LC #42 Pipers Alley

View Full Version : Grand Space Opera 3D Entry: Shane Purcell

10-18-2004, 01:18 PM
Shane Purcell has entered the Grand Space Opera 3D.

10-18-2004, 08:54 PM
alright my general idea Ive been kicking around is a huge battle, but on the ground as opposed to in space. There will be space components, mainly ships lancing enemies from space. I hope to have a huge sweeping battle of the sort in LOTR, only based faaar into the future. There will be many robotic elements and dropsships etc. The big element will the the battle raging, with explosions, laserfire, etc.

I haven't decided on who will take part, ie their race, physical makeup, but am leaning towards humanoids in robotic assisted gear, not unlike in the novel, StarShip Troopers. Hope to tell many little stories throughout the image, such to the point that the observer would really like to hear something about each of them.

BTW, good luck to ALL!

10-18-2004, 11:11 PM
preliminary sketch of landscape minus any sort of troops, machinery, etc.

10-18-2004, 11:14 PM
Lots of big batles going on. Good luck to you percydaman :thumbsup:

10-19-2004, 12:17 AM
thanks oshiroii, same to you :)

inital concept for a dropship, as you can see Im not concept

10-19-2004, 01:28 AM
Nice Scene concept, Can't wait to see some modeling. Good Luck.

10-19-2004, 08:43 PM
Initial model of dropship. Because of the scale of the scene, and the intended # of elements, Most of my objects will be fairly low poly. Let me know what you think.

10-19-2004, 08:56 PM
I think Im going to try for 2 contrasting styles between the two warring parties. One is a humanoid and obviously looks that way, and the other will be a very alien, dark look to their ground forces. Ive youve read any of the Hyperion books, then itll be kind of like the FORCE, vs. Ousters. Might throw in a 3rd party of local indigenous...

10-19-2004, 09:29 PM
Looking pretty cool. If you're going for low poly I think you should really remove a few edges. Like the cubus, it's got quite a lot edges while it doesn't increase any detail, same for the wings. It's wise to work as low poly as you can now. Or you mus insert more detail on those area's or course :thumbsup:

there will fall troups out of them right? It's a must :D

10-19-2004, 09:35 PM
Yeah there might be a little too many polys, but there still more detail to be added. Once I figure out what detail I want to model and what detail I plan on implementing with textures, then Ill clean it up some. The plan is for the drop ship to drop the box thingy about 50 feet from the surface, where altitude/attitude jets will kick in the rest of the way. That way the drop ship doesn't have land and take more risks to get shot at.

After the box hits the ground, ramps will drop for troops, vehicles to disembark.

10-19-2004, 09:36 PM
Oh, classic battle scenario... I like the dropship :thumbsup:

10-19-2004, 09:45 PM
thanks for the replies all. This dropship is indicative of the humanoid faction. Not going to look incredibly sleek or exotic. Meant to get the job done, which is their mentality.

10-19-2004, 09:45 PM
Very cool, will be nice to see how all the different types of units come together.


10-19-2004, 09:57 PM
Nice battleground! Dropship reminds me of Episode 2 somehow... Nice modeling! That was fast! BTW: You plan to do any super-weapons like an ION cannon or something?

10-20-2004, 12:06 AM
I haven't decided on superweapons yet. The plan is to have 2 enemies meeting on the field of battle as opposed to one attacking defensive positions. So much thats on the ground will be fairly light and mobile. But like I stated earlier, I do plan on there being orbital elements taking part in the battle, mostly laser.

10-20-2004, 05:06 AM
update. cleaned up the dropship mesh some and worked some on the dropship box (anyone have a better thing to name the box the troops are disembark from?

10-20-2004, 05:54 AM
Hi percy nice looks good so far Good luck!

10-20-2004, 06:13 AM
Hey, lookin cool...what if you called it a capsule? Or something even more extensive...infantry capsule? I dunno, just trying to help hehe :buttrock:

Cheers man, keep it up.


