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Steve Green
10-21-2003, 10:07 PM
Steve Green has entered the ALIENWARE Challenge.

Steve Green
10-21-2003, 11:29 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1066775350_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1066775350_large.jpg)

Well I thought I should at least make a start... I'm sure this will be a long line of concepts - I quite like the idea of suspended blobs illuminating the chamber.

I don't think the scenery will be as organic as this one, maybe layers of floating plating, rather like the alien ships at the end of AI.

Gavin Lester
10-21-2003, 11:51 PM
Likin' the colours you got going on so far!

Orbs of light are always a good idea. But maybe need to expand your scene out a bit to comply with brief. I'm sure your final concept will be great! Looking forward to seeing it and the many concepts before you get there!!!

Keep on trucking... :thumbsup:

FrankyMo
10-22-2003, 11:56 AM
I enjoy the color very much... Nice concept!!!

Steve Green
10-22-2003, 01:40 PM
Thanks,

I'm sure there will be lots of concepts before I start the actual 3D.

I thought maybe having the light globes forming in the same way that stalactites or stalagmites do, so as light gets drawn in it builds up into spines on the surface.

Maybe start bending the light, or have different levels of gravity in parts of the scene.

The nice thing about the concept stage is I can do it anywhere as long as I have a pencil and paper...

- Steve

MikaelPersson
10-22-2003, 01:43 PM
I like that thought. Light forming into stalactites. Maybe you could play with that some more, time slowing down.
I'll just echo what everyone else said about your sketch. The colours are very nice, it has a great mood too.

Steve Green
10-22-2003, 05:52 PM
Cheers,

Maybe fracture the image, so you get light from different times, not sure how that would work unless you've got moving identifiable objects that appear in different places.

Maybe render multiple versions of the same scene at different stages of its life then composite them?

Definitely food for thought...

- Steve

MikaelPersson
10-23-2003, 10:39 AM
I think you are on to something.
It is created of rock, or? Then maybe have the different stages of it forming. Maybe even having drops of crystaline lava hanging in mid air.

ZrO-1
10-23-2003, 12:23 PM
Awesome ambiance in tis concept piece. I really love the sense of atmnosphere in your sketch.

Steve Green
10-23-2003, 06:09 PM
I think it would be crystalline in structure, but with a fair bit of light emitting from it - I definitely like the idea of portions of the image from various time periods, so it could start with very fine frond-like wires, thickening up and maybe floating plates around it.

Imagine that areas have gravity around them and the light had hit the 'ground' and flattened into discs or various shapes. Something like that might be interesting visually.

I'll post some more after the weekend.

thanks for the comments so far

- Steve

Steve Green
10-25-2003, 10:07 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067116025_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067116025_large.jpg)

Here are a few test ideas for the lights, just some worked over 3D models.

Steve Green
10-25-2003, 10:16 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067116591_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067116591_large.jpg)

Maybe I should have done this on one image :)

Steve Green
10-25-2003, 10:18 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067116722_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067116722_large.jpg)

A bit of processing on this, I'm toying with the idea of simulating long exposures on some areas so you get streaks of motion blur on bright areas.

Steve Green
10-25-2003, 10:20 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067116824_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067116824_large.jpg)

I think this is starting to go in a direction I like it gives me the feeling of something living in the light, although it may be a little to similar to a microscopic organism...

Steve Green
10-25-2003, 10:23 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067117030_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067117030_large.jpg)

A development of the previous one.

I think I shall play with the shapes, making them more egg-like like the original sketch, I'd like to see what they look like in situ - I need to mock up a temp scene to stick them in first.

ZrO-1
10-25-2003, 10:55 PM
I love ALL of your light concepts.

They are all so cool and "other-worldly" The last two were also my favorites of the bunch...though, I did also like the green "flakey" first one.

Great, great stuff so far! :thumbsup:

Steve Green
10-25-2003, 11:11 PM
Thanks,

I'm having a ball doing this contest, it's a shame you can only submit one final image :)

Cheers,

Steve

MeCubed
10-26-2003, 04:51 AM
First off, I'd just like to say that you are off to an amazing start. Those first pictures are incredible. I was wondering what program you are using for all of this, if you don't mind saying. Good luck with the contest.

Steve Green
10-26-2003, 09:18 AM
Thanks,

the initial sketch was just hand drawn and then coloured up in Painter with a bit of glow added in combustion.

The light tests were a mixture of Max and Painter.

Cheers,

Steve

Steve Green
10-29-2003, 09:35 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067420146_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067420146_large.jpg)

I'm thinking of having some tunnels of light in the image, and quite like the idea of the effect you get on night-time long exposures - this was my first attempt - it's a bit messy, but interesting.

I really need to work out the overal composition though :)

Designer2
10-29-2003, 10:25 AM
what a nice stuff and bulbs, great work,
waiting for more details...

have a good time and good luck,

Rhid1en
10-29-2003, 05:59 PM
Very cool effect, if you wouldn't mind sharing the process of creating some of your material types, it would be greatly appreciated.

mv
10-29-2003, 06:05 PM
That's unfolding in an interresting way. I'm keeping an eye on your progress. I can just say: continue in this way! the zones of different gravity and/or light from different moments is great. Work on that.:wip:

OZ
10-29-2003, 06:40 PM
WOW! What surprise!...i like ur work a lot....the colors! Are so vibrant!...i like the concepts and the idea as well......
:buttrock: :buttrock: go go go!

Steve Green
10-29-2003, 07:42 PM
Thanks for the comments guys,

On the last image Rhid1en, there's not really anything special about the material, it's just a wireframe material in Max, set to additive and a falloff in the transparency slot. The colour is a dirty brown so it doesn't bleed out too quickly.

Messing about with it in post lets me toy with the possibilities.

It's then taken into combustion where it has a mixture of Trapcode's Shine plugin, and a displace operator working off a copy of the original image, but slightly blurred. There's also a subtle blurring of the image using Frischluft's rather good DOF plugin, Lenscare. There's also some roll blurrs which gives arcs of light on the image.

I think spending some money on a compositing app like combustion was one of the best purchases I've made - shame I bought it when it was £2700 rather than £800 or whatever it costs now :)

- Steve

Steve Green
10-29-2003, 08:28 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067459333_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067459333_large.jpg)

Another rough layout, combining what's already been submitted.

The glowing tendril-like tube will be snaking around the light/egg-shapes, with beams feeding off them towards the tendrils. In the distance more tendrils reach upwards.

More an idea of what will be in there than the actual layout.

pigwater
10-29-2003, 08:35 PM
wonderful stuff you have going here ... it's nice to see you thinking "outside of the box" with your currents tests

the last one gets a little washed out .. and destroys any structure qualities it may have ... but i understand your fishing right now for effects ... but overall you are producing some lovely, contemplative visuals

:thumbsup:

Steve Green
10-29-2003, 11:35 PM
Hi,

you're absolutely right about the washing out - In the final piece I'd like much more in the way of darker areas, since it will make the bright 'eggs' and tendrils much more prominent.

