intergalatic type
of thing I am wondering. What is the mission of this bot? Just to
go where no government has gone before? I hope i'm being constructive
here, it's fine as it is, but maybe some drama besides just the fact
that a bega bot is made. Lots of mega ships are being made in this
contest. Just my 2 cents worth. Again, great art!
My 3d GSO entry (http://www.cgtalk.com/showthread.php?t=179803)
userBrian
11-01-2004, 04:27 AM
OOOOOPS! Sorry JamesMK, I meant to reply to cyphers thread!
Come to think of it, it applies more to yours....:scream:
rattlesnake
11-01-2004, 06:30 AM
hey James thats a cool engines design and modeling...im not sure if i can challenge your creativity and quality...im afraid!!:eek::scream:...this challenge is just for great artist and youre one of them...this rocks!!...so keep rockin!
JamesMK
11-01-2004, 08:02 AM
userBrian - Bwaaahaaa :D Ah, no worries... we all make mistakes... that's probably why it's called 'mistakes' in the first place...
cipher - More stuff on its way...
rattlesnake - Bah, c'mon, you could make an excellent entry, you know...
---------------------------------------------------
I'll be rather busy working on something else this week... Hopefully I can get back to you with an update on thursday. Stay busy!
Archetype
11-01-2004, 08:13 AM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099230012_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099230012_large.jpg)
Testing a little something for the node engines... there's no fuselage in the middle here at this point, have to come up with a design for it sooner or later.
If you think that I'm jumping around between the various aspects of the scene all the time in a seemingly aimless fashion... you're absolutely correct.i'd rather see u jumping around like the prehistorical animal skin wearing rabbit you are than not seeing anything made by you james http://cgtalk.com/images/smilies/wink.gif
terraarc
11-01-2004, 08:21 AM
Been away for a while but obviously you didn't! Poor Fluffians! What a gigantic invation to such a humble village!
Agree on the chain proportions and the more-chains idea that was suggested but in a more un-ordered manner: Chains and wires whirling around would be my thought. Keep us informed and anchored!:bounce:
flyingP
11-01-2004, 08:28 AM
i'd rather see u jumping around like the prehistorical animal skin wearing rabbit you are than not seeing anything made by you james
Wahahaha I'd pay for photo's of that ...............just not very much though :p
pigwater
11-01-2004, 10:03 AM
jmk .. that last render is really coooool .. turnin into something mighty friggin eye catchin there ... i'll drop in when i can and check out the progress .... stay snussin'
Archetype
11-01-2004, 10:04 AM
Wahahaha I'd pay for photo's of that ...............just not very much though :p
darn there goes my pension fund
madshooter
11-01-2004, 11:24 AM
Engine model is really cool. Very nice detailing:bowdown:
Borro
11-01-2004, 03:43 PM
Love the huge ship compared to the small, tiny house :). It looks greeeaaaat! Keep it up wonna see more :D
neble
11-01-2004, 06:16 PM
I like the last image, sorta has a Fifth Element feel.
Larsen
11-01-2004, 06:18 PM
Yeah really cool epic scale :)
Can't wait to see the others parts !
Peter C.
11-01-2004, 08:15 PM
Damn James, the shear size of that thing gives one complexes :argh:
Looks really great!!
JamesMK
11-01-2004, 11:10 PM
Voutlooz - If you really saw me jumping around like that you would surely change your mind....
terraarc - There will be more chains. An initial preview coming in the update below.
flyingP - I don't have any such photos unfortunately. And I would not be at liberty to reveal any details concerning those photos, if they indeed exist, which they don't....
pigwater - It's chugging along. And I just can't believe you're bailing out again, blaming it on some kind of "trip out of town" :rolleyes: ... get yer ass back here and finish your entry.
madshooter, Borro, cipher - Thanx guys.
neble - I like that... although it might not be the best movie in the history of motion pictures, the production design is certainly top notch.
Peter C - It has an undeniable growth along the y-axis going, sorta... :D ....
------------------------------------------------------------------------
So, not much time for this right now, but I just had to sneak in a little more work on it today anyway.... minor update below:::
JamesMK
11-01-2004, 11:10 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099350657_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099350657_large.jpg)
Building this node thingy from the bottom up it seems. Made a section containing the chain machinery for the anchor and pulled the camera back a bit... also slapped two chains in there just to see how they would look. I've made arrangements to allow five chains stretching out in a radial fashion like this, so if I'm in the mood for it later on I can have lots of anchors messing things up. Debris is fun. Big alien anchors in small fluffian villages might cause lots of debris....
Borro
11-01-2004, 11:32 PM
Oooh such a nice little evil touch lol! Keep it up!
GavinG
11-01-2004, 11:35 PM
Nice work man! I'm really loving the details on the node. I think it's a little too early to comment constructivly, just wanted to say nice job so far.
Gav
Kaksht
11-02-2004, 05:34 AM
Hi.
Wow, i'm viewing this entry first time and i can tell ya, it is great! Really! The whole idea in the concept scetch just rocks :buttrock: Those are really really great models! Hope to see You in the final! Good Luck!:thumbsup:
MrCrowpsey
11-02-2004, 05:51 AM
i hate it how all the posts get buried under. first time looking at this also. and i gotta say... so far i think this is my favorite. the scale, the houses , all the detail, the lighting... its great. i doubt the texturing will disappoint. good work man! i cant criticize it cuz i love it.. hope that helps tough : )
TheWriter
11-02-2004, 06:09 AM
OOOOOPS! Sorry JamesMK, I meant to reply to cyphers thread!
LOL!!! Sure....
stevetwist
11-02-2004, 08:01 AM
Wow - certainly looking cool. With the central part of that 'node thingy' in place it finally seems to have a great mass to it, which is giving the impression of that being huge rather than the houses being small (IMO).
Also the smaller chains help.
Looking v.good so far, I'm eagerly awaiting distrucion on a huge scale. Hewl yeah!
claudiojordao
11-02-2004, 10:10 AM
Hello James, nice to see you here again. Great job!
Cartesius
11-02-2004, 11:08 AM
This is looking better for each image you post, James! Really original concept and so far very well executed. And I like the morbid twists you put in. :thumbsup:
/Anders
SuperXCM
11-02-2004, 12:37 PM
Excellent James, i very like this new post!
I think, (it's just an idea :blush: ) that when you add the other chains, perhaps one can come in the foreground, very near the camera, to understand how the chains are really really big!! :shrug:
But i know that is not finish... it's just an idea :blush:
Otherwise, i'm waiting for new update!!!
Keep going man, your work is very cool!! :buttrock:
PS: Sorry for my very bad english ;)
Saschi0815
11-02-2004, 12:52 PM
:thumbsup: woopy great, James !
Just came along to say "hello" and to see your progress.
What a pity - nothing to crit so far:wip: :arteest:
cya
Kadastrophic
11-02-2004, 01:15 PM
After reading all the post in here I finaly got to the end, wow I think I'm more lost then when I started. :shrug: Anyways Awesome stuff I love the village. Keep it up.
Nice stuff James!
the chains look a bit archaic though, a more "high tech" material would make the technology contrast between the 2 civilisation even bigger. Maybe some kind of composite cables or fibers.
Keep it up!
jddog
11-02-2004, 03:50 PM
ouch... excellent idea, amazing scale... this is great (and more) :applause:
jdd
JamesMK
11-02-2004, 07:00 PM
Thanks all for stopping by - I'm caught up with some other work (that will eventually lead to my premature death I'm sure) so I will unfortunately not be able to keep up with the action here today - just popping in for a quickie 'thanks'
note -> m@/others: quite right about the archaic quality of the chain as such. I've been playing around with other ideas, but it's rather tricky to come up with something that doesn't end up just looking like a simple black stroke in the final composition :scream: Plenty of time to brainstorm some interesting solution though. It would indeed be better with something more outlandishly high-techy stuff... and should I decide to position parts of it rather close to the camera as suggested by SuperXCM, then a more intricate solution might pay off... anyway, back to my boring but bill-paying other work :scream:
stork
11-02-2004, 07:36 PM
i like the mixing of styles you have here between the natives and invaders (cartoony or otherwise hehe) i am very interested in seeing this one come together... plus the composition in your concept is good too... this oughta be a cool image when it is done, i will definitely be keeping tabs. One opportunity i noticed was that with the exhaust being so close to that little house there, you may have a good chance to create a little more distruction a la some fire and wind blowing the house over...
Joebount
11-02-2004, 07:45 PM
Excellent dude, impatient to see more !
Powell
11-02-2004, 10:27 PM
Starting to look cool, but the ship has a very 5th Element sort of feel to it. Your composition of the ship and houses nearly mirrors a shot from the movie. thats just the feel i get anyways...
JamesMK
11-02-2004, 10:43 PM
stork, joebount - thanks dudes :thumbsup: More destruction never hurts either...
Powel - Good you point that out. The composition is not going to be a problem since the last renders do not reflect the intended composition at all (there's a concept a bunch of pages back showing my idea for the actual final image, which is very different from what I've shown in the last couple of updates). If the ship itself looks 5th elementish is another story... I'll have to check some screengrabs and make sure it's not too close. It was a long time since I watched the movie in question, so I can't recall the actual look... Only remember those big fat, almost spherical alien dudes... :D ... or was that another movie? Er... anyway, I hate rip-offs, so I certainly have to check this out.