10-20-2004, 06:15 AM
the ideas are so great, i will check out how you are going to arrange things on field, if your main idea is going to battle then it will be amazing if you have detailed models very close to camera for excellent compositions..

good luck looking forward for updates.

10-20-2004, 07:12 AM
image removed. I guess that all images need to be posted via cgnetworks. guess that means I dont have to worry about doing it myself. If there are any duplicate images I apologize, need to follow the rules...hehe

10-20-2004, 07:18 AM
another duplicate image removed. Have to submit those milestones. :)

10-20-2004, 07:22 AM (

okay, one last shot. The model is probably finished, minus anything I might have forgot. Rest of detail will be texture. Might create a more detailed model if I decide it will be located near the camera.

10-20-2004, 07:32 AM
nice work percy keep the hardwork

10-20-2004, 08:02 AM
Nice looking dropship, I assume there will be vehicles attached to the wings, some sort of light ATVs? Then as it lands it can release the ATV's to secure the ground before dumping out the grunts. But then again.. it has enough turrets to qualify as a gunship.


10-20-2004, 08:04 AM
Wow, I like this a lot! I cant wait to see where this goes! Keep it up!

10-20-2004, 08:53 AM
This looks like it's shaping up nicely! - the dropship looks great! :)

10-20-2004, 10:12 AM
I can already picture all the armed troops marching out of the thing. this will be soo cool. The model looks pretty good to me too. Just some cool looking textures and you'll have your first model :p The little antennas on the roof are guns? You might make them a bit bigger.

10-20-2004, 01:18 PM
that'd be sweet ^^ kinda like the drone-carrying vehicles in SW:Episode 1 or something. I'm looking forward to seeing more progress :)

btw what did you make your model in? That render itself looks pretty coool :)

10-20-2004, 01:36 PM
Nice Job. I dig the ship & infantry cargohold. I was also curious as to your render method. MR? I look forward to seeing more.

10-20-2004, 02:57 PM
thanks for the replies! This is an all duty dropship. It will be able to drop light infantry, infantry with light vehicles (think small dune buggies w/ special forces driving out of a c-130 type of thing) and will also be able to yes, drop larger standealone mechs like in starwars I guess. There will be differently configured drop pods. Current one is light infantry with personal equipment and weaponry only. Probably about a platoon size I suppose. Its been fun so far, looking forward to continuing it. Next up I think is a humanoid multi-purpose fighter, both close air and space capable.

10-20-2004, 03:00 PM
that'd be sweet ^^ kinda like the drone-carrying vehicles in SW:Episode 1 or something. I'm looking forward to seeing more progress :)

btw what did you make your model in? That render itself looks pretty coool :)Modelled in 3dsmax 6, edit poly. For some reason Ive never used edit poly, always edit mesh, but thought I would try it out. Im not much of a modeller, but Im loving edit poly so far. Only thing I cant figure out is how to weld selected..hehe

Nice Job. I dig the ship & infantry cargohold. I was also curious as to your render method. MR? I look forward to seeing more. Its vray. Plan on rendering entire scene with it. :)

10-20-2004, 03:01 PM
I can already picture all the armed troops marching out of the thing. this will be soo cool. The model looks pretty good to me too. Just some cool looking textures and you'll have your first model :p The little antennas on the roof are guns? You might make them a bit bigger.
good point on the turret guns, I think they could be larger as well. thanks for the heads up.

10-20-2004, 03:10 PM
Great start, man! The dropship's comin' along nicely.

10-20-2004, 03:11 PM
< sorry, was a double post, let me write something constructive since i screwed up>

I love the dropship, the only thing i have to say about it is, how would it drop the bottom part without banging up everyone inside?

And for the main image, i think it's a great idea, if you make it a really high resolution you could fit so much into it. I love those kinds of images, Where is Waldo style, where you can sit for hours looking at all the little details in it.

Best of luck, once again.

10-20-2004, 04:37 PM
the drop pod has retro fire jets to help it land. Also all troops wear exoskeleton type of armor that gets locked down with the pod. After pod lands, suit is unlocked, allowing movement. Its safe, and it keeps troopers from panicking and going haywire, running amok and endangering the mission. :D

10-20-2004, 04:53 PM
Good looking Drop Ship. Smart in making it a multi-role design. Can't wait to see the fighter.

