View Full Version : Grand Space Opera 3D Entry: Peter Clevestig

Peter C.
10 October 2004, 07:37 PM
Peter Clevestig has entered the Grand Space Opera 3D.

Challenge Page (

Latest Update: Rendering: Preliminary render (

So sorry for the delay guy's, been cought up in the HL2 frenzy, unable to stop playing such an excellent game.

Above is the merged testrender that I have done in full final resolution. I would be very happy to hear your thought on it. The sperical crafts are closer to the camera now, please note that this is not their final color (will be a mix of colors to break the white/blue background). Also, one thing that is lacking yet is the comet tale for the second ship which I'll render this weekend. Furthermore, Im experimenting with ground explosions and smoke to make the conflict more apparant.

Please give me some critique on this as Im nearing final render.

nuclearman: Thanks you for the link. This was what I set out to do at first, but since the backdrop was done, I'v been going twards the "comet tale" style.

Thanks again all for your patience and commitment to viewing my progress, now Im eagerly awaiting your thoughts!

10 October 2004, 07:23 AM
haha :D... nice to see you here Peter. Good luck to you !


Peter C.
10 October 2004, 09:45 AM
Hey Julien! Im really gonna try completing the challenge this time around. Got my idea ironed out and will post some sketches this afternoon. Let's give this challenge a run for its money :D

Best of luch to all participants!


10 October 2004, 10:08 AM
Hello Peter...................Nice to see you here...............And may the Gods of higher poly counts be with you.................I'll be looking you up here.Best to you,have fun,I'll catch you later...............:arteest:

Peter C.
10 October 2004, 10:26 AM
Thank you Michael! I sure hope those poly gods are with me when its time for greebles :D

I really hope to see you join in on this one! :bounce:

10 October 2004, 10:30 AM
nice to see you here Peter :thumbsup:

Peter C.
10 October 2004, 10:49 AM
Thanks Brian, and best of luck to you! :thumbsup:

10 October 2004, 11:55 AM
Hej Peter, kul att se dig här!

Will be following your thread with great interest and I really hope you find the time to finish it! :thumbsup:


Peter C.
10 October 2004, 12:11 PM (

Conceptual sketch over the main battle cruiser penetrating the clouds above the soon to be conquered world.

Peter C.
10 October 2004, 12:15 PM
Tack Anders! Jag hoppas att du också medverkar denna gång :thumbsup:

10 October 2004, 12:21 PM
nice start show more soon
good luck friend

Peter C.
10 October 2004, 12:22 PM (

Two more sketches, one showing a very rough side view of the battle cruiser and another showing a more detailed view of the cannon armament, inspired by many different Sci-fi series and Manga.

10 October 2004, 12:25 PM
That first concept is very promising. I like the idea of thick clouds being turbulently thrown aside by that massive cruiser. Aye :thumbsup:

10 October 2004, 12:36 PM
hardddd, your battle will be tremendous !!!

Peter C.
10 October 2004, 12:49 PM

I just hope I can implement this. :eek:

Im hoping fore some extensive use of TP and Storm Tracer. I just need to take a crash course in them now!

Peter C.
10 October 2004, 12:56 PM (

Here's a little "collage" depicting the general look that I want to achieve. The surface will probably be a city scape spanning the whole field of view which I may achieve through SPD. As for the fire clouds, I was thinking of having certain polygons on the ships hull to act as emmitors for particles with turbulance and wind to get the right look......but thats very far away yet =)

10 October 2004, 12:57 PM
some extensive use of TP and Storm Tracer.

arg... you.... grrrr.... :D I don't have it and no Pyrocluster...


Peter C.
10 October 2004, 01:19 PM
Hehe, I upgraded to XL R9 and recieved it last week. From using Art R7 and Core 8 to 8.5, I must admit I have soo much more to learn :eek:

10 October 2004, 01:23 PM
Hehe, I upgraded to XL R9 and recieved it last week. From using Art R7 and Core 8 to 8.5, I must admit I have soo much more to learn :eek:

what a good exercice this challenge ;)

10 October 2004, 01:36 PM
Looks great for beggining looking forward to see the development of this pic.

Lycka till!