Thanks,

Steve

Rhid1en
10-29-2003, 11:36 PM
Thanks for sharing your technique. Very awesome effect and I'm really diggin the new composition test. Now, I'm going to have to try and figure out a way to swindle them into buying it at work so I can try playing around with combustion!
Hope to have the time to enter, but if I don't, at least I'll enjoy keeping an eye on your piece; maybe learn a thing or two more! Thanks again.

Xtronik
10-29-2003, 11:50 PM
Awesome Lighting Result !!!!

This challenge becomes really exciting!!!
Well done my friend: )

blindsleeper
10-30-2003, 06:52 AM
that newest consept is incredible, wish i had the 2d skills too

finchy
10-30-2003, 07:03 AM
i like the concepts!! agree with the brightness dark areas would show more detail in the important areas! it's original!!! keep it up!

daniloxl
10-31-2003, 03:59 PM
These light bulbs (if I can call them that name, but that's the point) are really special...
shading is great...
Just to express my thrill...no comment

MikaelPersson
10-31-2003, 04:48 PM
Nice work Steve, those little crystal balls look really nice. My favourite must be the first one for sure, the other ones look like you've played a little bit to much with photoshop.

The following two sketches are promising too. But hard to give any real critique on. I wonder if it will be possible to keep the abstract feel to your 3D piece too?

Steve Green
11-02-2003, 04:07 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067789261_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067789261_large.jpg)

Sorry it's a bit blurry - my scanner is on its last legs...

This is a revision of the original concept, but I wanted to add some blue floating crystals, like giant frozen droplets so it's not just the 'light eggs' and strands.

I was away from the PC (for once) so it was out with the black paper and pencils...

Steve Green
11-02-2003, 04:09 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067789365_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067789365_large.jpg)

I thought about changing the view so you are looking down between your feet, it still has the concept of eggs and tubes, just another take on it.

Steve Green
11-02-2003, 04:13 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067789601_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067789601_large.jpg)

One thing I'm trying to come up with are some small structures to suggest scale, so I'm starting to doodle some attachments which can be attached to parts of the scene. I see these as being landing pads, or exhausts or something. You can just see in the bottom corner how they would attach.

I think it would look quite effective to have some dormant, lying flush with the surface, and others like the ones in the concept - or is that getting a little too freudian? :)

Steve Green
11-02-2003, 04:18 PM
Thanks for the comments, I've no idea what will translate into 3D, but I'm sure the end result will be interesting.

I'm pretty sure I won't start modeling until December, so I've got a months worth of concept art to get through - I don't know when other people are likely to start modeling the final piece.

The only thing I want to do is to get an idea of how detailed the texture maps and models need to be to hold up at the required resolution, at least I won't have to render a flythrough :)

- Steve

crazybread
11-02-2003, 05:32 PM
Hi.

I like your concept a lot. I think that you do need to convey the scale in some way. May I suggest lots and lots of eggs getting smaller as they go upwards from the bottom??? I know that if you want something to look big;(you'v probably heard it) "God is in the details".

:beer:
cheers!

Steve Green
11-02-2003, 05:45 PM
Definitely, there are some distant egglights in the concept art, but it will be more obvious (and more of them) in the 3D piece.

Thanks,

Steve

high
11-03-2003, 10:50 AM
hello.

I have already start modelling, but in a concept manner. I really don't know how separate them, I think that to me is going to be a "work together" paint, drawing, modelling. Texturing will be the last, that is for sure.

I like your concept, but i think the scene is too dense, the overall ambience must breath a little. I love the colour palette. Keep us updated.

best luck

Steve Green
11-03-2003, 11:05 AM
Thanks,

I guess I'll be going that way, darting between concept and modeling - there's ideas that can kick in when you're working in 3D that I might not have considered when sketching it out.

I take your point about the density though...

Cheers,

Steve

Steve Green
11-03-2003, 12:23 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1067862188_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1067862188_large.jpg)

These are just temp textures, I was going to post just an untextured model, but I don't think it would show the look I'm shooting for enough.

Maybe this should still be in the concept sketch section even though it's fully 3D?

rickycox
11-03-2003, 12:27 PM
Excellent work, I like the looking down at your feet one the best. You must be doing well, lots of replys, always a good indicator.

Steve Green
11-03-2003, 08:12 PM
Thanks,

I think I will be going for the one looking down between the feet - I was a bit worried it might be a little final fantasy, but this will be more of a giant interior rather than an open air scene.

Cheers,

Steve

kjc
11-04-2003, 08:57 PM
Browsing through and all I can say is - GREAT LIGHTING EFFECTS-

:drool:

Steve Green
11-04-2003, 09:46 PM
Thanks kjc, I just hope I can get the whole composition to hang together OK.

Cheers,

Steve

crazybread
11-05-2003, 02:48 AM
Hey Steve I agree cool lighting effects man. I think high mentioned that he's gonna mix everything and add as he goes along or something along those lines. SUPA!!!

Don't be afraid and think that the sketch that you posted has to be what you're gonna follow and translate inro 3d. Bla, bla blah. You're creating art and and you're suppose to do it with a 3d program. So you model your stuff from a concept that is still not quite finished and as this challenge progresses you find along tha way some new tricks and tips (cause thats what this challenge is suppose to be: a learning experience, right?) anyways and so you want to put into practice those new techniques and improve your work. Thats what I call progress! learn, add, take away, change arround mix-up whatever you want to do to achieve your desired effect. And people please don't think that it all has to be rendered. KEEP IN MIND THAT THERE IS SUCH A STEP AS " POST EFFECTS" before the final image and that thats where most of the WOW is gonna come from befor eyou release the final masterpiece. Heck I rescently got a great idea from I thinkdesigner2, and I decited that I'm gonna put in a crashed spaceship withing my work that ties together with my story. Blablabla, sorry Steve. Anyways I strongly believe in working on your 3d stuff, then going back to your concept or vice versa with the texturing etc. you get my point Do as you must! Again: coll work man.
I must leave now:surprised

Steve Green
11-05-2003, 06:26 PM
Hi,

I definitely think it's going to be a two-way street darting between concept and 3D and back again.

I used to worry about getting everything done in the render, but I've since learned that you can open up a whole new area in post.

Cheers,

Steve

Steve Green
11-09-2003, 07:16 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1068405377_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1068405377_large.jpg)

Still fiddling with the look of the pipe like tendrils, I think it will be a mixture of nebulous matter like this, but areas will have solidified into solid, geometrically shaped areas.