10-20-2004, 05:12 PM (

humanoid fighter jet concept sketch. Going for an angular, hard edge, stealthy type of look. Will be bristling with weaponry not shown here. now to modelling!

10-20-2004, 08:27 PM
initial modelling of fighter. Still have to add VTOL.

10-20-2004, 09:11 PM
hey man i like it just keep it up ;)

10-20-2004, 09:34 PM
cool shapes!

10-20-2004, 10:54 PM
OMG! Man you model SO fast and cool! That fighter VTOL, great idea for your planned combat area... hey a cool name for the troop box could be, hmm Infantry transport of fast descending! Heh! :D Keep the good work!

10-20-2004, 11:20 PM
hehe...I decided to call it a Force POD. That way its very general and can be attributed to anything.

10-21-2004, 12:11 AM
Cool models! Are you trying to keep a game like lowpoly modeling?
If so itīll be great. Keep it up!! :thumbsup:

10-21-2004, 12:52 AM
yes, they will be fairly low poly. But only because its going to be such a wide shot and have so many elements, that I have no choice to but stay low-med poly.

I think fighter modelling is probably finished. whatcha think...

10-21-2004, 01:49 AM
I like the main idea, this gona be a BIG battle! keep it up!

10-21-2004, 02:41 AM (

Concept sketch for alien race dropship. Hoping it will be enough of a contrast to humanoid ship. Should be easier to model, but alot harder to

10-21-2004, 03:03 AM
nice work dude.. keep up!! i will back foreward!!!
best luck

10-21-2004, 07:04 AM
You da man, Percy :D

No, really, those blobby ships in the last sketch are very good. Would love to see a design like that make it through the 3D phase here.

10-21-2004, 07:43 AM
Quite amazing to watch you and other here model objects. Very envious of that ability but inspired also. You battle scene sounds fantastic, all those landing craft and battle crews....what a party :). I've chosen a battle scene too... so It'll be great to watch how your's develops. Somehow I've got to turn my scratchy sketches into 3D :eek: so it's good to have your progress to learn from.

It's expected of me to provide some constructive critique so for now I'll comment on the scale. Watching modern battlesfront on the news you'll notice how spaced out military hardware is now on the battlefield. Advancing tanks seem to stretch for miles. It maybe worth keeping in mind that a concentrated cauldron of battle would seem odd given the hardware/aircraft etc. You may find choosing an in-battle scene with strong forground models a better option, more so given the high quality of your modelling skills.

All the best and good luck

10-21-2004, 11:16 AM
Yo Percy,
just missed a few updates there while I was asleep, but I got some critiques :thumbsup:

In the fighter model, the rockets just seem too lie on eachother. You should make these little pipe things where they lie in.

I like the blobby thing, really cool!

10-21-2004, 02:17 PM
thanks for the comments!

Yes, the fighter model still needs work. Because the fighters will be fairly far from the camera, I can get rid of ALOT of the polys I think. With regards to the missiles, I originally didn't intend to put them where they were, it just occured to me later to. I think that nobody will ever even see them except to see one launching. To put them in tubes I think would be even more detail lost in the distance, what do you think?

10-21-2004, 02:28 PM
Quite amazing to watch you and other here model objects. Very envious of that ability but inspired also. You battle scene sounds fantastic, all those landing craft and battle crews....what a party :). I've chosen a battle scene too... so It'll be great to watch how your's develops. Somehow I've got to turn my scratchy sketches into 3D :eek: so it's good to have your progress to learn from.

It's expected of me to provide some constructive critique so for now I'll comment on the scale. Watching modern battlesfront on the news you'll notice how spaced out military hardware is now on the battlefield. Advancing tanks seem to stretch for miles. It maybe worth keeping in mind that a concentrated cauldron of battle would seem odd given the hardware/aircraft etc. You may find choosing an in-battle scene with strong forground models a better option, more so given the high quality of your modelling skills.