EDIT - Bleh... just flipped through 20 pages of thumbnails @ google and all I can find is that big palace ship... which looks entirely different... :banghead: ...and lots of Milla of course :drool:
artemesia66
11-02-2004, 11:05 PM
Looking good, James. I just got back from vacation, and i can't believe how far along everyone is already. I hope that with the big ship, you're not going to lose the idea of the metal plates closing in the planet--that was an awesome idea, that I really wanted to see expressed. One thing about anchor chains (on boats at least), is that at least one of them is generally under tension at all times. Excited to see more.
Powell
11-02-2004, 11:25 PM
well, after watchign the movie again, I was wrong. Your concept and model arnt even close....Im obviously on crack :D Ignor what I previously said and continue on....my bad. Heres the frame i was thinkin about anyway:
http://student.vfs.com/~brettkys/5th.jpg
JamesMK
11-03-2004, 12:00 AM
Well, we've got that straightened out then :thumbsup: That's a cool scene at any rate...
Oh, and enjoy the crack :D
YasushAzush
11-03-2004, 10:18 AM
Great Model Design:buttrock:
I will Sit In Front Of My Monitor Until You Finish and See What Is Final Image.
Very goooooooood
stork
11-03-2004, 02:55 PM
one thing i am a little curious about, is that by looking at your original concept layout it seems that the nodes are going to be the main focus... and all of this detail work at ground level may end up an afterthought... how do you plan on keeping at least some focus on the indigenous people?
DimitrisLiatsos
11-03-2004, 02:58 PM
enough yada yada man :scream: Update ...my wabbit meter needs refueling...:bounce:
Lemog
11-03-2004, 10:07 PM
Dimitris the Nut Greedy of Picture :bounce: mouahmouahmouah
JamesMK
11-03-2004, 10:11 PM
Oh great... two nuts in a row....
Sorry guys, no time for updates, busy killing myself over another job right now. I'll be back again when I'm done decomposing :scream:
Rhezz
11-04-2004, 04:01 AM
Good to see you here wabbit :)
You dont know me but I watched your machineflesh challenge very closely. Cool job.
AbueroAllenstein
11-06-2004, 06:29 PM
Good job...
flyingP
11-06-2004, 07:01 PM
enough yada yada man :scream: Update ...my wabbit meter needs refueling...:bounce:
yeah c'mon wabbit, just what are you doing ............. sorry forgot 'doing' is a sensitive subject for wabbits :argh:
:D :D :p
JamesMK
11-06-2004, 07:04 PM
OK ok... that was pretty amusing :D
STATUS REPORT: :scream: :scream: :scream: :argh: :argh: :wip:
FORECAST: Update sunday night.
Now go away. There's nothing to see here...
flyingP
11-06-2004, 07:08 PM
OK ok... that was pretty amusing :D
tell the ****( :D ) that
Edit : BTW I am having to draw one don't suppose you have pictures :curious:
nataz
11-07-2004, 07:29 PM
It is HUGE! I just love the way your project is going on :bounce:
...and please... post some wires :love:
rodrigogua
11-07-2004, 08:01 PM
excellents concepts and models here!!! good luck in the contest,a nd keep the good work up!!
JamesMK
11-08-2004, 02:09 PM
OK, back in the game again after a really horrible job...
Thanks to all for checking in - I'll have to get back later with answers to a few questions asked.... won't be long.
In the meantime I've made a slight update to get things moving again.... below:
JamesMK
11-08-2004, 02:10 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099923032_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099923032_large.jpg)
So on top of the anchor engine there is a weird piece of sci-fi equipment used to hold the rest of the node on top of the engine segments. There is no physical connection - they use something based on their standard antigravity technology, but partly reversed, to keep everything together.
The device is known as a Lorentz Attractor.
I chose this name because:
a) it's a cool sounding name
b) it has absolutely nothing to do with this kind of technology
JamesMK
11-08-2004, 02:13 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099923183_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099923183_large.jpg)
By popular demand... a wire...
Note: 'Popular demand' means that one guy has asked for it.
Russel-Nash
11-08-2004, 02:18 PM
Wow,
that’s very impressive. I really like the slightly tilled ring in the middle of the attractor (very attractive name btw. :D) Suits the overall design of the nodes perfectly.
Russel
Saschi0815
11-08-2004, 02:22 PM
booah, amazing,James!:love: Very clean modelling!
This vase would be great for our livingroom...;-))) Just kidding,hehe!
Rock on,dude!!!:bounce:
SuperXCM
11-08-2004, 02:28 PM
Excellent JamesMK!! :eek:
Every update is amazing!!! The style of your big ship is very nice.. i like it!!
Keep going!! :buttrock:
flyingP
11-08-2004, 02:31 PM
:D marvellous :D
DimitrisLiatsos
11-08-2004, 02:50 PM
Yes ...yes ...the wabbit is back with a kicking a$$ Lorentz Attractor....what a freaking scale difference ..i wouldn't like to watch that thing from a cabin window in the village ....lol....more ..more crazy wabbit! :bounce: :bounce:
Lemog
11-08-2004, 03:01 PM
Your new drink distributor is really exceptional, I hope that it also has my preferred beer :D
Cartesius
11-08-2004, 03:03 PM
Yep, this is going to be one heck of an entry. Just hope you will cover up the openings of the node engines with something as they bear a cunning resemblance to wastebaskets right now! :D
Nothing more to say but a discreete --> :bounce:
/Anders
JamesMK
11-08-2004, 06:32 PM
Lessee now, in order of appearance:
Stork wrote: one thing i am a little curious about, is that by looking at your original concept layout it seems that the nodes are going to be the main focus... and all of this detail work at ground level may end up an afterthought... how do you plan on keeping at least some focus on the indigenous people?
- Good question! :D Well, first of all, the ground level structures, i.e. houses and stuff, will certainly be clearly visible and mostly seen slightly from above so to speak, so I definitely need that level of detai. To get some focus on indigenous people, I have a few ideas... the one most likely to be implemented is to have some sort of tower or mountain in the foreground, where one or several desperate fluffians can be seen.
Lemog - Yep. There are three different brands of beer, and in addition it serves hot bread from the last two slots.
Cartesius - You're quite right, dammit :D Have to do something about it... some kind of cover coming up.
That aside, many thanks to artemesia66, visualact.com, Rhezz, AbueroAllenstein, nataz, rodrigogua, Russel_Nash, Saschi0815, SuperXCM, flyingP and DimitrisLiatsos for stopping by. :bowdown:
Now I'm off to do some more modeling :wip:
HieSpike
11-08-2004, 06:56 PM
Hi,
I'm just impressed by the amount of faith all these guys have in you. 20 somewhat pages for a couple of models (which do look awesome), a story, another story, and some sketches of the first idea which was tossed out. MAN, how does someone get that kind of a following? Are you sure you haven't installed chips in all these guys' heads. Wait a second, I'm starting to feel something, I think I just got a chip installed in my head. XNo)! I9x)# S)#@ error; error:
run C:/brainwash - operate OM: JMK
exit
Hello again, What is your command master James? _
rattlesnake
11-08-2004, 06:59 PM
nice model...i have no crits...just a little commet: i think that small details will make it look even better...small (in size) ...something like litle wires and stuff like that...great update James it worth the waiting:thumbsup:....i support the guy who asked for the wire so that make us two!
flyingP
11-08-2004, 07:05 PM
MAN, how does someone get that kind of a following?
he's paying us, actually we all really think he is bit of a joke but.......no hang on...... I wasn't supposed to mention that was I.....whoops :eek: :D :D :D
edit: guess I won't be getting that bonus then huh James ??
JamesMK
11-08-2004, 07:05 PM
HieSpike - Have no idea to be honest :shrug: Oh, wait... I usually FedEx a case of beer to these guys every second friday :D .. might have something to do with it....
rattlesnake - Yup, thinking wires and stuff here too.... smallish things. It's merely a matter of deciding what type of small things will contribute to the perceived scale while at the same time being large enough to actually be visible in the final image....
I suggest glass for the covers :D... excelent work man! simply amazing... You probably answered this question already.. What program and what type of render, light sepu are you using? can you show screen capture of the viewports? (like the top view, to see where your lights are setup, I like the way your scenes are lit :D
-Cheers!
JamesMK
11-08-2004, 07:07 PM
rofl @ the pig :D
ARSA - Sure... hang on and I'll hook you up with some caps.... Don't hold your breath... I work very slowly.... booting now....
rattlesnake
11-08-2004, 07:38 PM
smallish things. It's merely a matter of deciding what type of small things will contribute to the perceived scale while at the same time being large enough to actually be visible in the final image....
good point!...:wise:
JamesMK
11-08-2004, 07:39 PM
OK, this one for ARSA -
The render is just a plain raytrace render, and I have an ambient occlusion shader in the diffuse channel of the materials. Both materials and lights here are just my quickie setup for WIP renders to show the models really... has not much to do with the final lighting solution...
That said, here's a screencap (had to paint a bit on it to clarify the light sources and their positions... legend in the lower right corner of the image)
... Oh, and the program I use is Cinema 4D R9...
Ermh... and I forgot to add in the legend that the shadow maps for the fill omnis are veeeery tiny, just to basically dab a little soft and diffuse shading around... OK.
EDIT: @ Pig - no beer for you next week.
http://w1.695.telia.com/~u69502813/gso/lightcap.jpg
Thanks JamesMK for taking the time to demonstrate the setup for the lights and stuff :D
-cheers!
taavi
11-08-2004, 08:10 PM
Wow!
