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View Full Version : FXWars! Tribute: Dune Worm


renaissance01
12-06-2010, 11:54 AM
Hey all,

I've decided to have a go at recreating the Worm shot from Dune. I might be biting off a lot but I'm keen for a challenge :)

Heres the original: http://www.denofgeek.com/misc/177979/top_sfx_shots_no43_dune.html

Will post progress updates soon!

Good luck to all.

THarland
12-06-2010, 06:19 PM
Nice pick. :buttrock:
I was thinking about doing a Dune shot.
Sand is always a pain for me.

renaissance01
12-07-2010, 06:42 AM
So I've made a start on my environment as the whole shot is directly dependent on the sand dunes. I started by using Patch grids and soft selection in 3ds Max to create the shapes and dunes. I also created some sprite grass bushes and spread them across my terrain with Particle Flow. As I want to try and focus on the actual 'effects' I have grabbed all the textures from online resources.

I have also decided to use a HDR skybox and photometric lights for my lighting setup, the scene will then be rendered with Mental Ray in 3ds Max. I have provided some wip images below. Hope you like!

http://i34.photobucket.com/albums/d110/fourstar04/Grass.jpg
http://i34.photobucket.com/albums/d110/fourstar04/Environment_Wire.jpg
http://i34.photobucket.com/albums/d110/fourstar04/Environment_001.jpg

hmsabry
12-07-2010, 08:34 AM
nice pick ;)
and good start ... keep going buddy :thumbsup:

daks
12-07-2010, 12:31 PM
whoa! dune worm! :] awesome, subscribed!
nice demoreel btw!

renaissance01
12-16-2010, 10:37 AM
Todd, Hazem, Darius: Thanks guys!

I have actually decided to create an original/freeform shot inspired from the original as opposed to directly copying it. Copying the shot directly felt a bit dull and unimaginative so I'm approaching the piece with a few of my own ideas with more of a focus on adapting it to a modern style.

Instead of a CG environment, I'll be using a live action plate and camera mapping for my environment.

Updates coming soon!

renaissance01
12-24-2010, 02:53 AM
So a bit of an update: Below are some screencaps from max of my camera projected environment, backplate, and a quick futuristic, stealth bomber, style ship I modelled. I have also modelled, textured, shaded and rendered the Worm and will show updates soon.

The basic breakdown of the shot is; the camera will dolly in slowly with the Dune Worm rising over the hill. Two stealth bomber ships will fly past the camera towards the Worm and bomb it causing the worm to slowly close back up and recede back into its hole.

I've mostly been working on the shot timing and look development with lighting and shaders. The next big thing I'm focusing on will be all the Fluids and Particles - The best part :D

http://i34.photobucket.com/albums/d110/fourstar04/CamMapEnvironment_wire2.jpg
http://i34.photobucket.com/albums/d110/fourstar04/CamMapEnvironment_wire.jpg
http://i34.photobucket.com/albums/d110/fourstar04/Shipmodel.jpg
http://i34.photobucket.com/albums/d110/fourstar04/shipmodelwire.jpg

Darknon
12-27-2010, 09:05 AM
I need to subscribe to this one... Looks interesting :)

TheGrak
12-27-2010, 10:53 PM
This is going to be amazing. Subscribed! Great demo reel too

renaissance01
12-29-2010, 03:32 AM
Cheers guys :beer:

Currently working on the hero explosion simulation with Fume and putting the comp together in Nuke.
I have a full schedule of work from next week onwards so I might only have the rest of this week to finish it :( So it looks like I'll be leaning alot on compositing and re-use of old FX elements to get this out the door.

Update soon!

renaissance01
01-02-2011, 02:06 AM
Here are some teaser images of my shot. Unfortunately, I have to leave it for now as I'm away from home for work until the end of January, so hopefully I can pick it back up and finish it then. It still has a lot to go, there are a tonne of finishing touches I'd like to add before I call it finished. Hope you like it so far! :)

http://i34.photobucket.com/albums/d110/fourstar04/TeaserFrames.jpg

Daniel-B
01-02-2011, 02:25 AM
Wow. That's looking awesome.

renaissance01
01-02-2011, 02:48 AM
Thanks Daniel!

TD0615VFX
01-02-2011, 06:41 AM
wow thats great! this is gonna be good >:D

RobertoOrtiz
02-01-2011, 05:13 PM
The voting thread goes live in two weeks!
Good luck!
-R

daks
02-01-2011, 07:10 PM
whoa! awesome images man! :) waiting for updates! goodluck!

RobertoOrtiz
02-09-2011, 11:12 AM
The dateline is on the 15th...Who needs one more week? (http://forums.cgsociety.org/showthread.php?f=139&t=956180)

keboin
02-15-2011, 06:36 AM
hey.. do you have any idea how to make sand in maya?

ragupasta
02-16-2011, 10:51 AM
hey.. do you have any idea how to make sand in maya?

Try using Maya fluids if your wanting a thick cloud-type effect. Or you can use particles rendered as points(?) with a little motion blur.
I did a test a while ago in Houdini. That was particles rendered as points. Particle count stood at 8 mill.
Animation is here. Sorry about the compression.
http://vimeo.com/12334291

keboin
02-16-2011, 01:06 PM
Try using Maya fluids if your wanting a thick cloud-type effect. Or you can use particles rendered as points(?) with a little motion blur.
I did a test a while ago in Houdini. That was particles rendered as points. Particle count stood at 8 mill.
Animation is here. Sorry about the compression.
http://vimeo.com/12334291

just saw the reply. many thanks! going to try it out.

renaissance01
02-17-2011, 08:22 AM
hey.. do you have any idea how to make sand in maya?
Hey dude,
You can use FumeFX, Maya Fluids or any other gaseous fluid simulator for Sand explosions and effects. If you want fine specks of sand or sand on a smaller scale, I would recommend advecting particles from a Fluid sim and rendering it with a volumetric point renderer like Krakatoa or Renderman with deep shadows. Ideally, you want to use a combination and layer it up in comp. Hope that helps :)

keboin
02-17-2011, 11:14 AM
Hey dude,
You can use FumeFX, Maya Fluids or any other gaseous fluid simulator for Sand explosions and effects. If you want fine specks of sand or sand on a smaller scale, I would recommend advecting particles from a Fluid sim and rendering it with a volumetric point renderer like Krakatoa or Renderman with deep shadows. Ideally, you want to use a combination and layer it up in comp. Hope that helps :)

thanks buddy!

what if I'm going to make it a still image? do you still recommend fumefx? Il'll try renderman soon. but don't know how to install the plug-in krakatoa as well

renaissance01
02-17-2011, 11:15 PM
thanks buddy!

what if I'm going to make it a still image? do you still recommend fumefx? Il'll try renderman soon. but don't know how to install the plug-in krakatoa as well
Yes there's no reason why you couldn't use fume for a still. You could even just use afterburn in that case if you're not worried about motion. As for installing Krakatoa, if you legally own it, it should have documentation to help you...

keboin
02-18-2011, 12:01 AM
Yes there's no reason why you couldn't use fume for a still. You could even just use afterburn in that case if you're not worried about motion. As for installing Krakatoa, if you legally own it, it should have documentation to help you...


Okay okay. Thanks man!

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