All the best and good luck
Thanks for the comments HD:) Ive been musing about that myself lately. I really want to have a HUGE feeling battlescene, I think it would be more dramatic. I agree with the concentration of troops being odd, as time has gone on, military battles have increased in range dramatically. I think my idea will be this:

The title of the image is unknown as of yet but will be something like: "The Turning of the TIde." or something like that. The premise being that the humanoids have been taking heavy losses in the war with the aliens, and have really been close to defeat. One last intense battle to turn things around seems destined for defeat until a minor miracle, cascades into a turnaround that would seem to turn the tables and bring victory to the humanoids. Think maybe like the unlikely victory of the rebels destroying the deathstar, only on the ground.

My point being, that it might be possible for a relatively cramped battle to occur, if the aliens thought that bunching up their forces, might be an acceptable risk considering the possibility of finishing off the humanoids. Big mistake....

hehe tell me what you think...

10-21-2004, 05:13 PM (

Completed inital modelling of alien dropship. Its alot larger then the humanoid version, and doesn't land, but shoots individual or two "man" teams in small pods that hit the ground then pop open. It gives the dropship compete control in where troops are distributed, and gives flexibility to shore up combat lines where needed.

10-21-2004, 06:32 PM
Terrific! A great start.:thumbsup:

10-21-2004, 06:35 PM
Lots of modeling going on... Keep at it.

10-21-2004, 07:01 PM
Grand battle scene planned ....................You have a good grip on the essence of the theme Shane................I'll keep a watchout on the progress.Keep at it strong.:arteest:

10-22-2004, 10:01 AM
man this ships is something most original i have seen so faR!
keep them coming:bounce:

10-23-2004, 05:51 AM
took a break from spaceships and such, to mess around with the environment. Tried to create a terrain compound object in max, and it got all fooked up. see screenshot:

I figured I would try and salvage it by using Vrays new rendertime subdivision/displacement. Was very surprised how well it worked. Vrays subdivision can do some amazing things that standard meshsmooth cant. Created a cool alien looking mountain range :)

One more shot. Scaled mesh down for a more subtle mountain range.
Will probably end up using something like this for the background.

10-23-2004, 06:19 AM
really good. a great start

I only hope that your aliendropship design more develop unique design

good luck~

10-23-2004, 06:26 AM
cool percydaman. that was so fast... you are doing good job with the space ships i like them make more and more till you pc foooked up :twisted: ... environment needs mor details I geuss, i know u just started :) keep going friend ...
good luck

10-23-2004, 06:37 AM
Nice models, I love SF. Looks like you have everything planned out. Just remeber to pace yourself. Keep up the good work:thumbsup: .

10-23-2004, 02:20 PM
Nice models, I love SF. Looks like you have everything planned out. Just remeber to pace yourself. Keep up the good work:thumbsup: .
no worries, I spend most of yesterday playing tiger woods 2005...hehe I expect the foreground elements closer to the camera to take weeks...:D

10-23-2004, 02:40 PM
Especially I love the montains ! Wonderful works until now !

10-23-2004, 03:08 PM
thanks Jddog! Your challenge is coming along nicely as well!

10-23-2004, 06:39 PM
another test for mountain range types. vray displacement and some texture work.

10-23-2004, 06:50 PM
mountins look great man!

10-23-2004, 06:53 PM
Great Mountains, please tell me how long does render this mountains?


10-23-2004, 07:15 PM
thanks for the replies... the renders take roughly 5-7 minutes. I almost certainly will have to render them and then use them as backdrop components to comp in at the final render.

10-23-2004, 07:48 PM
excellent work. I'm imagining all sorts of destruction already....

10-23-2004, 07:53 PM
that mountains look awesome! You make the displacement on photoshop? zbrush? or its a texture?

10-23-2004, 07:58 PM
the displacement is a mix of procedurals. kinda funny because I didn't have to fiddle with the maps, its the initial settings I set them to. sometimes you get lucky :shrug:

10-23-2004, 08:50 PM
This is one of my Favs so a Fan of Starship Troopers (not for the acting) I think this one os gonna be sweet! Your models are awesome and I love the terrain so far!