I think that all little fluffy-village people are right now worshipping all village virgins to allmighty lorenz-attractor god to leave them alone :eek:
But i suspect that lorenz-attractor will return.... :argh:
Looking forward Your other inventions :)
Daniel-McMillan
11-08-2004, 08:30 PM
I really dig the ship!
very inspiring/educational and faaast ... actually you had me pause on some of my stuff just to keep up with the pace. well, still can't keep up i still have bunch of them hahah. have to free my head right now. :scream: keep updating and we'll keep watching...
Walien
11-08-2004, 08:50 PM
Wow you run too fast for me. It's a very interesting work, I like the last model you creat.
stevetwist
11-08-2004, 10:15 PM
Good to see an update - lighting test thing looks cool.
Eagerly await another installment.
I also have to agree with HieSpike's post (quite a while back) about how you've got such a following on this thread, that make's you v.lucky - as I feel that C&C really helps a concept develop... hint hint (lol... only kidding, but if anyone happened to coincidentally drop by my thread....)
Anyway, back to track - I can't wait to see this piece come together, and to see some textures be applied also.
It would be nice to see a concept sketch of exactly what you have in mind now (as I'm sure you've changed things a lot as you go).
Good luck with everything,
Steve
DimitrisLiatsos
11-08-2004, 10:21 PM
That's a cool light setup and thanks for posting this...:bounce:
and...
he's paying us, actually we all really think he is bit of a joke but.......no hang on...... I wasn't supposed to mention that was I.....whoops :eek: :D :D :D
edit: guess I won't be getting that bonus then huh James ??
HAHAHAHAHAH ...u PIG! U BETRAYED US...lol :scream:
Bubble Nut stuff is starting to come out of wabbit's head...me likes that..:thumbsup:
Borro
11-08-2004, 11:30 PM
Aha I see you're doing excellent job with the modeling and the lighting should be intresting too :) Keep it up!
JamesMK
11-09-2004, 12:34 AM
ARSA - No prob, dude
taavi - Yeah, there could possibly be some funny business going on there with them virgin types :scream:
Daniel McMillan - Glad you like it. There's still about 70% left of it to build....
uwil - Hmm... If you paus and don't do anything at all for several days, then I might seem fast. But I really am not. Check out Dimitris Liatsos instead. That's fast sh*t :eek:
Walien - About 'fast' see above :D
stevetwist - Well, although FRIGHTFULLY lacking detail, the last concept is still valid... I'm not much of a digital painter. I make a lot of simple pencil sketches as I go, but my scanner is no longer around... and to be honest you wouldn't like those sketches anyway ...
Dimitris - Yesssss... the pig is tricksssssy...
Borro - Thanks, I'm on it!
-------------------------------------------------------------------
Looks like I'll be posting yet another annoying update before going to bed.
Below. Enjoy (or something).
JamesMK
11-09-2004, 12:34 AM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099960492_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1099960492_large.jpg)
Added the logical companion for the attractor: the Lorentz reactor. It will be the fundament upon which the rest of the node is built (upwards some 30 storeys further until it's done).
Also added some covers on the main engines. The first thing that happened was that a bunch of fluffians came running by with steaks and sausages... started a small barbecue party on top of the engines. It was a very brief party though, as the food kept sliding off...
Squibbit
11-09-2004, 12:42 AM
the Lorentz reactor ? the top part looks like mass dentists !
and you said us Finns build the weird stuff.... o shame..
pigwater
11-09-2004, 01:11 AM
well i found a micro pc here for a few minutes and i flash over to the challenge and see this new update ... wonderful, clean stuff jmk .. and thank god you put those covers on ... nothin worse than a short ended bar-be-que :eek:
lookin sweeeeeeet :thumbsup:
sicksurfer
11-09-2004, 05:10 AM
Hmm that composition makes me feel uncomfortable. I would not want to be in one of those houses because they look so frail! Good use of scale there buddy and the detail is spot on! Looking forward to some more!
Kaksht
11-09-2004, 06:03 AM
Wow, the grill is just fantastic, really really great, and the Lorentz reactor is jus awesome!
Great work, nicely done :thumbsup:
Lemog
11-09-2004, 06:31 AM
I'm ok for the barbecue party... and and also for my training of design :thumbsup:
stevetwist
11-09-2004, 08:00 AM
Awesome - it's looking better by the minute - no crits.
KennyM
11-09-2004, 09:32 AM
looks like there's more than enough room for another steak, can I join in the party?:D
looking great, haven't a clue what all the bits do, but it looks like it works :thumbsup:
terraarc
11-09-2004, 09:40 AM
Nice update! Both Lorentz and barbecue! Whoa! Have a highIG sunday lunch!
Looking very good so far and pretty clean model:thumbsup:
flyingP
11-09-2004, 09:42 AM
ahhhhh nice engine covers........look great for making chips out of those potatoes......................................................OK somebody shoot me ..........or better still I think I'll go and have a coffee :)
DimitrisLiatsos
11-09-2004, 10:48 AM
Hey..i like the cover thing (Lorentz reactor) ...maybe i can find some Lorentz equations for ya to use as mapping in the texturing proccess....u NUT :bounce:
...i go for coffee too now :love:
Cartesius
11-09-2004, 10:56 AM
Those covers did the trick and the Lorentz reactor looks mighty impressive. I'd hate to be a Fluffian right now...
/Anders
Quite impressive structure there. Keep up the good work :bounce:
jddog
11-09-2004, 01:23 PM
S***... impressive work JAMES :applause: ... hope a hunter need a bunny for dinner :twisted: ... no chance to fight against you... lol
wait for the suite...
jdd
madshooter
11-09-2004, 01:49 PM
Amazing job, Lorentz reactor and barbecue, nice work. Nice details, Man you are doing a wonderfull job. Keep it up:thumbsup:
JamesMK
11-09-2004, 01:49 PM
Squibbit - Interesting dentistry related observation. Guess that will only add to the intimidation :twisted:
pigwaataaa - Thanks dude
sicksurfer - Glad you like it. There's nothing like a little camera tilt to spice things up I guess....
Kaksht - If you've got some wieners and a beer you can pop over and try the grill out.
Lemog - Is it perhaps possible to make grilled bouillabaise?
stevetwist - So I'm still on track then?
KennyM - That makes two of us :D It's custom made for mammooth steaks anyway... Lots of mammooths still alive and well on El Fluffo.
terraarc - Thankxs
flyingP - You should have figured out by now you can't make it on one single cup'a
Dimitris - That's perhaps a good idea... I could use a lorentz graph for the Neuronomicon logo :lightbulb
Cartesius - Goody, and thanks for the wastebasket pointer btw :D
m@ - I'm on it... sorta...
jddog - nah... you've got every chance... long time to go, and I'm bound to mess things up just in time for the deadline :D Besides, your entry (http://www.cgtalk.com/showthread.php?t=178468&goto=lastpost) is coming along great
------------------------------------------------------------------------
Thank you all for this overwhelming interest :blush: I'm not worthy....
More updates coming in approximately nine hours. Now I'm off for some other business that needs a little attention :scream:
DimitrisLiatsos
11-09-2004, 07:07 PM
Ok...here it goes
The Lorenz Equations
This is a numerical simulation of the Lorenz equations. These are a system of first order differential equations given by:
dx/dt = sigma (y-x)
dy/dt = rho x - y - xz
dz/dt = xy - beta z
These equations are integrated using a fourth order Runge Kutta method
:bounce: ...and if u want to see them in visual....
Lorenz Equations (http://www.geom.uiuc.edu/~worfolk/apps/Lorenz/)
...have fun
Solving those up here to Variant time f(t) ...will give u Integral solutions from t= 0 to t=00(infinity...and beyond..lol) ...i will write them and post them to ya...they look more fancy :scream:
Also ...check this out
The Lorentz trasformation......very cool stuff (http://www.glafreniere.com/lorentz_a.htm)
JamesMK
11-09-2004, 07:43 PM
:scream: :scream: :scream:
Cool! Strange attractors at work... Your nut status is now well established for the rest of eternity (and beyond of course :D )
stevetwist
11-09-2004, 07:43 PM
[So I'm still on track then?
HEWL YES!
9 hours - awww maan! I don't wanna wait! lol - I eagerly await them!
:thumbsup: Very nice work modeling looks great :thumbsup:
:thumbsup: I'm looking forward to see more :thumbsup:
:) GO GO GO :)
JamesMK
11-10-2004, 12:40 AM
stevetwist... it's been slightly delayed, but popping up below now....
SUN... thanks :thumbsup:
---------------------
Update... scroll... :D
JamesMK
11-10-2004, 12:40 AM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100047241_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100047241_large.jpg)
First segment of several... five storeys and a nice little antenna on this one. The neuronomicons usually enjoy themselves by listening to shortwave radio when they're not busy conquering defenseless planets.
great work dude... very impressive... thumbs up!!!
keep it´s up man!!
hhssuu
11-10-2004, 05:19 AM
Your design seems to have refined quite a bit, i really like the model in the last entry. I looks very strong structually and real cool.
jasonkey
11-10-2004, 06:59 AM
Just curious, it looks very cool but is there any particular reasoning behind the asymetry/lopsided-ness of the structure?
It seems to have a very subtle Dr. Seuss kind of feel to it. I like it.
Lemog
11-10-2004, 07:18 AM
I'm just crying... it's too much perfect... I'm crying too for peoples in houses... now, their home are in the ground :rolleyes:
JamesMK
11-10-2004, 07:28 AM
D-3, hhssuu - thanks :thumbsup:
jasonkey - two reasons for the assymetric/lopsided design; 1) it looks kinda nifty, and 2) it's a very simple way to tell the Neuronomicon and Fluffian cultures apart, as the former is sheared/tilted in some way, while the latter is bulged/curvy somehow... just a theory right now really :D ... I hope it will work out in the end.
