SibSpi
03-15-2005, 10:41 PM
Title: Yumida Arcadia (can be translated as "Snowy Haven")
Program(s) used:
-3DsMax 5.1
-Photoshop 6.0
Plugins used:
-none apart from the standard application plugins
Oiisu!
Hi everyone :D
Been a while since I was on here (christmas day it seems) and I see the Grand Space Opera challenge has ended.
Once again I didn't manage to complete my entry ;( but I did get a chance to see what you all did. Great work everyone :thumbsup: the entries all look really spectacular, and congratulations to all the winners.
Once again I am reminded how my works pale in comparison to the other entries, but as always I must say I've learned a great deal from the experience, and feel more motivated to try even harder to become as great as all you talented artists here :)
--------------------------------------------------------------------------------------
In any case. Here's a few demo pics of my latest WIP.
This one started out with me being bored. As I usually do when I'm bored, I started up max and thought of a new model to make. I had just started playing EVE-Online www.eve-online.com and drew a few ideas from the ships and guns I had seen in the game. Even though I only realised my design was being based on my experience in EVE after I had decided to turn from a gun turret to an Attack drone did the polys really start flowing.
To date this has been my highest detail low poly count model, with a mere 21k polys at this time on the model. This number still has to be optimized, and some details added. I am expecting a total model poly count of 35k for the entire model.
The texturing phase will pick up as soon as I've finished adding the greebles.
The lighting is a simple grid of white, blue, orange and a light tint of green set with shadow maps, some falloff and a bit of placing. The raytracing has been set to fast adaptive antialiasing to speed up the process, which surprisingly even delivers better looking shadows. The total render time per frame is about 36 seconds with 8 omni lights (I doubled them by accident and only noticed after I rendered the pictures)
If anyone wants a copy of the file after I have finished the modelling phase, for texturing purposes, feel free to mail me at sibspi@webmail.co.za with a place for me to send/put the file.
The current filesize after compression is a mere 350kb.
Version of 3DsMax is 5.1, without any special plugins.
=====================================================
As per usual, please do not use the works without my permission. If you would like to use my model(s) in a scene of your own, then please remember to credit me with my webmail address and full name, should you create a video/still containing my model(s). Modifications to the model(s) is allowed, to the extent that it is still visually or otherwise evident that the original was of my own creation, or that I am still credited for the base upon which all modifications are made.
=====================================================
The practical application of the model is going to be a small squadron of attack drones patrolling over the plains of Mada Hajime, on the planet Yumida.
The scene should eventually come out something close to what I had originally intended my GSO entry to have become, only with a little less focus on events, and more a focus on creating a beautiful picture with a futuristic setting.
================================================================
Modelling process highlights for attack drone to date:
Modelling Methods used;
-Chamfer used on edges, followed by some target welding and edge vertex creation in order to add detail
-Extrude used on some surfaces followed by chamfer where needed and target welding to get rid of unused vertexes
-Simple polygon/edge/vertex manipulation
Modelling Helpers used;
-Tape helper used to correct edge vertex-creation orientation, due to movement from the originally created location
Rendering settings;
-Environment - Automatic Exposure control, with 'desaturate low levels' and 'color correction' enabled, without modification. Exposure Value set to 0.3 for top-down renders, with a white background (not visible) and -0.5 with a black background for below-bottom render.
=================================================================
Crits and Comments welcome :]
*the 'A 0º Angle Production' slab is only there for fun - if there is a company already with this name, please let me know and I will remove it. If anyone would like to use the name for a company, feel free, as I don't have any plans in the near future to begin my own.
Program(s) used:
-3DsMax 5.1
-Photoshop 6.0
Plugins used:
-none apart from the standard application plugins
Oiisu!
Hi everyone :D
Been a while since I was on here (christmas day it seems) and I see the Grand Space Opera challenge has ended.
Once again I didn't manage to complete my entry ;( but I did get a chance to see what you all did. Great work everyone :thumbsup: the entries all look really spectacular, and congratulations to all the winners.
Once again I am reminded how my works pale in comparison to the other entries, but as always I must say I've learned a great deal from the experience, and feel more motivated to try even harder to become as great as all you talented artists here :)
--------------------------------------------------------------------------------------
In any case. Here's a few demo pics of my latest WIP.
This one started out with me being bored. As I usually do when I'm bored, I started up max and thought of a new model to make. I had just started playing EVE-Online www.eve-online.com and drew a few ideas from the ships and guns I had seen in the game. Even though I only realised my design was being based on my experience in EVE after I had decided to turn from a gun turret to an Attack drone did the polys really start flowing.
To date this has been my highest detail low poly count model, with a mere 21k polys at this time on the model. This number still has to be optimized, and some details added. I am expecting a total model poly count of 35k for the entire model.
The texturing phase will pick up as soon as I've finished adding the greebles.
The lighting is a simple grid of white, blue, orange and a light tint of green set with shadow maps, some falloff and a bit of placing. The raytracing has been set to fast adaptive antialiasing to speed up the process, which surprisingly even delivers better looking shadows. The total render time per frame is about 36 seconds with 8 omni lights (I doubled them by accident and only noticed after I rendered the pictures)
If anyone wants a copy of the file after I have finished the modelling phase, for texturing purposes, feel free to mail me at sibspi@webmail.co.za with a place for me to send/put the file.
The current filesize after compression is a mere 350kb.
Version of 3DsMax is 5.1, without any special plugins.
=====================================================
As per usual, please do not use the works without my permission. If you would like to use my model(s) in a scene of your own, then please remember to credit me with my webmail address and full name, should you create a video/still containing my model(s). Modifications to the model(s) is allowed, to the extent that it is still visually or otherwise evident that the original was of my own creation, or that I am still credited for the base upon which all modifications are made.
=====================================================
The practical application of the model is going to be a small squadron of attack drones patrolling over the plains of Mada Hajime, on the planet Yumida.
The scene should eventually come out something close to what I had originally intended my GSO entry to have become, only with a little less focus on events, and more a focus on creating a beautiful picture with a futuristic setting.
================================================================
Modelling process highlights for attack drone to date:
Modelling Methods used;
-Chamfer used on edges, followed by some target welding and edge vertex creation in order to add detail
-Extrude used on some surfaces followed by chamfer where needed and target welding to get rid of unused vertexes
-Simple polygon/edge/vertex manipulation
Modelling Helpers used;
-Tape helper used to correct edge vertex-creation orientation, due to movement from the originally created location
Rendering settings;
-Environment - Automatic Exposure control, with 'desaturate low levels' and 'color correction' enabled, without modification. Exposure Value set to 0.3 for top-down renders, with a white background (not visible) and -0.5 with a black background for below-bottom render.
=================================================================
Crits and Comments welcome :]
*the 'A 0º Angle Production' slab is only there for fun - if there is a company already with this name, please let me know and I will remove it. If anyone would like to use the name for a company, feel free, as I don't have any plans in the near future to begin my own.