Keep us updated!

10-23-2004, 08:58 PM
This looks promising. Subscribing.

10-23-2004, 09:44 PM
Certainly promising indeed! That mountain test looks fantastic.

10-23-2004, 09:59 PM
Great models....especialy for low poly they have a great visual impact and are all going to fit together superbly in a scene...functional to ....could make this into an animation if you wanted.....I agree the mountians look great nice use of displacements.....keep up the good work

10-23-2004, 11:58 PM
thanks guys. ok one more test, cause Im having fun, and ship modelling is not my forte, I really have to bang my head to accomplish anything.

10-24-2004, 07:17 AM
VRay's displace looks fantastic :thumbsup:

Procedurals textures works very fine with displace, you can also mix them with bitmap to add specific details.
I'll like to see more advanced concept sketch :)

10-24-2004, 02:03 PM
thanks for the reply. yes when I get a more specific idea as to what I want going where, Ill redo the main concept sketch.

10-24-2004, 03:39 PM
Im currently working on some more concept sketches of ships. possible one to replace the alien dropship, as Im not too keen on it.

10-24-2004, 05:32 PM
omg, that terrain is impressive, plz give me more info about it! what procedurals are using? shader type, etc.

10-24-2004, 06:00 PM
omg, that terrain is impressive

whoah :eek: that it is indeed. Very cool

10-24-2004, 06:13 PM
I want to know how u did it too...
I have snow everywhere but I want to add some details to some permafrost like places and some rocky areas that stick out of the ground.

10-24-2004, 06:28 PM
Ill post some specific info about it later today guys, thanks for the replies.:thumbsup:

10-24-2004, 07:56 PM
The mountains look like dried mud. While this is a cool look it is not consistant with the steep slopes of the mountain which would require a much harder granite or sandstone to hold up, just my feeling.

10-24-2004, 08:05 PM
the tall tower kinda looks like dried mud I guess, but to me the last image doesnt. Since my environment is alien, I dont think its out of the question. My general environment is a dry, sandy rock substance, that has an extremely valuable mineral, thats the reason for the entire war. Post more backstory later.

10-24-2004, 08:07 PM
Wow,, that Vray Displace looks sick. The details look right on. Can't wait to see more. Great work so far.

10-24-2004, 08:26 PM
I agree the later image looks dustier. Looking forward to reading the backstory :)

10-24-2004, 08:55 PM
I think the reason the first image looked kind of dry muddy compared to the last one is that in the first one, there was no AA and no distance fog to give it that dusty look. Other then that, its the exact same texture/displacement map applied to a different mesh.

10-24-2004, 09:42 PM
Its looking really good so far!

That terrain...WOW!!! That is unbelievable! Excellent job. I can see now that with all the talent here, Im going to be learning a lot of new things.

Keep em coming!

10-24-2004, 09:52 PM
thanks so much. Ive learned so much from everyone here at cgtalk, and hope to pass any small amount of knowledge I have to those that can use it! :) :thumbsup:

10-24-2004, 10:54 PM
heres a screenshot of my shader workup. Heres how I set it up:

The displacement map is very simple as you see. Just a mix map with two submaps, with one sub submap below that. Couldn't be simpler.

For the actual shader, I copied the displacement map to the diffuse slot of a vrayshader. Then I took several fairly hires textures and put those into the slots of the procedural maps. if the procedural map slot was very dark, then I used a fairly dark texture. Same for grayish and same for light. That way when it comes to the displacement, the deeper the area of the mesh, the darker the texture. Kinda gives it a dirty look for recessed areas and a lighter sun bleached look for higher areas.

If that doesn't make sense, just ask

10-24-2004, 11:51 PM
heres a link to an image that kinda shows the scale of the environment. really just a goofy test, not meant to be any sort of final composition, Its sunday and Im lazy about doing anything substantial.

Warning it was a desktop background I made so its large.

10-25-2004, 12:50 AM
Some more backstory:

The principals in this story make up 2 races. A) The humanoids called Greigorans. B) The aliens called the Maisons.