Steve Green
11-09-2003, 11:07 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1068419234_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1068419234_large.jpg)

A close up of some crystalline parts that would be in the image, I want to get the feeling of a mixture of natural and alien structure, so I'll be going for holes in the crystals, where you can see the artificial structure more clearly.

Steve Green
11-12-2003, 07:16 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1068664597_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1068664597_large.jpg)

I quite like the look of this, it has a 'Kerlian Aura' look about it.

Or a bit of tinsel, with lights on :)

Must be getting Christmassy...

kjc
11-12-2003, 09:58 PM
The crystals and this last one are just great. Every time I check the new entries I don't have to look at the name to know it's your work. These imo are some really great shading/lighting tests. Now, with the as I've heard "fanboy" commentary out of the way, have you decided on an overall "feel" or just bringing the components together and seeing what fits well?

Just interested in what way your work flow, ah -works.

Keep us updated, nice work as usual.

crazybread
11-12-2003, 09:58 PM
WOW! Steve! I love that cristalline texture. Looks kinda like glass, only it looks alive. Also the lights just below. This might sound silly but It reminds me a beautifull virus strand, only gigantic in size. Are you using a painted texture for the last one? If you are what res?

Good work Steve! Keep it up!:thumbsup:

Steve Green
11-13-2003, 12:15 AM
Hi Guys,

kjc,

I've got an overall idea of what I'm after, I've just got to be careful that I don't overegg the translucent lighting stuff, it works best if it has got something to contrast with. I'm running into problems with render times, which is I think down to the sheer number of polys on some scenes (not the ones I've posted in particular). Some of it could be down to the use of procedurals, and I think I may start to bake stuff in, work more with bitmaps.

Crazybread,

actually it's very simple, all it is a radial gradient, set to additive and facemapped onto the geometry.

I'm going to concentrate on designing something more concrete for the focus, at the moment there's the danger of it being too procedural and abstract, and just being pretty lights... :)

Thanks for the comments.

- Steve

Steve Green
11-17-2003, 11:11 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069110658_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069110658_large.jpg)

I was trying to find a way to create quite detailed backgrounds to what I've been working on.

I hit on the idea of using particles systems to create the geometry, as it would allow me to experiment with various looks quite quickly.

Here are the first few tests

Steve Green
11-17-2003, 11:12 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069110774_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069110774_large.jpg)

The variation on this one is just by altering the space warps for the particles. By using spawning on death, or collision I can easily make branches off.

Steve Green
11-17-2003, 11:14 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069110892_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069110892_large.jpg)

This was starting to use custom geometry for the particles, there's quite a few different things I want to try out - the main problem is that it does create a lot of geometry.

Steve Green
11-17-2003, 11:18 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069111086_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069111086_large.jpg)

Last one for the moment, although it is a bit messy, I think the final piece will need to be fairly detailed at the required resolution.

I do like aspects of it (it reminds me of iron filings attracted by magnetic fields) and compressing the path of the particles into a single frame is the general concept I was thinking of originally.

Virum
11-18-2003, 12:43 AM
I think its a very intruiging idea. I like it, very alienish. Good shaders too.

Steve Green
11-18-2003, 12:32 PM
Thanks,

thinking further you could not only have different source objects when it spawned new particles, the objects themselves could have vertex animation, so they could change on every frame.

Cheers,

Steve

donnybliss
11-19-2003, 01:32 AM
I love this look, sort of a Lego-plant. So much life here on earth involves soft, organic segmentation. This looks technically like life but is somehow so wrong by earth's rules of life.

Steve Green
11-19-2003, 07:41 AM
And it would be lower poly :)

- Steve

Steve Green
11-19-2003, 11:09 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069283356_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069283356_large.jpg)

OK, so I've got a pretty good idea of the look of the main tendril/pipe, fragments of crystal and the light eggs.

I also want to have finer tendrils reaching up the shaft.

This is using particles to create the geometry, but adding a shader makes a real difference.

Steve Green
11-19-2003, 11:11 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1069283464_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1069283464_large.jpg)

I think this is pretty close to what I want to do with the finer tendrils.

I just need to figure out the look of the background to everything, and then pull the various elements together.

Ripper^^
11-20-2003, 12:34 AM
WOW thats grate dude!! :drool:

Virum
11-20-2003, 12:49 AM
Dude, could we have tutorial?! After the challenge of course!

Steve Green
11-20-2003, 08:55 AM
Thanks,

sure I'd be happy to do a tutorial, maybe once the contest is over they should ask anyone who's entered if they want to do a breakdown of their entry.

There's a few things I've just discovered (or remembered) while I've been doing the challenge.

Cheers,

Steve

Michal Surdel
11-20-2003, 12:04 PM
Great one!

donnybliss
11-20-2003, 12:28 PM
Very nice--the structure looks like a neuron now. Can't see the legos very well and though the lighting effect is cool, I'd bring them back a bit.

Steve Green
11-20-2003, 07:15 PM
Hi,

thanks

I'm not removing the lego like look entirely, it will boil down to different stages of the growth of the environment.

They will start as illuminated eggs, the neuron-like tendrils would be the next stage, then you would have the half lego/half light tendrils, and the background would be pretty much all lego, as if it's caked the environment, or maybe they're just the dead remains of the tendrils.

I have to be careful working with additive transparency though as it can blow out very quickly, hopefully the darker solid areas will help keep this in check.

Cheers,

Steve

imscifi
11-23-2003, 05:31 PM
ok... I've just got to comment on your work... so far...your stuff is some of my favorite. I'm really in love with your light techniques and the structures... I hope you can post more soon. :)

Steve Green
11-23-2003, 08:47 PM
Thanks,

work has intruded this weekend, but I will be posting some more when I get a spare couple of days to get things together.

Cheers,

Steve

Steve Green
11-30-2003, 07:50 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070221818_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070221818_large.jpg)

This is where the main pipe will be coming from, I have a concept sketch which I left at work and the feeling is the pipe will come from this like a waterfall.

Steve Green
11-30-2003, 07:52 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070221933_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070221933_large.jpg)

Textured version of the same, I doubt it will be this dark in the final version, more of the tendrils will be illuminated like my earlier tests - at the moment, it's a little too Matrix-like.

cgg
12-02-2003, 12:14 AM
amazing work Steve
keep it up :buttrock:

tr1cky
12-02-2003, 12:32 AM
That's pretty badass. The color scheme does remind me of Matrix, but the camera angle is real dynamic. What are you gonna fill the 'sky' with?

BClaw
12-02-2003, 02:04 AM
It's fascinating to see your concept go from original idea towards the final image! I really like the look of the materials and everything!

Steve Green
12-02-2003, 09:48 AM
Thanks,

actually it came out a little darker than I expected...

Regarding the sky, it will be pretty much a diagonal mirror of the floor (actually it's another wall, since you're looking down an abyss) and there will be smaller versions of the crater that's in the foreground, all spewing illuminated tendrils into the abyss.