Lemog - Someone had to notice I accidently buried the houses deep into the ground :D It was late. Didn't want to rerender :blush:
Lemog
11-10-2004, 08:39 AM
I know that sorts of problem... me also I have the eyes and the brain tired :argh:
Versiden
11-10-2004, 09:11 AM
incredible details man.. this looks sweet ;p
terraarc
11-10-2004, 09:39 AM
Great update there! Wonder where you'll be going with texture colors on this one! Knowing the background story I imagine this one with some color scheme from a PC tower!:)
JamesMK
11-10-2004, 11:41 AM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100086860_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100086860_large.jpg)
Been playing around with parts of the texturing for the node segments. This is just the tiled baselayer, I'll add a secondary layer on top with unwrapped UVs for weathering and such.
Not really sure I'm happy about this one though... so let me hear what you have to say about it.
DimitrisLiatsos
11-10-2004, 11:51 AM
Wonderfull...i would change the c-pic color to more "burned" orange or leave it white as u did before...forgive me but i kinda find this color a little bit dull for such a Grand machine in those points placed (i would generaly pop here and there three colors for machines and windows Blue, orange and white )...just a personal taste thing so u can forget what i just said if u want to...in any case i like it ...it's really..really big ship... :bounce: :thumbsup: :bounce:
Doublecrash
11-10-2004, 11:57 AM
This is plain wonderful. I like the curved floors and the texturing.
Cool work! :thumbsup:
Stefano
Saschi0815
11-10-2004, 11:59 AM
*sit on the floor* - James, there's only one word to describe: Hugeterrificextralargebombasticgiganticcyclopeanenormousimmensemammothcolossal:buttrock: :buttrock:
waiting for more updates - I wanne be breathless - *hust hust*:scream:
Very, very good, mate!!!
JamesMK
11-10-2004, 12:35 PM
M'kay... thanks for your input guys... :thumbsup:
Dimitris, I might try a more bold colourscheme as suggested and see what I think about it.... maybe bright red and shiny :scream: ... nah... I'll do some thinking and experiments.... all comments most appreciated :thumbsup: ...
YasushAzush
11-10-2004, 01:05 PM
When I See Your Challange i Alwayse Think about The Rendering Process????:twisted:
Lemog
11-10-2004, 01:10 PM
For me, a really good aspect... maybe too much goldy... :beer:
stevetwist
11-10-2004, 07:52 PM
WOW!
That's all I can say! Truely worth the wait! Looking so good, brilliantly detailed, and very very grand.
I'm really interested in the weathering.... I've always wondered how to go about adding an extra layer of texture for weathering/scratches/dirt (I use max myself) and have no real idea how... so if you could maybe say how you do it in your program of choice that would help (of course you don't have to, especially as this is a competition).
JamesMK
11-10-2004, 08:08 PM
visualact.com - Well, the final rendering will be painful as always. I've pointed it out a lot in the past, but you might not know it so.... I've got a 466 MHz Celeron with 192 MB RAM... Do the math :scream: Merely a question of solid logistics and lots of separate renders. Sounds good now, but just wait until the beginning of january when I'm starting to whine and curse :D
Lemog - Yeah, the goldy touch is not really to my taste either actually... so I've changed it.
stevetwist - Glad you like it. And, no, this is not a competition. It's a challenge, and the point is to share information and learn from eachother. So, to answer your question, what I'm going to do is fairly simple, at least in Cinema 4D. This tiled layer you're looking at now is simply the UV coordinates maxed out on each polygon. The entire texture (which is small, I've used 320 x 320 pixels for these tiles) is mapped fully on every polygon. Easy to do with BodyPaint. To do the weathering later on, I simply make a second set of UV coordinates, which will be an ordinary unwrap, basically starting from a cylindrical projection. Then I will paint weathering colour along with alpha and apply that texture on top of the tiled texture, using the secondary UV dataset. The alpha channel will make sure that the weathering does not cover up the tiles entirely, but rather only where I want it. Hope this helps somewhat... it will be easier to see once I've come to that point. But it will happen later on.
----------------------------------------
OK, I've made some changes to the texture. Update below:
JamesMK
11-10-2004, 08:09 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100117369_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100117369_large.jpg)
Changed the maps a bit, but not much. Most of the changes depend on the mixing of the maps in the materials.
I tried a more colourful version first, but it's just not my style somehow....
So, this is a little more detailed, and a little less colourful. I think this will do for now, and I'll go back to do some more modeling for a couple of days.
flyingP
11-10-2004, 08:29 PM
:sad: I liked the coloured one
JamesMK
11-10-2004, 08:38 PM
:banghead:
flyingP
11-10-2004, 08:46 PM
sorry :D
JamesMK
11-10-2004, 08:49 PM
I don't think you are.
ace4016
11-10-2004, 08:49 PM
I should have followed this thread when it was still young. Amazing work Ive seen so far, can't wait to see more updates.
flyingP
11-10-2004, 08:53 PM
I don't think you are.
well no.........now that you mention not really :D
miketche
11-10-2004, 08:55 PM
Simply amazing! :eek: I like the non-goldy version better as well.
Makes me just want to sit down and :cry:
taavi
11-10-2004, 09:04 PM
Hi James! I thint the textures are just fine - the part of the ship looks now really HUGE :buttrock: I hope U'll manage to master your bit-crunchin-animal... :)
SuperXCM
11-10-2004, 09:15 PM
James, you're incredible!! :eek:
Man, you work too fast! :wip:
Excellent texture and modeling, it's sure!!! :buttrock:
Keep going!!
Virtuoso
11-10-2004, 10:08 PM
"SIZE MATTERS"..................Dont let anyone fool you about that!;) :cool:
Grand indeed.Fun and interesting as well,execution right on target......And with Sir james on the job here with his zany,talented and fun filled attitude this will only get better.......Unique approach and it's got teeth,this is out of the box thinking,not too many like that......Keep the polys flying,and may your machine get some steroids come rendertime........Looking NICE!:arteest:
Been playing around with parts of the texturing for the node segments. This is just the tiled baselayer, I'll add a secondary layer on top with unwrapped UVs for weathering and such.
Not really sure I'm happy about this one though... so let me hear what you have to say about it.
Good work!
Looks really original and the detail level is outstanding!
Thank you, coz I have learn something "on the fly".
stevetwist
11-10-2004, 10:37 PM
Thanks for the reply, that helped quite a bit, I think I know what you were saying about the second set of UV maps.
I think the new set of textures look great (even if FlyingP doesn't... lol, that was a very funny reaction as well - the smiley said it all!).
Greeeaat stuff. Really love the texturing going on.. gives the ... mm "building" much style and takes it to the next level.
ps : I hope you don't like bananas.... I've heard there's a banana embargo on sweden going on....
JamesMK
11-10-2004, 10:54 PM
ace4016 - Technically speaking, it still is pretty young. All the fun is yet to come :argh:
flyingP - Just as I expected
miketche - Ah! One more on my side :D And no :cry: -ing ... strictly not allowed.
taavi - If my PC doesn't cut it, I've got a nice Casio calculator here to crunch the hard bits.
SuperXCM - Thanx. But it's all just for show. I already built all these models last year :rolleyes:
Virtuoso - Thanks.... and they're flying in an extra crate of steriods for christmas... hope I'll manage *aaaaaaaaaaaaaaaaa.....*
Daniel Pittaluga - Well, that's very good. Picking up some bits and pieces - what it's all about. Don't trust my methods though. They're rather shitty.
stevetwist - Goody. I'll clarify more when I've got the images to illustrate it with...
m@ - I've heard all about it :D ... However, there's some quite extensive illegal banana trafficing going on here up north... doubt your plan will actually work the way you hope...
fellah
11-10-2004, 11:22 PM
haven't replied here before mainly because the thread is sooooo tooo big to read.. so, I've just feelt lost and my head went crazy and I ended up.. not posting.
I will not read all now either, I'll save that for saturday evening for some extra fun. but judging from the pics you're of to a great start, the shapes stands out, quite original i must say.
work work work :wip:
overcontrast
11-11-2004, 12:50 AM
hey James... nice works here u got.. i've been watching this thread from the bigginging... so far u've advanced a lot... those latest models looks just aweosme... keep it up mate... :thumbsup:
Climax
11-11-2004, 01:23 AM
• I can't wait to see the final image, by the way i saw your portfolio and I like your work very much, keep it up pal!
flyingP
11-11-2004, 08:46 AM
flyingP - Just as I expected
what??
and no really I actually did like the goldy one :shrug:
terraarc
11-11-2004, 10:58 AM
Nice texture update! I think that putting some dark textures on parts around the textured area will bring it to life! (I kind of liked better the goldy one too! :shrug:)
More updates!:applause:
JamesMK
11-11-2004, 11:22 AM
Goldy this, goldy that.... :scream: Anyway, the colours are not set in stone... easy to test various versions later. Back to modeling now for the time being.
fellah - Thanks for stopping by. Yeah, this thread is a bit lengthy... to say the least. I believe we are all helping out here to quickly bury the proof (i.e. actual images) with a lot of blabber in order to protect the innocent.
overcontrast - Thank you, it's coming along slowly but surely. I often start out with crappy concepts and crappy models, but then in the end I always manage to deliver a crappy final image before the bell tolls.