They were both at one time Humans from Earth. In roughly 2150, noone knows for sure the exact date, Humans were forced to seed their race across the galaxy due to a cataclysm about to occur to their sun, that would destroy all planets in their solar system. At that time they possessed inter-solar system travel, but no faster then lightspeed travel. So they sent large "Ark" types of ships in all directions hoping to find a place to start over. Knowing that this voyage would take hundreds of years, they froze their occupants and connected them to sophisticated life support.

The Greigorans, composed of mostly catholic/christians eventually woke up when their ships neared a class planet their ship categorized as "liveable." They named it Greigor, after a prominent religous figure from their time. They reached the planet, colonized it, and with their data banks of saved knowledge, was able to flourish quite quickly. Within 500 years, they had reached their previous technological level and in many ways surpassed it.

When they found a mineral, that's properties allowed it to withstand gravities equal to those created by black holes, they quickly used it to create technology that allowed them to capture black hole singularities and travel between stars at faster then light speeds. Unfortunately the mineral was so rare, and needed to be so greatly refined, that they were forced to use all their refined minerals, which they subsequently called "Mynerith 380," to power a ship sent to find more Mynerith 380. This brought them to the planet Kreslyn, the principal planet in our story. There they found their mineral in abundance, but also found a primitive, but fledgling civilization they called the "Kreslyns." The Kreslyns, were a deeply religious race, that used the mineral Mynerith 380 in nearly all their religious rituals.

The Greigorans, though in deep need of the minerals, respected their religion, remembering their own humble beginnings. They began trading with the local people for the minerals, while trying hard to keep from giving them technologies that would hurt them. A cautious friendship ensued. This brings us to the current time.

Next will be the backstory of the alien Maisons. :)

10-25-2004, 01:26 AM
great story! (I can't wait to read the next chapter :P )
many many thanks for the shader explanation, too simple and too efective! :buttrock:

10-25-2004, 02:32 AM
Backstory of alien race Maisons.

Like the Greigorans, the Maison's story begins with the mass exodus from Earth. There were a group comprised of mostly atheists, also known for their isolationism. Only their wealth allowed them to create their own Ark. They head in a similiar but not exact direction as the Greigorans. Unfortunately, sometime during their voyage, a portion of their group dies when their life support system fails. More importantly, their ship is intercepted by an alien race. They "rescue" the colonists, and choose to incorporate the groups DNA into their own, which is their way of speeding up evolution. They include all beneficial traits and discard all harmful. Yet a problem arises, when the deep scouting ship returns to the home planet. A mistake is made in the DNA incorporation process, and a trait was included that should not have been. The problem was only discovered after most of the population had received the DNA treatment. A disease that had afflicted humans centuries earlier had been essentially cured using gene therapy. The dangerous gene, relegated to a deeply recessive status, only created problem in an average of one person per 20 generations. That disease, is known to ancient humans as "cancer."

The Maison's DNA, recombined time after time with various species, had never seen cancer, but somehow had become extremely susceptible to it. Needless to say, an accelerated cancer spread throughout the population, decimating it to dangerously low levels. It took nearly 400 years to return to their "pre-cancer" days. Those that survived, found their DNA, lost alot of their original structure and mutated to closer resemble the humans'. While they still looked closer to their own kind physically, they also began to resemble humans too, creating a foul looking mix.

They already knew of the mineral allowing interstellar travel, but had lost the knowledge to use it. After 400 years they had regained the ability, and routinely sent out scouts to look for more as well as look for species whom they could incorporate, in hopes of undoing the damage done to them by the humans.

Due to the everlasting damage, the humans had caused, the Maisons, had an intense hatred for anything that resembled a human, and routinely destroyed anything resembling them instead of incorporating them.

This brings us to their discovery of the Kreslyns and their Mynerith 380 rich planet. They soon also discovered the Greigorans, and their plans for destruction and conquest began soon after.

Next will be the backstory of the not so prominent but still important Kreslyns.

10-25-2004, 04:26 AM
yo...u r working really fast..and those spaceship r cool..