10 October 2004, 01:54 PM
Seems like a good start.
Good luck!! :thumbsup:

Peter C.
10 October 2004, 01:59 PM
Linda: Tackar! Love your VRay renders!!! :thumbsup:

Andy: Thank you!!!

10 October 2004, 06:49 PM
show us your art friend.
keep going.

Peter C.
10 October 2004, 06:30 PM (

First preliminary model showing the main shape of the first example ship. The shape is built on my sci-fi city design. The mesh is a series of splines in a loft hypernurb in a mirror function

Peter C.
10 October 2004, 06:33 PM (

Second concept model with a wider structure. More to follow..

10 October 2004, 08:10 PM
Hi peter..................looking good.I like your thoughts and layout plans for the scene.Also that's a very nice idea you have for emmitors and particles with turbulance and wind ..........This is going to be a nice thread to follow,go strong with it,it looks like you have a very good plan.:thumbsup:

10 October 2004, 08:44 PM
Looking real good Peter. Reminds me a bit of the movie "Independence Day" when the big ships come through the clouds. Great job for Storm Tracer I would assume. :thumbsup:

Peter C.
10 October 2004, 08:55 PM
Thanks :thumbsup:

The Independence day effect is cool, and similar to what I want to achieve. I want to try to push the particle system so that invividual hull obstructions create a frictional drag which in turn will add a separate plume of fire-smoke-gas. In other words, I want this ship smokin!

Im will be relying on Storm for this, and Im eagerly waiting for the manual so I can learn :)

Peter C.
10 October 2004, 09:04 PM (

Ok, third and last conceptual model. I would love to hear anyone's opinion on which of these three will be the cloud piercing "mothership"

10 October 2004, 09:31 PM
I certainly vote for concept #1 - and if you should go for portrait format, it will fit in very well. Anyway, it's the most unexpected design of the three candidates... so, that would be my choice :thumbsup:

Peter C.
10 October 2004, 12:23 AM (

The gun turret mesh after the concept sketch that will be part of the ships armament.

10 October 2004, 01:01 AM
:applause: I'm shure the battle will be really hard. Really love your models !

10 October 2004, 01:22 AM
Have to watch this to see where it goes :thumbsup:

Peter C.
10 October 2004, 03:22 AM (

A possible addition for the ship as it is affected by the planets gravity. Don't know where to put it yet thow!

10 October 2004, 11:41 AM

wow, really good start to your modelling dude! the booster rockets look amzing at this point.

keep going :buttrock:

10 October 2004, 01:05 PM
hey very fast.very good model work.Good story and idea too.:thumbsup:

10 October 2004, 01:27 PM
Great modeling skills and good models so far.
Cant wait to see more from you Peter!!

Peter C.
10 October 2004, 10:44 PM (

Started to add detail to the main mesh and adding engines and some of the separate modelled things.

Peter C.
10 October 2004, 10:47 PM (

ANother more detailed view of the details in the back of the ship, which will most likely not be visable in the final scene. Next step will be the front and creating real booster mounting.

10 October 2004, 03:24 AM
Beautiful details so far! Looking forward to the next developments of your work.... :)

10 October 2004, 04:58 AM
Looking real good so far. I love the shape of your second spaceship - perhaps it's better for smaller attackships though. Going to be interesting to see how this turns out.

snyggt jobbat!

10 October 2004, 05:05 AM
looking great so far, i like the idea of the "just before attack" feeling.

Keep it up!


10 October 2004, 05:14 AM
The modeling is really coming along.

How will you depict the Iconic/Legend/Mythic elements of the challenge?

10 October 2004, 07:25 AM
Oh, I see you're moving along with my favourite concept ship! Great work so far - though I wonder... if I understand your initial sketches, this ship will be headed straight into the camera so to speak - those carefully greebled rear bits will not be visible at all? Anyway, good job :thumbsup:

10 October 2004, 08:25 AM
for this spaceships the way you added all details fits perfectly, with great textures and render they will look like real.
I don't know what's wrong with the jets i think their root needs to be wider maybe.

10 October 2004, 08:34 AM
Coming along well Peter.As you say it probably won't be seen in the final scene.But I think it's a good idea sometimes to complete a model for reel showcasing down the road,or perhaps a model such as this can still make it into the final shot from another angle..........:arteest:

Your doing a nice job peter.nice details and progress............:cool:

10 October 2004, 08:40 AM
great job, I love the models. I am still unsure about the composition. It seems as though its planet based. Does that mean alien terrian?