There will also be the eggs in the earlier sketches clustering the walls.

I'll post the original sketches tonight.

- Steve

Steve Green
12-02-2003, 11:26 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070364402_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070364402_large.jpg)

Pfftt - guess Max doesn't like the direction I'm taking this piece...

This is a bit OTT, but you can see the mixture of light and dark a bit better here (apart from the c-dilla error)

-frOogLe-
12-02-2003, 08:40 PM
Really awesome work Dude!! :thumbsup:

I really like your concepts and use of texture and light. It's very rich and colourful. Keep it up.

Sweet,
-frOogLe-

Steve Green
12-02-2003, 09:36 PM
Thanks,

I'm trying to render the last image again, I've tweaked a couple of settings, hopefully it will manage to complete it this time :)

- Steve

Steve Green
12-02-2003, 11:44 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070408682_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070408682_large.jpg)

Didn't crash this time - I will be toning down the blue gelatinous stuff, making it tighter - but I quite like the pinkness showing through the pipes.

I need to work on something for the extreme foreground and the roof now.

MikaelPersson
12-03-2003, 10:00 AM
A bit more than sketching this time. Nice! Are you going to tie this together with your initial sketch? Or do you have something else in mind?
What scale are you aiming for? Up until now I have seen this as quite small. A man could fill at least a third of the picture in that first sketch of yours. But now it has turned gigantic. I see them small lights as street lights. Is this just me looking up in the clouds and making imaginary creatures or?
Toning down the blue is a good idea, maybe just fade it out into the distance and keeping it this blue at the centre?
I think you will have a marvelous piece once this is finished. Keep it up!

Steve Green
12-03-2003, 12:54 PM
Hi,

thanks - I'm thinking that the lights will be the eggs on the initial concept, so there would be some closer to the camera where you can see them. I think the combination of the blocks and the lights really helps the scale, which since we don't have any characters in there can be a problem.

I think you just read it as street lights and buildings, even though they're not necessarily those.

There is another sketch that I haven't posted which is more along the lines of the last render, it's a bit scrawly but it gives the idea of what I'm going for.

- Steve

Designer2
12-03-2003, 07:43 PM
Hey steve that last image is so awesome, i think 3d studio max understood at last what you are up to...

i like the final gathered image it is realy cool i also suggest you try to get some of it details mixed with the last image i mean dimensions of models...

:thumbsup:

Steve Green
12-04-2003, 03:23 PM
Thanks,

yes I've got to bring all the elements together, but it's starting to get there.

Cheers,

Steve

SouthernLaw
12-04-2003, 05:12 PM
Very nice! It may just be the jpeg compression but that last image has a very painterly look to it.... that's hard to do with CG.

Someone has probably already mentioned this but, to me, this has a very "Abyss meets The Matrix" feel to it. I love it, and I can't wait to see how you end up handling the background.

Steve Green
12-04-2003, 06:02 PM
Hi,

yeah, I think it's the compression, it kind of crunches out the details a little.

I know what you mean about the Abyss, it's hard to avoid when you start using blues and purples combined with additive transparency - I'm going to try some other colour schemes as well, but I'm fond of the bluey purple look. I think some reds and yellows in the foreground might help distinguish it a little.

Cheers,

Steve

Steve Green
12-04-2003, 11:22 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070580133_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070580133_large.jpg)

This is closer to what I'm developing at the moment, so you are looking down this shaft, with light flowing down like a waterfall.

Still thinking about changing the colours as well, but a lot of this can be done in post.

Pufferfish
12-04-2003, 11:29 PM
yes! :bounce: That looks great, that sketch has so much going on there!

It think you really took your work to a better direction, this skecth is a great combination of your first sketch and that latest rendering. Very good looking piece of art.:buttrock:

Steve Green
12-05-2003, 11:11 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1070622703_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1070622703_large.jpg)

Although the background is not finished, I'm playing around with some DOF on the foreground.

This may kill the scale a bit, but I'm interested in getting an effect which is not quite like the usual DOF, so I went for really stretching the highlights, and it gives a bit of a feeling of motion.

I will probably end up knocking it back a bit, and having a really close up piece of scenery (what you are standing on) at the same level of blur as the current foreground.

Steve Green
12-05-2003, 11:19 AM
Hi Pufferfish,

thanks, I'm happier with the way it's going now, I think the main waterfall type thing works OK, but having one at the top of the frame just looks wrong, but it's probably my wafty drawing...

I'm going to play with it some more - the biggest problem I'm finding it that I'm starting to hide things that I like when I add new pieces of the environment,.

I guess you can't be too precious about it, but I can imagine that there ends up being tons of stuff that is never seen in the still - I can't wait to render a push in animation once it's all done.

Cheers,

Steve

marcello
12-07-2003, 03:00 PM
beautiful work, & love the sense of scale you get with all the tiny lights & structural detail (which as mentioned before gives similar perceptual cues to that of a cityscape). great translucent effect, looks not unlike the alien structures in the move 'abyss'.

only thing i can add is that while i like the sweeping tunnel of your latest composition idea, i preferred the bottomless depth of this earlier one: http://www.cgnetworks.com/challenge/entries/3/300/300_1067459333_medium.jpg
it sort of turns the whole landscape idea on it's head, with the portrait aspect & no solid ground plane.

Steve Green
12-07-2003, 05:01 PM
Hi,

it will still be portrait, I've just been cropping the empty space to what has been modeled so far, thanks for your comments though.

Cheers,

Steve

Dreamwave
12-11-2003, 12:46 PM
I saw your work in Leigh's Challenge Overview and I just wanted to say it looks awsome!!!

very nice job, it reminds me of the Mothership and the Taelons from Earth:Final Conflict

But for that last image, I think you should keep the yellow/orange things in the foreground more in the same colourscheme as the rest of the piece

Steve Green
12-11-2003, 08:31 PM
Hi,

yes I'm not sure how the foreground will develop, I think I might have it sweeping down towards the current background. I'd still like to have some difference in colour between the foreground and background, but more subtle...

Thanks,

- Steve

TheFirstAngel
12-19-2003, 08:56 AM
Hi Steeve!
this is so brilliant it almost hurts into the eyes:eek:
I think, you shouldnt lay too much dominant elements to the foreground, cuz in general, your work is the hell of complex, great modeling, beatifull maps, a painting of light!
The DOF thing... it will be enough to place your superobject subtile to the foregroud, when it leads a softly and fluent into the mainobject, ther wont be much DOF be required just use it very slightly, so u don't loose too much of your beautifull detailed model...
Whatever, your work is a real masterpiece, this really rocks!
so keep on rockin' and go on make me go wow!
Greetz, :buttrock:

Designer2
12-19-2003, 10:58 AM
that is so amazing, i think before adding the foreground objects the image was better, i don't mean the effects and lights it is so amazing and very brilliant, i mean the foregroung objects with the orange lights...

very impressive :thumbsup:

Steve Green
12-19-2003, 08:03 PM
Hi,

thanks for the comments and suggestions, the foreground has changed now - and since I've finished work for Christmas I should be able to put some more time into getting it finished.