10-25-2004, 11:27 AM
Nice landscape development and a cool story! I go away for 1.5 days and you add like 3 pages :D work work :wip:

10-25-2004, 03:44 PM
Okay backstory of the Kreslyns. Their history is short, so their story is as well.

The Kreslyns are a primitive civilization by the standards of the Maisons and Greigorans. But it doesn't mean they are stupid. They appear to be a culture with great intelligence and are making technological discoveries at a much faster pace for their age, then either the Maisons or the Greigorans. Where they run into conflict is with their religion. Their religion dictates living simple, Zen like lives worshipping their gods. Religious temples and even cities scatter the planet, and the structures they create are imbedded with the valuable mineral both the Greigorans and the Maisons so desperately desire. Because their intellect and their religion frequently dont mix, the Kreslyns are an eclectic mix of the modern and the primitive. They ride on local indigenous animals and use primitive weapons, but its only as they have led a relatively peaceful existence. They are quite capable of creating laser technologies, and even formidable plasma fields used to protect their delicate religious shrines from the elements.

Meeting the Greigorans have been a disturbing wakeup call for them, as they have never driven themselves to reach for the stars. They possess low altitude flight, yet no space capabilities. The arrival of the Greigorans have thrown their society into upheaval, and while many welcome their guests, many disagree with their arrival. Nevertheless, the Kreslyns are a realistic peoples and know that they could not repulse these Greigorans if they wanted to. That, above all is why a cautious trading relationship has been allowed to occur.

They will put up with the new arrivals, but are fiercely independant and protective of the religious cities that so enthrall the Greigorans.

With the arrival of the Maisons, things worsen quickly..... Can the Kreslyns survive the meeting of these 3 parties?

10-25-2004, 05:59 PM
created a quick animation for sh*ts and giggles, mostly to see if vray could render the render subdivision in a specific way without issues. apparently there is some geometry popping Im trying to figure out. oh well, not necessary for the challenge but kinda cool nonetheless.

10-25-2004, 09:08 PM
awesome... what else can I say...

10-25-2004, 09:47 PM
VRay's displacement=:love:

Nice use of it Shane................Looking smooth in a cool way.but just bumpy enough.;)

Keep it coming.liking your WIP very much.:arteest:

10-26-2004, 12:09 AM
Great work there Percy :)
I will be following this one with great interest. The mountains are very good, and I like the dropship too. I do'nt like the other ship that much, looks a little too much like alien 3d ship, but I'm sure it will look good in the end.
You should render the scene at yber resolution and make a poster of it. I always fantasised about making a 3m x 1m poster with a great sf battle :)

Just send me a note if you need some speed help with heavy geometry and I will give you the latest beta of PolySpeed :)


10-26-2004, 03:15 PM
thanks all! and thanks andreas, if I get into trouble, I might just give ya a ring! :) I tried rendering a final output resolution with the displacement and quickly ran out of memory. Which isn't really surprising I guess, but disappointing nonetheless. Since I already knew I was going to have to render it in many many layers, I guess it shouldn't be a problem.

Im working on alot of different things right now, none of them ready to post. Alot of ships sketches, a 3d concept sketch etc. Hope to have more done today.

10-27-2004, 03:53 AM
heres some preliminary blocking out of environment. Not necessarily how it will look, but it might.

10-27-2004, 06:14 AM
Stunning terrain modelling, I'm totally impressed. Wonderful result !

10-27-2004, 07:34 AM
The lighting is very convincing in this last terrain render :thumbsup: even though I assume it's just a very quick and rough setup. As far as the terrain model itself goes, I'm sold on the foreground, while the more distant formations in the background need a bit more variation. I think a varied base size and equally more varied heights for those hills/peaks would help a lot.

Good stuff going on here.

10-27-2004, 01:25 PM
thanks for the replies. yeah the background sucks no doubt about it. The more I look at them the more they need to go. Im also thinking it needs to be pushed back further as well. I need to stick in some elements and see how it looks for scale.