Climax - Ai! Reminds me I've got another image I've forgotten to add to my miniscule portfolio.... Glad you like it anyway.
flyingP - Yeah, I know :banghead:
terraarc - That will happen too. Only the mid sections with the "windows" are textured in the previous images... then I'll make something for the other parts next time I feel like texturing instead of modeling :D
------------------------------------
Started building some new components yesterday, but they are not ready to be presented yet. Update expected to be posted in approx. 12 hours. Thanks for stopping by, y'all :thumbsup:
JamesMK
11-11-2004, 01:20 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100179240_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100179240_large.jpg)
Small inbetweener update here.
Added the top cap for the first segment. This level serves as a lookout platform and promenade deck, as well as containing the launch bays for the evil hovercrafts.
Sunday strollers on this deck are adviced to wear rubber soled shoes at all times.
DimitrisLiatsos
11-11-2004, 01:38 PM
The addition of the lookout platform and promenade deck is most welcomed. :thumbsup:
I get a wild kick in the butt from your attention to detail in those tiny lights everywhere....NUTS...i like it very much and iu can already see that you are enjoying very much your Cinema4D 9.0 my little wabbit :bounce: :applause:
flyingP
11-11-2004, 02:42 PM
OK we cleared the coffee cup issue although, I still find the idea of drinking it through a straw while it is glued to the table just a little impractical. . climbing those stairs however would be a real adventure :eek: . looks cool though :D
Kaksht
11-11-2004, 04:00 PM
Woah, man your fast on this :) And all the detail, stairs and windows, thumbs up!
And the story is fabulious!
YasushAzush
11-11-2004, 10:04 PM
It Is A Very Powerfull Model In design .You Know Why ?
because When You Look Frome Any Angle You Can Feel Easyly How Big And Huge It is
Nice Job
Deadlyforce
11-11-2004, 10:21 PM
Awesome modeling and texturing !
Strong architectural feel in it !
No crits so far...:thumbsup:
Squibbit
11-11-2004, 11:09 PM
it could be like the Thing gas a tooth quality detector and it flies to bad teeth concentrations.
Then the turbines suck in the people with bad teeth and robots inside the Thing strap the
people in the dentists chairs. Then happy bell rings and the dentists in the top floors wake
up and rush to work.
JamesMK
11-11-2004, 11:38 PM
Yeah! Er......
Dimitris - Nice to hear from the current master of insane designs :thumbsup:
flyingP - That's the general idea. Feeeeeel the fear. Beeee the polygon. :D
Kaksht - Thankya, thankyaverymuch.
visualact.com - That's great - always tricky to convey that impression... hmm... good.
Deadly Force - Glad to hear that... I want some kind of oddball architecture style in the end (at least that's what I think right now...)
Squibbit - That's just plain scary. A movie based on something like that would instantly be banned in most countries. There are borders... not meant for any man to cross :scream:
--------------------------------------------
Minor fiddling and a full testrender tonight... update coming in the post below.... plus this amusing little tidbit:
http://w1.695.telia.com/~u69502813/gso/viewportfps.gif
:scream: :scream: :scream: :scream: :scream:
JamesMK
11-11-2004, 11:38 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100216333_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100216333_large.jpg)
A) Added the second set of lorenz attractors on top of the promenade deck of the first segment. Then I'll simply continue to model a second segment to be placed above. Segment 2 will contain the actual CPU equipment.
B) Felt an urge to try and render everything at once. Much to my surprise, it worked, and with 50 megs of RAM to spare... sheesh!
userBrian
11-11-2004, 11:45 PM
I like the cinema noir look, kike something big is about
to happen in these tightened confines. Yes, I see why you
do not opt for too much color. Last time I checked your site
you were saying you'd update in 12 hours, that was 3 minutes ago,
My time......(nevermind, just trippin)
I guess if you are crazy enough to follow the wabbit.........
My 3d GSO entry (http://www.cgtalk.com/showthread.php?t=179803)
What happened to your anchor? That has got to be the coolest
thing in any storyline so far. Where are you going wabbit? Did
the house elves repair it overnight?
JamesMK
11-12-2004, 12:02 AM
What happened to your anchor? That has got to be the coolest
thing in any storyline so far. Where are you going wabbit? Did
the house elves repair it overnight?
Fear not. The anchors and the damage caused by them is certainly still on the list, and a most important part of the final image.
Need to start working on the actual terrain first before I can include them though. But before the terrain I want to finish the nodes. Mechanical modeling is kind of boring at times, so if I stop working on the nodes before completion there's a slight risk I can't make myself finish them later... need to complete things in a certain order here... :wip:
DimitrisLiatsos
11-12-2004, 12:35 AM
Nice update Bubble NUT...i really like your style...form this angle it shows great but it needs what u just mentioned above ...your terrain...:bounce:
And i want to comment this....
:scream: :scream: :scream: :scream: :scream:
......
http://w1.695.telia.com/~u69502813/gso/viewportfps.gif
U GOT TO BE KIDDING! ...U ARE MY NUMBER ONE HERO :banghead: :love: :love:
nice work man!! keep up.
c ya
Lemog
11-12-2004, 07:07 AM
Wow... If I read all the previous page... I don't have the time to continue my current project.. damn, you're working too fast for me or I'm too old now...
But I'm nevertheless very happy, since the houses finally left ground :scream:
YasushAzush
11-12-2004, 07:10 AM
Perfect James Perfecttttt:buttrock:
stevetwist
11-12-2004, 07:58 AM
OMG 0.6FPS!! ROFL!
Looking damn sweet though. The addition of the engine glow thing is sooo cool. This piece rocks, full stop.
holly :eek: :eek: impressive James the ship is awesome , and the update showing the houses hmmm.. what can i say?
Keep rockin :thumbsup:
terraarc
11-12-2004, 08:46 AM
Looking great! :thumbsup::thumbsup:
0,6 FPS looking ALMOST TO ZERO LIMIT!:bounce::bounce:
(I usually do low-poly...so this number is actually a nightmare to me!! BRRRRRR)
Versiden
11-12-2004, 09:00 AM
amazing stuff man! where do u find the time?
not crits ;p.. keeping going!
dark-elf2
11-12-2004, 10:03 AM
very nice
love the idea
keep it up
:thumbsup:
rattlesnake
11-12-2004, 10:12 AM
your last picture looks great James...and the light comming from the middle look truly good....How many of these are u going to use? i think youre doing it well talking about poly count...:thumbsup:
good luck James...im enjoying your work,,,,wait i need more popcorns...and some coke....aaaahhhhhh!!!now i can enjoy your art ....:beer:
flyingP
11-12-2004, 10:22 AM
http://w1.695.telia.com/~u69502813/gso/viewportfps.gif
well if you ever needed inspiration to finally get your act together and whin one of these challenges that has to be it....... :eek: :argh: :scream: :D :wip:
JamesMK
11-12-2004, 10:25 AM
Thanks your your comments y'all :thumbsup: In the middle of another modeling spree now, so I'll be brief:
Q&A
Scary viewport FPS :D Luckily it only hits that low when everything is visible of course. Since the models are segmented, I can work comfortably with each part in a separate file and then merge it together once each bit is completed. The only painful phase is the full scene arrangement. It takes quite some time just to move a light actually....
The houses - - - next time I will put them in upside down me thinks...
Finding time - - - easy: I don't have a dayjob :D At least not this week. Just been a fulltime market analyst for the past four weeks.... It comes and goes. Right now I consider this to be speculative work, since I desperately need some new hardware, so I simply put in as much time as I can :D
How many nodes - - - First of all there are two segments left to build - the CPU segment (in the works as we speak) and on top of that there will be a cooling tower. Then, grand total, guess there will be three or four of these nodes visible in the final image, at different distances from the camera. Luckily they are all floating in the scene, so it's going to be a no-brainer to render each in a separate pass.... Then I've got this minor idea in the back of my head for an optional crashed node somewhere on the ground... maybe the fluffians managed to bring it down somehow.
flyingP
11-12-2004, 12:06 PM
Then I've got this minor idea in the back of my head for an optional crashed node somewhere on the ground... maybe the fluffians managed to bring it down somehow.
it is amazing what damage you can do with a well aimed potato :D
Virtuoso
11-12-2004, 12:13 PM
Thats a nice test James,coming out well......It's really an interesting approach and done very nicely.......Now get santa to bring you some more ram...Maybe ask the lil' Folk in your scene,they can't say no..................If they do well................Stomp city time...........:arteest: ;)
nataz
11-12-2004, 01:31 PM
it is amazing what damage you can do with a well aimed potato :D
Don't you ever heard about the mighty fluffian's neutronic potato :eek: :scream: :argh:
JamesMK
11-12-2004, 02:26 PM
Bwaahaa! :D It is blatantly apparent that there is very little respect for the noble fluffian savages and their methods of war using nothing but raw vegetables and gardening equipment... and don't forget they truly master the ancient art of chi-ting - esoteric fluffian knowledge passed on from generation to generation.
Virtuoso - Yep... city will be stomped no matter what. Fortunately, the scene I have in mind lends itself well to multiple renders with separate objects, so hopefully it will all be OK even if santa fails me again (that fat bastard...) in the RAM department...
------------------------------------
E.T.A. for next update: 9 hours.
nataz
11-12-2004, 03:04 PM
Let me learn the potato-force from you, Master Fluff!:bowdown:
I already got my rubber boots on to go on the gardening war fields :bowdown:
flyingP
11-12-2004, 03:13 PM
OK even if santa fails me again (that fat bastard...)
well that's a good way to get on his "been a good wabbit" list :rolleyes:
ace4016
11-12-2004, 03:13 PM
lol, potato wars? I have got to read previos post to find out what this entries about. I have yet to create a scene with enough polies to slow my pc down, cant wait till I do though (might need more ram though).