I'll post some updates in a couple of days, but there's a LOTR movie to be seen first :)

- Steve

TheFirstAngel
12-24-2003, 02:33 PM
Hi Steve,

Was Just her to see if there's already some update, well.
Have fun and enjoy here while we will be back here to and wait for the return of the king...;)
Merry X-Mas and Happy Hollydays, c ya back here and keep on rockin'!:buttrock:

Steve Green
12-25-2003, 02:55 PM
Hi,

yeah, I've been having a few crashes and I've been trying to work out what was going on, if it was software or hardware, I think it may be down to a dodgy stick of memory, I took one out and it seems much happier...

I'm visiting family and friends at the moment, but in between stuffing my face I've been scribbling some ideas, so hopefully it will be updated soon, I'd like to get it more or less done before I go back to work on the 5th as we've got a deadline the following week, and I'd like to get it all finished off.

Seasons greetings to everyone

Cheers,

Steve

rattlesnake
12-25-2003, 11:01 PM
AMAZING TEXTURES:thumbsup:
every thing looks amazing, lots of talent...

Steve Green
12-29-2003, 12:54 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1072702450_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1072702450_large.jpg)

Back to work :)

I've changed the foreground - the idea is that there are layers of solidified material, like layers of ice, with the illuminated material below. I think I will have some brighter layers between the cracks, but I don't want it to distract too much from the centre.

I'm going to work on the background and roof next, I've put it off for long enough.

Thanks for all the comments so far.

Cheers,

Steve

BClaw
12-29-2003, 07:04 PM
I really like the way your entry is shaping up. :bounce: Good luck!

Dreamwave
12-29-2003, 07:35 PM
oh this is so great!!! the foreground is very good now, but it looks like the background is less sharp now, and the contrast on the previous version was better (with those dark thingies darker ;))

keep up the great work, I hope you win!!!

Steve Green
12-29-2003, 08:25 PM
Thanks,

I think some of the softness might be down to the compression, I did soften it a tiny bit though.

I'll be doing a lot of tweaking in post, which will alter the contrast a fair bit - I thought the second to last image I did was a bit too contrasty (the DOF test one), and I was trying to get back to the look of the one I posted before.

Still a couple of weeks to go, I can't wait to see how everyone's entries turn out.

Cheers,

Steve

TheFirstAngel
12-29-2003, 08:58 PM
Breathtaking!!! to change the foreground was worth every mouseclick more than 100000 times. Stunning and way more ballanced. Keep on rockin' this is just no compare to your last post. Give you a big WOW 4 that:buttrock: :applause: :beer:

tr1cky
12-29-2003, 10:24 PM
wow, nice update man, a lot better now!

Steve Green
12-29-2003, 10:32 PM
Thanks,

I will be posting some more updates this week, hopefully that will be the modeling and texturing done, then I'll tinker with the lighting and post effects.

Cheers,

Steve

Steve Green
01-04-2004, 07:20 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073244001_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073244001_large.jpg)

Still not got around to the background :/

Just trying out some other ideas - I think the foreground is too busy for what is supposed to be desolated, and I would like to get some of the feel of the purple gel-like structure between the tendrils on the opening.

I think having the ambient occlusion pass makes the tendrils a bit more beefy though.

JamesMK
01-04-2004, 09:12 PM
That's pretty massive stuff... Personally, I don't think the foreground is too busy, but then I tend to like a bit of chaos... It does however appear to lack a bit of depth (the foreground part that is) but I bet I could be solved pretty easily by changing the lighting temperature gradually towards the camera, if that makes sense. You've got blue in the back now, which indicates a great distance - the foreground just needs a bit more variation from the purple stuff... just typing as I think here.

The overall thing here is absolutely superb though. :thumbsup:

Steve Green
01-04-2004, 09:21 PM
I agree about the depth of the foreground, thanks for the comments.

Cheers,

Steve

TheFirstAngel
01-04-2004, 11:36 PM
Hi Steeve!

I agree with James in that point of colorcorrection, as attenuation works towards blue, a (very very)slight touch of red and yellow into the lightning/glow effects would bring the foreground closer.
I like the dynamic of the foregroundobjects very much, remindsme the showdown of akira or final fantasy, it looks very moving and alive, gives much action to the composition.
I guess it's the contrast of the background (the bright white glow overshines the foreground) that reduces the feeling for depth,
if the foreground contains more black, stronger contrasts, it will look closer as well.

Ey, this was a most impressive work from the beginning, and I really love your style. Keep on rockin'!:buttrock:

Designer2
01-06-2004, 10:05 AM
man this is massive, nice details and very good light painting, the image now is much much better with this forground also you already kept the depth of this image, but may i say something, where did the great details of the behind object go?
i suggest for color corrections you make more saturated pink and yellow going with the foreground, and add more things behind the back objects... :thumbsup: :applause:

Steve Green
01-06-2004, 08:33 PM
Thanks,

Some of the background object wasn't really holding up at the res that's required, and I was getting a lot of crashes, so it was a bit of reworking - I'm trying to add more detail in bit by bit, and I've got a couple of ideas to try out.

Cheers,

Steve

eska
01-06-2004, 11:52 PM
VERY VERY GOOD.
You are one of the best.
Good luck:bowdown:

Steve Green
01-07-2004, 12:03 AM
Thanks,

There should be some more posts of the final model this week (I really want to get the model and texture done by the weekend), then use the last week for rendering and post work.

I've already darkened off the foreground, and I'm starting work on the background (finally...), so if all goes well the roughly final render should be up there on Monday.

- Steve

eska
01-07-2004, 12:42 AM
Hopefully I will see wonders.
You know, sometimes I see thinks and they realy make me
feel free and happy.
This is the image what I get from your (not even finished) work.
Good luck:wip: :bounce:

criterion
01-07-2004, 02:16 AM
Some amazing stuff.

Steve Green
01-07-2004, 10:43 PM
Thanks,

The background's starting to come together now, can't wait till its all done, it will be cool to get a large print done of it.

- Steve

Rhid1en
01-08-2004, 12:56 AM
looks really great. Unfortunatley though, you're loosing so much of the great details you've created in those materials and models. I think if you were to real it back, perhaps a little towards your origional concepts and play around with colors paterns to really distinguish the different parts, you will have a winner on your hands, not to mention a new computer!

Steve Green
01-08-2004, 10:21 AM
Hi,

yeah it's been nagging at the back of my mind - I'm going to take a look at some of my old models and see what I can get back.