10-28-2004, 01:42 PM
alright for anyone interested heres a test image 3000 pixels wide. Why? I had to know what my computer will allow. And Im glad I did the test, cause it tells me that Im going to have to render this in like 100 layers if I wan't to even have a chance. I had to turn off the rendersubdivision on most of the image just to keep my ram from skyrocketing into the stratosphere. I added a few simple dropship meshes for scale, though will probably have to scale em down some in the back, as I dont think making the scene any large is going to be helpful.

The image:

Give me your thoughts. I think the layout is still too cramped even though I pushed the background elements back aways. Does it look big enough for two armies? one larger then the other?

10-28-2004, 03:31 PM
With the scale I see, it looks big enough for one battle between two armies. The terrain is a lot bigger then I thought it was. I dont think its too cramp, especially since those mountains and plataues can serve as a nice spot for attacks too. I can see why you would think so because all the elements of the terrain are there. But I would recommend you make all the models, or atleast the majority of the models, that will be in the scene so that you know for sure if it can fit everything you want.

10-28-2004, 04:53 PM
Looks big enough to me :thumbsup:

10-28-2004, 05:11 PM
Plenty big, reminds me of starship troopers.:D

10-28-2004, 05:19 PM
hi percydaman... i like your opera thread ! Nice piece of work. But what kind of light would you use ?
Because i feel the skylight to "earth like"... for this kind of scene.
But, it's really great !!! :)

10-28-2004, 05:22 PM
yeah I have NO idea what the lighting will end up like. I want it bright enough so that all elements can be seen, but dont want it to look TOO earthlike. Itll be interesting coming up with different approaches.

10-28-2004, 05:30 PM (

concept sketch. Alien fighter I think.

10-28-2004, 05:31 PM
deleted. duplicate post.

10-28-2004, 05:38 PM (

concept sketch. Alien dropship I think.

10-28-2004, 05:47 PM (

concept sketch. Support ship

10-29-2004, 12:48 AM
The rocks look very good in the close up, but damn, I'm worried about the memory. I thought vray could handle more without dying like you are talking about. A 100 layers?? pff that doesn't sound like much fun


10-29-2004, 12:55 AM
Well, the issue is my memory. I only have a gig of it. Its no problem at smaller resolutions. But at larger resolutions, I hit my virtual memory pretty quick. Dont know if vray is really to blame there. 100 layers might be a bit of an overstatement too...hehe

10-29-2004, 06:37 PM (

Model of my close support alien fighter. Its piloted by one individual who stands up vertical behind the dark canopy. I wish I could go crazy with detail like alot of the other great threads, but would just be a waste.

10-29-2004, 06:40 PM
just a goofy image.

10-29-2004, 09:05 PM
hey gr8 progress... nice ship modeling too.. keep goin buddy... my best wishes r with you :thumbsup:

10-30-2004, 12:45 AM
I like the new ships. When your done with the challenge you can always go back and add detail to the models and continue the story if you want in an animation. I kind of see it as a waste if the models will never be used again, but thats just me.

11-04-2004, 02:06 AM
Hey man! I love your terrains! Really neat! Keep it up! :thumbsup:

11-17-2004, 10:36 AM
hey percy
cud u pls help me with this flickering of the animation if i render it in vray...... im not able to get help frm anywhere.... i use max 6.0 and vray1.09

my short film WIP (

11-24-2004, 04:48 PM
Exelent work you got here! I will suggest adding some sort of human/like form to the concept, not only ships and terraing.. I mean this is my humble opinion, but I dont think only having ship/space craft will be telling a story. Maybe I'm wrong and I apologize for not reading the whole post maybe there is human/like form but you havent gotten there in the modeling process.


12-05-2004, 10:06 PM
as Ive just started a new job, I haven't had squat for time to work on this thing. If I can continue with it, there will definitely be people, though I suppose the scale of the scene might diminish any effect having people in the scene would create.

12-05-2004, 10:16 PM
Hi there! you have very nice style. I especially love your terrains... really great modeling & texturing there! I'll be watching you, and will say nothing more for now, because there is nothing to crit yet:thumbsup:

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