Mystic_X
11-12-2004, 03:19 PM
Don't you ever heard about the mighty fluffian's neutronic potato :eek: :scream: :argh:
Bwahahahahah that's some funny convesation "The Ultimate (Potato) Weapons"
Ayway nice concept I guess you're aiming at the grand prize (who doesn't) 0.6 (WOW) FPS that's really poor. I wonder why your comp dont crash (mine will I guess)
Peter C.
11-12-2004, 03:29 PM
Had any sleep lately? :D
Wonderful WIP's there James!:applause:
Now give us some upside down houses!!!
JamesMK
11-12-2004, 09:44 PM
nataz - That's really good to hear. Rubber boots is #1 priority in this battle. And a shovel to move a lot of horse manure around of course :scream:
flyingP - I think my adventures with nearby dogs has already excluded me from santa's list for good anyway.
ace4016 - Trust me, you will manage to slow your box down too. In a way, it's like a confirmation that you're starting to get close to the finishing line as far as modeling goes.... like "woops, my viewport is frozen... must have modeled enough now"
Mystic_X - We all share deep secrets concerning potatoes... but some things are not for mere mortals to know, alas, but merely to suspect. And as far as crashing goes, I usually end up with some defective hardware closer to the deadline. That's what's happened the last few challenges anyway.... Cinema4D doesn't know how to crash though, so I'm left with the option to physically burn RAMs or something similar.
Peter C - Sleep is for wimps :D Glad you like it. How's yours going btw? Been a bit silent for the past few days, eh?
------------------------------------------
OK, todays update is a little ahead of schedule. Coming up below....
Oh, and a current status report first:
http://w1.695.telia.com/~u69502813/gso/status_041112.gif
The FPS situation is better today for some reason, dangling about around 2.0 on the full scene.... Have no idea why it improved really o_O
RIghT!? On with the update:
JamesMK
11-12-2004, 09:45 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100295905_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100295905_large.jpg)
Added the CPU segment. Includes some cooling fans on the back, but the main cooling will be liquid... which leads me to the last segment to build; the cooling tower to be placed on top of the CPU. The result of that to be posted tomorrow.
rattlesnake
11-12-2004, 09:50 PM
which leads me to the last segment to build; the cooling tower to be placed on top of the CPU. The result of that to be posted tomorrow.
oh my ....that sounds cool! really interesting.
this update is very nice ...is a dam great modeling.... cant wait for more...
ace4016
11-12-2004, 10:18 PM
I was just thinking, are you modeling a big and powerful cpu because you like to model that of which you most desire? 466mhz celeron, and i complained about a 900mhz duron before i got my new system.
JamesMK
11-12-2004, 10:22 PM
I was just thinking, are you modeling a big and powerful cpu because you like to model that of which you most desire? 466mhz celeron, and i complained about a 900mhz duron before i got my new system.
He he... interesting analysis. Not sure though - the neuronomicon nodes are, after all, evil... Then again, I find evil things more interesting. Anyway, a 900 mhz duron would be a major upgrade from my POV :D
Lemog
11-12-2004, 10:24 PM
I'm always waiting the potatoes... but I agree with everybody... the mixer is perfect :argh:
nataz
11-12-2004, 10:40 PM
Nice update,
i would just say that i feel the round look of the last segment is a little far from the rest of the ship (mixer - fluffian potato crusher - whatever you call it...) geometry.
Just my 0.02$ here...
Anyway, now we really get the size of it :thumbsup: (and i guess it is the minimum to dare attacking the mighty holly fluffian potato) :D
JamesMK
11-12-2004, 10:49 PM
Lemog - It both dices and slices!
nataz - Oh, I see what you're saying. I had some problems with that myself because, well, there really is no reason for that segment to have the complex tiled look like the first segment - from a technical point of view that is, since it's basically just a very big casing - but still it does perhaps look too different from the rest. I guess the texturing will cover for this geometric diversity... and if it doesn't, it's not too hard to greeble the CPU segment further to make it more like the lower parts.... Thanks for your comments, they are most welcome :thumbsup:
DimitrisLiatsos
11-13-2004, 12:24 AM
..excuse me...i have to comment your last wip...:drool: :drool: :drool: ...your lights are killing me man...wahhhaaa..:banghead: :banghead:...go flaffy go!!! ..as for the Santa Claus matter...don't worry man..he will come this year :twisted:
stevetwist
11-13-2004, 10:37 AM
wow - last image looks amazing.
The addition of the top layer is awesome -the glows are awesome - the detail is awesome.
AWESOME!
Kaksht
11-13-2004, 03:01 PM
Whoahohohoah!!! Man, now thats what i call a space ship :scream:
Its getting biger and more imperssive avery day :bounce:
aiTOR
11-13-2004, 03:13 PM
wow!
i like the construction contrast, cool!
mr_carl
11-13-2004, 03:39 PM
I really like the irregularity and the disorted look of thatspacecraft.
Looking forvard to see the rest of it.
Carl.
Zodiac
11-13-2004, 04:17 PM
well this thread is rocking ! :buttrock:
I think you should make some fun renders about the potato wars after you complete.
Also as an architect I should admit that your spaceship is an inspiring work.
flyingP
11-13-2004, 07:33 PM
as for the Santa Claus matter...don't worry man..he will come this year :twisted:
most likely with another book for that kitchen table of yours.
btw I have been meaning to ask, what is the fishing rod for ?? :D
DenialK
11-14-2004, 01:38 AM
I want a rotating smiley. I shall remain silent until my demands are met.
Climax
11-14-2004, 04:38 AM
• Cool Lighting! volumetric light with a falloff map maybe? c'mon James!, share the secret:) , your image has kick some butts good job James!
• By the way, as a suggestion, houses seem very tiny down there... nevermind, I know u know!:thumbsup:
I'll take a closer look to the image again....:drool: Keep the cool work!!
YasushAzush
11-14-2004, 07:33 AM
Keeeeeeeeep Visssssssssssssssiting James
Kiling The Challenge:bounce:
Deankovitch
11-14-2004, 08:01 AM
Cool job budy !!!
Maybe just a few more glows in the windows and to change some color of some lights !
Yoy´re doing as amazing scene .... I want to see more .
Deadlyforce
11-14-2004, 10:54 AM
That Pise tower of yours looks really great !
Waiting for more...:bounce:
SuperXCM
11-14-2004, 01:43 PM
Simply EXCELLENT ! :bowdown:
JamesMK
11-14-2004, 05:39 PM
Zodiac - The architectural comment makes me very happy indeed.
flyingP - :D
DenialK - Yo, bro... Since it's your birthday and all, I should fix a rotating smily... but it's too much work...
Climax - The volumetric light is indeed just plain volumetric light. No maps involved. I did scale it along the Y-axis to make it like a flat disc rather than a sphere though. The overall scene lighting has been described a few pages back... and the glowing windows are of course just a luminous material applied on selected polygons. The final glow made in photoshop (the usual way, select color range, new layer via copy, add blur, change to screen mode for the layer in question)
Y'all - Thanks all for peeking! Much appreciated :thumbsup:
---------------------------------------------------------------------
Finished the last segment now:
http://w1.695.telia.com/~u69502813/gso/node-complete-tall.jpg
No textures here as you can see. I'm not yet 100% satisfied with the overall outline of the node, so I will probably add some shields and stuff in strategic places to sort of sculpt the silhouette. And more antennas on top. That will happen later on though.
What I've noticed is that not until now I see the smallest details dropping out and disappearing from the rendered image, so I guess I have been working with the proper amount of detailing.
Next up - - - I'll take a break from modeling for a few days now to get a chance to take a few steps back and look at my plans for the final image. I'll need to work out the final placement of the nodes, composition, camera location/angle/FOV and so on before committing to landscape modeling, and it's also helpful to get some mental distance to the completed model in order to be sufficiently self-critic.
So... later - stay sharp!
Squibbit
11-14-2004, 05:58 PM
evrything looks so smooth and done in this latest pic there's
an air of peace about it ... ahh...
maybe it reminds me of silent winter nights up here north...
that big flying thing being Santa's new mobile workshop/present-
delivery-station-thingamajik, yes ?
(and no worries, all reindeers are still there, but only Rudolph
got a job, as volunteer LordHighNavigator)
DimitrisLiatsos
11-14-2004, 05:59 PM
:drool: :drool: :bowdown: :drool: :drool:
:cry: ... i can't keep up!
Cartesius
11-14-2004, 09:17 PM
Marvellous, James, simply marvellous! Nothing to crit, really, so just keep chugging away and you'll definitely be in the top ranking!
/Anders
PS. One thing I just noticed is the flames/heat source between the anchor enginge and the sleeping quarters - it looks a bit weird going in only one direction (to the left). DS.
EvilE
11-14-2004, 09:45 PM
:bowdown::bowdown::bowdown: nothing more to say :cool:
Sven
Russel-Nash
11-14-2004, 11:31 PM
http://www.bluesplinearts.de/temp/bow.gif
dark-elf2
11-14-2004, 11:52 PM
............