I swapped some Corsair RAM I had in another machine into my 3D machine and it seems to have made it much more stable. So I feel a bit more confident about merging some of the old scenery that I thought was crashing the machine before...

- Steve

JamesMK
01-08-2004, 10:33 AM
Fingers crossed for that new RAM then. I hope it works out - this remains one of the best entries. :thumbsup:

Steve Green
01-08-2004, 01:53 PM
Hi,

it looks promising, I managed to render the whole scene, particles and all at 2600x3600, and then render an ambient occlusion pass without having to restart Max.

Before I swapped the RAM over it was like walking on eggshells...

Anyway, enough with the excuses :)

Cheers,

Steve

freka01
01-09-2004, 12:39 PM
Awsome! It looks really alienish. Very alien indeed. Like the lightning.

/fred

Sven7
01-09-2004, 03:20 PM
Wow, your glow really sets a great mood.
This is one of the few scenes I'd love to see animated. Like travelling closer towards the opening.

Very nice work.:drool:

Steve Green
01-10-2004, 01:37 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073741866_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073741866_large.jpg)

This is just really to show the state of the model - I added some of the eggs from the earlier tests and will use renders of the eggs as maps on the particles to tie them in to the scene.

The machine is starting to seize again, so I'm going to render the eggs as separate elements, since they're generally self-illuminated they don't need an ambient occlusion pass anyway...

Pufferfish
01-10-2004, 02:02 PM
Wow! Your model is stunning. All that detail is incredible. Your renderings with materials is not showing that all, so its very nice to see this. I really like the diversity of your models. Everytime I check this image, new things pops up :)

Great! Would be nice if you get all this to your final image more visible. This was very surprising to see all this detail you have there :)

Good luck! Im really waiting to see your final.

Steve Green
01-10-2004, 02:05 PM
Thanks,

I've messed around with the lighting, so hopefully you should be able to see more of the model in the final version.

Cheers,

Steve

Steve Green
01-10-2004, 06:34 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073759679_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073759679_large.jpg)

Still got to do some work on the extreme background, and the eggs are totally lost compared to the ambient occlusion render, but I think the background and foreground are much more distinct now.

Grim Rapper
01-10-2004, 07:28 PM
W.O.W!!!!!!!!!!!!!
:bowdown: :applause:
I cant believe the detail level!!!
Very alienish!!!
WELL DONE :applause: :thumbsup:

marcello
01-10-2004, 09:36 PM
looks amazing & i love the colour palette & variety of form & detail. i think i'd like to see more of that lovely translucency, like on the distant pipe/volcano thing, on other scene elements (the eggs, foreground tendril branches...), but they look great as they are.

i assume you're doing the ambient occlusion stuff in max6 with the new mental ray connection. what's the speed/quality like? & how does it compare to say a simple fast vray/brazil skylight (with no bounces)?

Steve Green
01-10-2004, 09:50 PM
Hi,

Thanks - I've broken the scene into two parts (it was running at 2 million polys...) so I could add some more pipes to the crater in the background. The earlier concepts had some renderable splines which gave a nice electrical look to it, but I removed them because it was seizing the machine. Now it's separate I plan to put them back in on a layer.

Actually I'm still using 5.1 and Brazil as the renderer. The ambient occlusion pass is dead easy to set up in Brazil, there's just an option to split out render passes like illumination, ambient occlusion, atmospheric without having to assign matte/shadow materials.

Cheers,

Steve

TheFirstAngel
01-10-2004, 09:57 PM
Oh holy, your models are absulutely fantastic, love' em big time!
About the background, mhmm, True, the background separates much more now, but i could be wrong, you lost much of the fine nuances of colors? I think just a TOUCH of warm color would be ok in the background, like the glowing dots you had on page 9.
It looks as you much lost of your spectacular lightcolors.

I also missed the webby layer splines, great to hear you bring them back, as they gave it a fantastic subdynamic.

Actually I think the transition of the Red lowerpart to the blue is a bit too hard now? The previous version (p12 ) of lightning was earlier falling off into the blue, i think the optimum lies somewhere in between of them (just the colorrange) maybe lay them over each other and play with the oppacity amount in photoshop to find the point.

This is one of the most amazing pieces of cg art I've ever seen, wish you fun and a good eye with the final finetuning, Cheers Steeve, Keep on rockin'! :buttrock:

Steve Green
01-10-2004, 10:05 PM
Thanks,

I think I need more lights around the crater, now it's on separate layers it should be easier to tweak the colours.

Cheers

Steve

Steve Green
01-11-2004, 11:45 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073821510_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073821510_large.jpg)

Tweaked again, I've now got the image rendered at the full-res and I've added the electrical sparks back on the crater.

Steve Green
01-11-2004, 11:50 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073821811_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073821811_large.jpg)

I've been toying with the idea of adding a bit of blur to the foreground, this is a detail of the lower left of the image, (still smaller than real size), the radial blur is a bit too much, but it might take the edge off the too clean CG look when you see the image at the final rendered size.

I've also tried playing with adding a 10% duplicate of the image with the watercolour filter in Photoshop, which is interesting. It's not as cheesy as it sounds, just seems to add a little bit of detail without it being too blatant.

To be honest most of these things just aren't visible on the 150K uploads, so I'll guess I'll just have to make a judgment call on whether it looks good or not.

Steve Green
01-11-2004, 07:17 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073848666_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073848666_large.jpg)

I just thought I'd bash out some ideas for colour schemes, I've been looking at the original one for so long I don't know if it would be better in a different scheme.

I quite like the ones on the right, even though the warmer colours are in the background, but I don't know if that is just because they are just new...

JamesMK
01-11-2004, 08:10 PM
I think the top right one would be my favourite color scheme - the foreground somehow looks bigger in that one, hopefully making the background even larger by association... perhaps :)

Steve Green
01-11-2004, 11:52 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073865122_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073865122_large.jpg)

Just for completeness on the milestones, shows the position of the lighting.

There's basically a single area light, but I separated out an omni light so I could control the specular separately.

There is also a second fill light, and attenuated lighting for the crater and foreground objects.

An ambient occlusion pass gives shadows to the nooks and crannys, and localised atmospheric fog also helps with the lighting.

Steve Green
01-12-2004, 12:05 AM
Hi James,

yeah, I'm leaning towards the more cyan version - I'm going to take a break for a day and come back to it with a fresh pair of eyes. Just been checking that I've complied with all the milestones...

Cheers,

Steve

Steve Green
01-12-2004, 12:06 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1073865999_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1073865999_large.jpg)

Again for completeness, this is the render without any post effects. It has been composited since the scene was broken up into foreground and background, but apart from the ambient occlusion pass which was done separately it is unretouched.

TheFirstAngel
01-12-2004, 06:08 AM
HI Steve,
This composition makes addicted, can't keep my eyes away!
It's as I said a painting of light and fulfills my idea of a perfect piece in every sense, light, colors, dynamic, mood, level of details... wow over WOW over WOW!!! Love your work Steve, it's pure eycandy!!!
An idea of a coloscheme if i look at your variations would be brinin in some cyan just into the background, and let the foreground into original colors, cuz the cyan seems to "suckdown" your foreground too much into the background... just how my overtired eyes tell me...
better i shut my trap now and crumble back into my cave to try to get things as they should look...
Keep on rockin' Steeve, I'm sure you'll find the optimum since your sharp eyes have leaded til now with perfection you into this masterpiece.
Keep on rockin' :buttrock:

Mananetwork
01-12-2004, 07:12 AM
Thats starting to look super crazy, I like all the different compositions and colour changes

Steve Green
01-12-2004, 01:47 PM
Thanks,

I agree about separating the cyan out on the background, it's a relief to have a hi-res version out and usable as a finished entry, I can use the last week to try some new stuff out and use it as an emergency exit if the experiments don't work out that well.

It's been great to see everyone's work come together, does anyone know if all the finished entries will be viewable as the print res versions?

Cheers,

Steve

Designer2
01-12-2004, 02:44 PM
great end, the image is just fantastic. :thumbsup:
congratulations for finisheing that... :)

Steve Green
01-12-2004, 08:49 PM
Thanks,

I still will tweak it a little, but it's been a good learning experience for working on a scene that has to hold up at print res.

Cheers,

Steve

splotch
01-12-2004, 09:12 PM
fantastic steve ... waw its really heavy and complecated i like your idea and your work you are one of the best here ...
wish you good luck with your light weaver...

ok finish it .... BOOOOM :banghead: :banghead:

Quizboy
01-13-2004, 12:50 AM
this is meant to be constructive. don't hate me, i just want to help.

tone it down.

such a cool piece, but now it loses the plot by pulling the eye every which way. it's too too busy to even get an idea of what's going on or even have a chance to take it all in.

an idea would be to make the colors flow in a gradient fashion from top left corner to bottom right. Steer the eye in a direction of your choosing rather than having every viewer choose where to begin and/or end. leave some areas with little or no color to give it atmosphere.

composition and subject are perfect. now just play with the colors dramatically (more dramatic than your 4 reference images) and you may have a chance.

maybe make some dark crevices in between those tanticles to highlight them more.

oh, and one more point which i just noticed. the materials don't all seem as if they belong in the same world. there's not a uniformity of realism. what i mean is the material choices don't all seem to match each other, which is giving it a bit of a collage effect instead of the idea that i'm standing in one environment. to explain: look at your light squid thing, then look at that asparagus sprout, then look at the diamond gem in the lower right. See what i mean how their textures are disparate?

I hope this may help you in the crunch period. Very Good Luck!

Steve Green
01-13-2004, 01:44 AM
No worries, constructive criticism is never hated.

I think you're right about the 'sprout', there was an earlier image where it is almost silhouetted which seems to work better, and I was concerned that it is getting too busy.

I think I'm going to work on the sprout so that it is darker, and the breakthrough ligher parts resemble the tendrils on the crater more, should help tie it in better.

I think I might knock back the foreground egg in the lower right as well, make it darker with just some light seeping through, and keep the main focus on the distant crater.

I also want to take a look at the far background, which I think is too white and thrown together, and again detracts from the nearby crater. If I make that a criss-cross of silhouetted structures, without so much light I think it will help.

Thanks for the comments

Cheers,

Steve

gsuhy
01-13-2004, 10:50 AM
We're all here to help and I agree somewhat with quizboy.... there is a lot going on in the image. I think the biggest drawback is the lighting.. causing the image to look a little flat and not very "vast". The modeling is excellent and shouldn't be covered up with a blanket of light from edge to edge. I would create some shadow areas.. Right now there is tons o' light in every direction but no shadow areas to speak of. I would put some fall-off on the lights in the scene so that they don't wash out the image with light. I think that might give it a sense of being a larger area too. It might be cool just to have the squid light the scene with some g.i. but that might bring your CPU to it's knees.

Hope this helps ;) :thumbsup:

Steve Green
01-13-2004, 12:53 PM
Hi,

I had a thought of re-lighting, posting the untextured lit version brought it home how overlit it was.

I don't think I'd be able to get it all done in time with a GI solution, (I'm don't think additive transparency contributes to GI anyway, and there's a lot of that going on at the crater) so some judicious falloff and some negative lights should get the job done.

Cheers,

Steve

eska
01-13-2004, 05:09 PM
Hi Steve

Just to clarify few things, and this are things, which I take myself the right to remind every extraordinary artist:

When judging a artwork, one always should try to judge inside of the borders of its own style.
Regarding this special, of all us different background, your work will split people into 2 groups: the ones who love abstract and newer ways, and the others, more into the classical art, perfectioning the older ways.
You are definitaly a innovator and as that, I am judging your work as more than beautiful.

You have done a emazing job.
Thank you very much:bounce: :bowdown: :bowdown:

Steve Green
01-13-2004, 05:18 PM
Hi Eska,

heheh, shame I can't submit 2 versions for the final entry, Classic Steve and Nu Steve :)

Thanks for your comments, I know you can't design by committee but some of the things Quizboy and others have said have confirmed some of what I thought. I won't be going for a wholescale change of the piece, just some tweaks here and there to focus things more.

Cheers,

Steve

JamesMK
01-13-2004, 10:12 PM
I'd say it's a good call to stay away from a GI solution.
I made that mistake during the previous challenge, and boy did I waste a lot of nails and hair! I am still almost bald because of that frigging GI...

Your overall lighting is really good, all you need is some tweaking to get things sorted.

Steve Green
01-13-2004, 10:23 PM
Mmmm, I could see how this type of piece would be a bit odd for GI, since it is supposed to be alien, it would be tough to wrangle the GI compared to a simple architectural renderer. I think it would end up being more of a hinderance, especially with 2 million poly counts at this res.

Cheers

Steve

JamesMK
01-13-2004, 10:40 PM
Originally posted by Steve Green
- - - especially with 2 million poly counts at this res.
Arrgh. I'm really glad it's going to render on your box.... :D

TheFirstAngel
01-13-2004, 10:44 PM
I guess It's just a slight finetuning it takes, maybe it IS a bit overlighten, but to make attenuation smaller or set a few lights to inverse will solve it already. Maybe it's just my silly taste but mhmmm let's say GI is generally the last way of Illumination i normally use, cuz it makes it look like an 0815 architectural vis and a complex lightsetup is like painting with light and fun to tweak.
My suggestion would be to reduce slightly the selfillumination on "minor" objects and use attenuationed lightsources to targetted illuminate the "major" objects and let the eye figure out the rest...
Uhm... oh, just read your last comment, glad you're not supposed to. Well, I'll check back and I'm sure you gonna set it into the best possible light, keep on rockin' Steve! :buttrock:

Steve Green
01-14-2004, 08:41 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1074069661_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1074069661_large.jpg)

I tried a bit of a rejig on the foreground tentacles and the saturation of the right hand side, just to see if it tones down the business.