WHY OH WHY:eek:
lol
man that looks awsum
i want one
hehe:thumbsup:
DenialK
11-15-2004, 12:06 AM
Observe ---> http://www.explorata.net/smiley/spinning.gif
Hector M. Mercado
11-15-2004, 03:22 AM
like everyone else has said :buttrock:
dur23
11-15-2004, 03:44 AM
That ship is so wonderfully designed. I really think you've done an oustanding job with the execution of your entry.
aiTOR
11-15-2004, 07:24 AM
Amazing! :bounce: :thumbsup: :buttrock:
JamesMK
11-15-2004, 08:04 AM
Squibbit - Now that you mention it there's something up-north wintery about it... probably the cold glows and white-outs. :lightbulb Santa's got a brand new set of wheels :scream:
Dimitris - Well, thanx greekfreak
uwil - bah, plenty of time left!
Cartesius - Thanks, and quite right about the volumetric flame thingy... 'twas one of those quickie 5 second slap-ons :D I'll give it some thought further down the road :thumbsup:
EvilE - What can I say? Thanks!
Russel_Nash - Now there's an interesting penguin!
dark-elf2 - You can have one... Think it's a Subaru, and they're quite cheap in the Neuronomicon system these days.
DenialK - Right on. That's a spinning smily allright. Bre!
Hector M. Mercado - Thanks, dude.
dur23 - Nice to hear - I hope I can keep this pace up and actually make a final image matching the one I see in my head...
aiTOR - Glad you like it
--------------------------------------------------------------------------------
So, like I said I will let the actual modeling work rest a couple of days while meditating over the final image. So far I've got a pretty good idea on how to introduce a foreground level that shows some fluffians close-up as well as to bring a heightened sense of drama into the scene. I'm thinking in terms of four compositional levels - fore-, mid- and background having separately planned layouts, and finally the overall guides in terms of primary focus and diagonals...
It's also a question of how to let colours convey a sense of depth, as well as a rather complicated lighting situation that needs some careful planning. As you might remember from the concept, there will be a huge cover over El Fluffo, with only some holes left through which the sunlight leaks in. This will give one zone of direct light, while the rest of the scene (perhaps as much as 2/3 of the final image) only has indirect bounce... which is a bit confusing when dealing with this scale. Finally I want to use shadows to demonstrate the threatening nature of the nodes...
Taking the above requirements into consideration, it all becomes a rather tricky puzzle to solve before actually building anything. I'll make some simple proxy objects and start moving things around to see how I can bring everything together like planned.
Thanks again for peeking, and I'll be back with something in a couple of days :beer:
Lemog
11-15-2004, 08:11 AM
I'm waiting with much impatience this "something"...
...surely something incredible, like this improbable tower, however so real :love:
terraarc
11-15-2004, 08:25 AM
Missed a hell of a lot in this crazy process finishing the "tower". Awsome looking this far!:applause: It's segments scream "balance" so I think it would be shame if you don't off -balance one of them: Top part falling to front left, second right, third back slightly right etc. :thumbsup:
Happy brainstorming on the composition :beer:
Versiden
11-15-2004, 09:10 AM
heya
nice thought and effort behind the segments, just wondering.. shouldn't the engines have their own cooling bay, or is the cooling on the top for all the systems? Maybe there can be cool/blue mist coming down from the tower vents, that could look sweet.
Hey James-Freaking excellent work mate. Cant wait to see this one finished!!!
Saschi0815
11-15-2004, 11:54 AM
Hmm, in this thread there's always no chance something to crit...:rolleyes:
Marvelous, James!!!:applause:
JamesMK
11-15-2004, 05:06 PM
Lemog - Heh, it turns out that the first draft is already done :eek:
terraarc - The off-balance idea might be worth investigating. I'll see what can be done :thumbsup:
Versiden - Good thinking... haven't really considered engine cooling... :hmm:
Pyke - Me neither :scream: Good to see you're in too btw!
Saschi0815 - Heh, I'm sure you could come up with something... I know I can...
------------------------------------------------------------------------
Well, I got a first composition cooking already, so I might as well post it. Below.... it's to be considered idea #1 out of many hopefully... ah well, coming up:
JamesMK
11-15-2004, 05:06 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100538407_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100538407_large.jpg)
Testing my first idea for the final blocking, and some preliminary lighting.
To make this easier to do, I've modeled a rough proxy for the node (approx 2000 polygons) which makes things really smooth when testing lights.
The idea behind this particular composition is to get a very clear sense of an indirectly lit foreground, with a fluffian house rather close to the camera, and a big node hovering just above, while the node shadow cuts precisely over the roof of the house. If I go with this idea, I will add a scared little fluffian running away from his house and to the left, following a dirtroad that I'm supposed to model somehow.
Let me know what you think of this composition...
stevetwist
11-15-2004, 06:02 PM
Interesting - I like the 3 nodes mirroring the vertical composition of the piece - this is very nice on the eyes.
Only little question - will there be more than one fluffian house (I'm sure there will be, seeming as you modelled lots of varieties, but I just wanted to check) - and also, are you still doing the anchor idea with lots of destruction (as I think this will be really cool).
Great composition otherwise though.
Lemog
11-15-2004, 06:08 PM
Your first composition has really something of imposing, of great, this thing is not in space, but goes very well with the idea that we can have topic. I'm wait the continuation impatiently :p
stork
11-15-2004, 06:23 PM
i'm not normally one to critique someone elses work but i do have a suggestion for this one...
The node to the right seems to me to be blocking something, BUT i can also see that is is there to give a relational idea between the natives and invaders... i might suggest removing that one (and making it a very distant object for HUGE invasion type scale) and sliding the one to the left over so it looms (as if it is emerging from below) over the cliff edge (like it does now) just in front of the little house(s) then shift the node in the center (the medium distance one) over to the right slightly to balance where the right node was removed. This will also help give geometry to the composition of the scene instead of it having a center balance.
JamesMK
11-15-2004, 07:04 PM
Very interesting feedback so far guys... I have to admit that composition is indeed one of the hardest things to get right (honestly, it should even be a separate milestone the way I see it). Get it right and the image becomes great, get it wrong or mediocre and the image is just bland... modeling and stuff doesn't matter then.... nevermind, just thinking out loud here.
------------------------------------------------------------------------------
stevetwist - Interesting observation! Oh and there will indeed be lots of houses, and the chain/anchor/destruction thing is still in the game - for this blocking test however I just wanted to see the big chunks though to avoid clutter.
Lemog - 'Imposing' and 'great' are keywords in the grand space opera, so I'm glad it conveys some of that.... stay tuned for more tests....
stork - An intriguing suggestion. Might work well, and it also has the potential to open the image up a bit. I had some doubts that the current idea might feel a bit cramped...
--------------------------------------------------------------------------------
Got another idea while thinking about this further... minor changes from #1 but still worth testing. And I will try out the stork variation as well. Updates coming in a while (or two whiles even).
stevetwist
11-15-2004, 08:59 PM
Interesting observation! Oh and there will indeed be lots of houses, and the chain/anchor/destruction thing is still in the game - for this blocking test however I just wanted to see the big chunks though to avoid clutter.
AWESOME! Nuff said.
JamesMK
11-15-2004, 10:32 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100557958_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100557958_large.jpg)
A last one before bedtime... Included the first one for reference.
In the second version, I've opened up the right side of the image as suggested, and also lowered the camera to give more of a "Fluffian-looking-up" POV here. The bluish distant terrain would be a terraced mountainside with small roads and houses.
Still undecided of course. I'll probably be doing tests for the next few days it seems...
ace4016
11-15-2004, 11:28 PM
I think i like the second one better, although, are you planning to make the final composition that narrow? The composition render reminds me of the road runner cartoons (just had to say it).
mr_carl
11-15-2004, 11:52 PM
I like the way yu se the house in the first plase with tha shadow and the idea of the little fella running away, but I like the camera angle better in the second one.
Or you could bring the ship on the left on the first image way back so you get kind of the same fealing as in the second picture :)
I hope this make any sense.
Carl.
YasushAzush
11-16-2004, 07:44 AM
James You Chose A Kind Of view Wich I die For It Very cinamatic View:drool:
Lemog
11-16-2004, 08:03 AM
It's very difficult to do a good choice... Then, I watch the 2 picture for a little time... to try to feel something... In first time, I prefer the first cause this feeling of great, amplified by the left and right towers... but maybe, the subject is too centered... and where is the viewer, we are in levitation, at few meters of the ground ? it's not clear...
In the second one... this situation is clear now, we know where we are.
We are on the ground, or on the road... at the scale of the house... we understand better the size of these towers, this gigantism... axis of view is less centered, it's largely better.
Just one thing in the picture is less better, the position of the left tower... to low for me... I think it's better to see more of the reactors... always for the same problem of the position of the viewer/spectator... this tower seem inside the ground...
terraarc
11-16-2004, 09:13 AM
The #2 seems more appealing to me too! Agree with Lemog on the position of the front tower is somewhat disturbing. Also the image frame looks very narrow in both cases (I think there is a rule on images to include long objects...don't quite recall that one). But the feeling I get from the composition is better for #2. Just my opinion there.
Anyway, tons of time and inspiration to you James! :)
stevetwist
11-16-2004, 09:25 AM
Second view is much better than the first. Firstly, the viewer now knows exactly the scale of the piece - the fluffian houses are average sized, but the nodes are huge (rather than thinking that the houses are really really small - the anchor problem many pages back).
Also, the mountains in the background take up more area, which is a lot better - before there was a lot of sky (which is generally quite boring to look at, whereas mountains can have all the little details you specified - and a still piece requires so much more detail than an anim. because you're looking at it for an infinite amount of time).
However, I, like many others, find the left most node's positioning disturbing - for it to be that low it must have crashed into the ground! lol (as you can't tell how steep the hill is the other side). I think that bringing it up just a little would work fine.
All in all a much much better composition. And I personally think that the elongated piece works in harmony with the fact that the nodes are tall and thin structures - as it really emphasises this fact (Which rocks).
Totally awesome work (as always).
fiftyfive
11-16-2004, 09:29 AM
now that is one pretty tower!!! i hope it dosnt topple over :(
the only thing i really think seems a little off is the base engines, like there angled wrong or somthing im not sure what it is about then. but yeah this still is an amazing work in progress, you freakin rock dood.
JamesMK
11-16-2004, 10:00 AM
ace4016, mr_carl, visualact.com, Lemog, terraarc and stevetwist - Lots and lots of thanks for taking the time to post your thoughts here, it's invaluable information :thumbsup:
I'll keep working with the general feel of #2, but I'll try to do something about the left ship (it's quite clearly very difficult to see if it's coming up from a deep rift or simply has stuck in the ground somehow... at least in a still like this) and I will also test a few other image ratios.
Oh, and the Roadrunner feel as pointed out by ace4016 probably has a lot to do with the colours... If I remember correctly, it's almost exactly the same palette :D
And the angle of the engines as pointed out by fiftyfive... well, they're really mostly stabilizors rather than the main propulsion system, as these things rely on a standard issue antigravity drive... so I'd say that the design of the engines is a purely stylistic choice rather than a believable construction from a physics point of view... just as the entire node design itself really :D
.... back to more testing :wip:
stefgrafx
11-16-2004, 10:45 AM
yes.. it´s something different... wait to see textures..
JamesMK
11-16-2004, 11:08 AM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100603334_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100603334_large.jpg)
OK, taking all sorts of things and comments into account, and generally playing around with it some more... also trying a landscape aspect ratio here... the 3rd draft.
For some reason I think the nodes don't look as tall as they do with the portrait orientation, but on the other hand I would get a lot more open ground to play with in terms of anchors and general destruction.
Still not sure...
DimitrisLiatsos
11-16-2004, 11:43 AM
....
For some reason I think the nodes don't look as tall as they do with the portrait orientation, but on the other hand I would get a lot more open ground to play with in terms of anchors and general destruction.
Still not sure...
Hey wabbit ..i like the way you imagine the towers in your scene ( actually u are helping me with my composition thoughts too ).....i undestand your problem...i have the same...my humble thought(just becuase it tortures my mind too:sad: ) is keep the perspective of things in your mind for both compos....until a reasonable time so that u can do the changes u want. keep crunching wabbit :bounce:
flyingP
11-16-2004, 11:48 AM
those hills in the background are killing the scale if you ask me.....which you won't.....go on run away and tell Mum again :rolleyes:
edit: and how's about a few smaller hoses further away from the camera....and potatoes :D
JamesMK
11-16-2004, 11:56 AM
Dimitris - Yep, we could go :banghead: together for a while here it seems
flyingP - Yup, quite right about the scale kill... and there will be more houses... lots of houses... tons of them... not sure about hoses though - even though they will need to water those potato plants from time to time :D .... MOM!? He was rude to me mom! Tell him!
DimitrisLiatsos
11-16-2004, 11:57 AM
hahahahahahahahaha :scream: ...MOM? hahahahahaha....hey and instead of potatoes ..u can take my head...Lemog says i am potatoe head ..:scream: MUM! he call me potatoe head..:scream:
flyingP
11-16-2004, 12:03 PM
not sure about hoses though - even though they will need to water those potato plants from time to time :D .... MOM!? He was rude to me mom! Tell him!
alright (damn) consider that one an early Christmas present.......although dammit I want hoses now too, what's a garden without a hose anyway :p
DenialK
11-16-2004, 01:04 PM
I think that #3 from a slightly lower perspective (groda!) would probably bring back the impressive size of the phallic-CPU-bohoo-I-only-have-a-466-symbol? Perhaps the camera should be in a valley, or maybe in a grid made by one of the evil destruction thingies?
Will this be thread be released on DVD soon, with added extra special material?
JamesMK
11-16-2004, 01:15 PM
Dimitris - Just pack up your head in a nice little box and send it over here for reference.
flyingP - Quite right.... must add garden hose...
DenialK - I'm sort of working on it. Don't really want the look-up-from-a-deep-rift kind of look because it's been done to death... but I am sticking with something like #3 right now... with tweaks of course... some variations coming up soonish. The DVD to be released in march -05 :cool:
DimitrisLiatsos
11-16-2004, 01:24 PM
No problem..here u are...check your email at telia.com ...lol...my head is your to ..plant :scream:
Sorry couldn't upload it here ...forum doesn't give me this choice.....:bounce:
JamesMK
11-16-2004, 01:26 PM
Oh... I got it. Big mistake.... :twisted: Biiiiiiiiiig mistake.... Update coming soon.
DimitrisLiatsos
11-16-2004, 01:28 PM
HAHAHAHAHAH...:scream: :scream: :scream: ...waiting .....by the way the email address u received that from is from work..anytime feel free to use it :)
Deadlyforce
11-16-2004, 01:40 PM
Obtaining a sense of high scale can be very difficult. (I'm sweating on it at this time).
I think that you're on the good way however.
The landscape aspect ratio should not be a problem. Maybe reducing the size of the houses and some of the background nodes could help.
Good luck ! :thumbsup:
JamesMK
11-16-2004, 01:46 PM
Deadly force - Yup... Have not fully played around with the relative scales yet... The only problem if I make the houses even smaller, they might be entirely invisible in the areas further away... it's a balancing act indeed. Thanks a heap for your thougths :thumbsup:
-----------------------------------------------------
NEWSFLASH - - - THIS JUST IN ----
http://w1.695.telia.com/~u69502813/gso/draft4-dimi.jpg
DimitrisLiatsos
11-16-2004, 01:48 PM
BASTARD....:scream: :scream: :scream: ...i am still laoughing ..hahahaha...bastard....Squirrels Go! kill kill kill
stevetwist
11-16-2004, 01:54 PM
LOL! That is one hell of a potato head (nah, only kidding - you look like a dude DimitrisLiatsos - wouldn't wanna be in your position there though).
Anyway, back to the serious;
Personally I prefer the vertical orientation because it makes the nodes seem really really tall - however, I understand that this leaves less room for distruction etc. so it's a hard one to call.
The landscape works ok - I mean, it's not bad or anything - just it makes the nodes look less 'grand' (to over use the key word of this contest).
I think there could be a way of putting destruction into composition #02 - if you have the anchor going away from the viewer, and move that left most node (possibly get rid of it), you could see the destruction... aww man this is a hard one to call!
I recon whatever you chose you can probably make work - if destruction is important to the piece (which I gather it is), then I guess the landscape is worth while, as whilst you loose out a little on the sense of scale (and I do mean a little - not much at all), you gain all the added bonuses of more landscape to play with.
I think the landscape orientation is the best choice (phew - got there in the end).
Lemog
11-16-2004, 01:57 PM
The version I prefer was the latest... with Invasion of the Potatoe Heads... it's creepy...
haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa :scream:
DimitrisLiatsos
11-16-2004, 02:00 PM
:p :p :p :p :p ....Squirrels go to Lemog's house too ..don't kill him..he is a father ...just make him suffer too....hahahahahaaa
JamesMK
11-16-2004, 02:03 PM
Having a hard time typing now - busy fighting off greek ninja squirrels trying to chew off my fingers..... :scream: I'm trying to pack them up and send them to France par avion!!! Bastards! They're sticky after being hit with a baseball bat for a while :lightbulb
Stevieroonie - yeah, I think I've settled for landscape at last. Just need to juggle things around a bit more before deciding on the final arrangement...
Two more tests coming up below.... sorry to be such a drag, but this is really important to get right...
JamesMK
11-16-2004, 02:04 PM
http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100613867_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/3764/3764_1100613867_large.jpg)
...............
Saschi0815
11-16-2004, 02:08 PM
Hi Wabbit,
followed the comments about your compo situation... I would vote for the 1st one with some changes concerned to the theme, 'cause in the 1st I get really the feeling of hugeness and wideness to the horizont. Changes for me are:
-the camera should go a little bit lower as Lemog already stated(.."it's not clear..."), from a view which represents a human view in real
-what about a wider FOV of the camera? Some parallax "failures" give u optical wideness...
MAybe it's a test worth...
-a little DOF to add extra realism
-and of course houses, streets, plants, girls, moms etc. which fill the scene with life
The 2nd perspective is nice, too, but the node in the foreground is to much for my taste. It's too "close", too constricted...
In the third I miss the overall hugeness of the nodes and it looks boring compared to the other...
... looking forward for your decision - i know it will be great...
Best regards to mom:bounce:
nataz
11-16-2004, 02:22 PM
Hi all,
i'd vote for the 5th one, mainly because it gives a lot of different views on the big "Potato abducters" (haha, that may be a good plot - they came there to steal the holly potato, blessed be it's name for the next 27 centuries :bowdown: ).
I'd also mention that this wide format is better to give an impression of "action movie shot" (opposed to the portrait format, more posterish like), and there's more room in the background to see a crashed one and/or the "anchor" thingy destroying the ground.
Kepp up that great work, anyway it's going to be impressive! :applause:
Lemog
11-16-2004, 02:27 PM
...as Lemog already stated(.."it's not clear..."), ...:curious: hmmmm Lemog is not clear...
Since when? it's true that per moment, I have evil to understand, and evil to be written, and evil to read again what I wrote. But from there with saying that I'm not clear, it's not clear whole. If not, we can also speak with the PinkPotatoeSquirrels langage ? :twisted:
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