I still want to look at the far background, and I think some atmosphere around the bottom of the rock formations in the foreground would help as well.

JamesMK
01-20-2004, 01:05 AM
Finally, you've made it! And it looks GREAT!

Congrats, and good luck to you too. :wavey:

Steve Green
01-20-2004, 01:06 AM
http://www.cgnetworks.com/challenge/entries/3/300/300_1074560812_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1074560812_large.jpg)

Here's the final version - I've lightened it up quite a bit to give a sense of scale.

Good Luck everyone!

MirageGraphics
01-20-2004, 02:07 AM
Awesome job. I'd say you'll be on the short list with this one.
This looks just like the description. Good work.
Mirage

Steve Green
01-20-2004, 02:16 AM
Thanks,

it's now uploading the zip file (but has been stuck on 15 seconds for ages now) - I guess the poor old CGnetworks server is getting a bit of a hammering with everyone submitting 20Meg (ish) files.

It's been very interesting on a couple of fronts, working at higher res than I'm used to (3700x2700), and babysitting the PC through some of the final renders. I even set up a render where I had the ambient light whacked up to check some texture placement, and forgot to turn it down again (doh!).

It's also been interesting to see peoples interpretations of the brief, I'm not sure whether my entry is what the judges are looking for, but it will be cool to see all the entries at a high-res.

I kind of like the image in a landscape format, or even upside-down, but I think it's just from having it in front of me for months (it has flown by)

Cheers,

Steve

MirageGraphics
01-20-2004, 02:25 AM
I think you got closer to what I think the judges will be looking for than most, even my own :-)
It's amazing that so many people have interpreted this so differently. I hope the judges are ready. I must say that there are at least 10 or so that I think will make this a close race, including yours.
Good luck.
Mirage

TheFirstAngel
01-20-2004, 02:31 AM
Ah you dropped da bomb! hehe, to repeat this, I loved your painting of light from the beginning. Makes me sad you got rid of those sweet shiny splines in the back (or I'm so overtired that I don't see them anymore) This was on of the strongest entries from the beginning and I love your breathtaking piece biiiig time! Congratulations on your work Steeve and best Luck on Judgemet day! Wow! Wow! Wow!
MASTERPIECE! :bowdown: :buttrock: :beer:

miguelf
01-20-2004, 03:06 AM
Hey Steve

I've followed your work since the beginning ... stunning colors and fluids form, lots of lighting kinds .... just love it man ... great sense of composition and style forms ... u are one of the favourites for sure ... good luck to u ..:applause:



see my ALIENWARE final image (http://www.cgtalk.com/showthread.php?s=&threadid=96955&perpage=15&pagenumber=4)

Steve Green
01-20-2004, 10:15 AM
Thanks guys, the electrical splines are still there, they're just knocked quite a bit back, but you can see them on the full-res image.

I don't know if it is possible to re-upload the final TIF file, I spotted a couple of things I'd like to change in the harsh light of it not being 2 in the morning :)

I read that the upload period will last for 24 hours past the deadline so I guess that will ease the pressure on the server.

I just wanted to make sure I got it up there, it would be frustrating to fall at the last hurdle.

Cheers,

Steve

Pufferfish
01-20-2004, 10:41 AM
Stunning image:buttrock: , you really created a great piece of art!
Good luck to you! :bounce:

Steve Green
01-20-2004, 01:24 PM
Thanks Pufferfish,

I was thinking of the plot behind the image, so here goes...

This is where light goes to die - the main crater is an entry point for light sucked from the universe, but here it slowly withers away and turns to a black solid material.

The branches in the foreground are the last gasps of the light before it totally becomes cold and lifeless.

The eggs are not light growing, but it becoming fossilized, with sparks of photons flitting around trying to escape the graveyard.


I was trying to be a bit flash with a latin name for it, something like Lux Mortis, but I've no idea if it makes sense or not...

A bit depressing but there you go :)

- Steve

BClaw
01-20-2004, 06:05 PM
Your idea, and resulting image are *fantastic*! :applause: Good luck in the judging! :bounce: :thumbsup:

Animage
01-20-2004, 06:13 PM
great work - wery interesting idea, and amazing vitality

Steve Green
01-20-2004, 09:49 PM
http://www.cgnetworks.com/challenge/entries/3/300/300_1074635337_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/300/300_1074635337_large.jpg)

Hardly any changes, you probably can't see them at this res, just a few things that were bugging me on the full size Tiff...

Phew...

JamesMK
01-20-2004, 10:41 PM
Originally posted by Steve Green
I was trying to be a bit flash with a latin name for it, something like Lux Mortis, but I've no idea if it makes sense or not...
Hey, I like it - "death light" - Actually reminds me of the one smart thing Stephen King ever came up with, a tweaked version of 'headlight' turned into 'deadlights'... I think that was in "It" if I'm not mistaken... anyway, Lux Mortis is a great choice... I mean, Paul Debevec (never can recall the spelling, think it's correct) made that awesome "Fiat Lux" so you'd have some good company on the light-bit anyway... Laibach made an album called Fiat Lux once as well, really good stuff - they might as well have called it Lux Mortis I guess, would go well with their style... I need to cut down on the coffee I think - Your entry is without a doubt going to make it into the charts no matter what...
Rock on, Steve!

eska
01-20-2004, 11:02 PM
Steeeeeve

This is A M A Z I N G - A TRUE DREAM COMES TRUTH.
You should be proud of yourself, very proud.
And I agree, this has to come into major charts.
Best luck of all to you:bowdown: :wavey:

I would be honored if you have time to visit also my thread

http://www.cgtalk.com/showthread.php?postid=1090320#post1090320

Steve Green
01-21-2004, 02:28 PM
JamesMK,

I think Debevec must have been in the back of my mind, either that or Luxo Jr :)

Eska,

Thanks for the compliments - I've posted a comment in your thread, your entry has definitely got a tangible desolate atmosphere to it, both in the composition and the colours.

Cheers,

Steve

.gomes
01-29-2004, 07:32 PM
aaaahhh my Aliennightmare vision are real !!! :drool:

that is so beatiful :thumbsup: :buttrock:

greatest artwork:beer:

chach
01-30-2004, 03:55 PM
Excellent work.
Strong lighting and modeling.

Steve Green
01-30-2004, 06:40 PM
Thanks guys,

I haven't really been following the AW threads that much, more the discussion on voting and the sort order of the entries.

Whatever the result, It's been a great experience and I look forward to the next contest, whether it's one with a great prize like the current one, or something that is just for fun.

Cheers,

Steve

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