Peter C.
10 October 2004, 09:17 AM
Thanks all! :beer:

jonahhawk: The scene will be an invasion scene seen from the highest could layer that this ship will pierce. Friction from the ships entrance will create a very heavy volumetric fire/gas effect around the ship. This, together with a vest future cityscape seen far below will hopefully complete the Iconic look.

JamesMK: Yes, and thank you for your suggestion that concept!. I think is is the most interesting design and it will hopefully work better in the final scene. As for the details that won't be seen in the final scene, well, no shortcuts here :D . I also feel more secure doing the whole thing as it gives me more satisfaction when looking at the "whole picture" when trying to figure out what to add next. Also, I can use it again in another scene in the future.

Designer2: I'll post a closer view of the engine roots as there is more detail that can be seen from the images posted. There is an attachement which widens. Anyway, they won't be visable in the final scene, but perhaps I'll widen them.

||) |V| |^|: There will be a futuristic cityscape far below. It will be fairly visable from the scene through haze and I'll give it a slight circylar curvature to enhance the feel of altitude.

Thank you all again for your support :thumbsup: ....much more to come!

10 October 2004, 11:06 AM
What a fantastic design an so true to ur concept.....:applause:

10 October 2004, 11:12 AM
As for the details that won't be seen in the final scene, well, no shortcuts here :D . I also feel more secure doing the whole thing as it gives me more satisfaction when looking at the "whole picture" when trying to figure out what to add next. Also, I can use it again in another scene in the future.
I'm totally with you there! It just struck me as a bit of a bummer to miss out on those neat greebles in the final image :sad:

10 October 2004, 11:48 AM
Wow ! cool modeling !

10 October 2004, 11:59 AM
Nice modeling.I like the concept too.Good luck with the rest.:thumbsup:

10 October 2004, 12:03 PM
this will be a real eyecandy

10 October 2004, 12:48 PM
blast and I thought I had subscribed to your thread Peter :hmm:

really like the design of those renders :thumbsup:

Peter C.
10 October 2004, 08:37 AM
Thanks everyone!

I'll be completing the back and comence work on the front details and antenna assembly on the bottom of the ship this evening. More to come...

10 October 2004, 08:52 AM
Wow amazing modelling session Peter... that's rock :buttrock:

10 October 2004, 09:40 AM
This is really shaping up good, Peter!


10 October 2004, 03:17 PM
Fantastic modeling work Peter. Love the detail!

10 October 2004, 03:48 PM
Hi Peter

yes, I agree, really amazing model .. the only (really minor) thing is that in some way the engines look too small for that ship .. but this is a completely personal feeling .. if I only could model like that

Look forward to see more :) (I really start to enjoy having joined this challenge .. I'm not doing so much but I'm learning a lot by looking other works .. nice experience)

Bye, Riccardo :)

10 October 2004, 12:13 AM
Peter! - I thought I was subscribed to your thread already, but it doesn't appear that I even posted before now!!?

Looking great! - great ship design and modeling!! :thumbsup:

10 October 2004, 12:42 AM
great detail!
another c4d-hero. definitely worth watching :applause:

Peter C.
10 October 2004, 11:33 AM
Thanks again everyone!!! :thumbsup:

I should have uploaded more images last night, after I greebled the whole ship. However, It didn't look good enough so I'll redo it tonight using a little different approach (hopefully twards the better).

Please stay tuned! :p

Peter C.
10 October 2004, 09:35 PM (

Ok, think Im done with the ship for the moment. Majority of the details will not be visable, so I'll let the rest depent on the texturing.

Let me know what you think!

10 October 2004, 09:46 PM
A really cool design and modeling. Are you going to smoothen the outer hull on this one or leave it a little rough?

Great work man, keep it up! :)

10 October 2004, 10:12 PM
Sweet :thumbsup: very sleek.

Peter C.
10 October 2004, 10:40 PM
Thanks! :thumbsup:

Rochr: I'm letting the hull be a bit rough intentionally. Im hopefull that this will help give a more worn look together with a slight reflectiveness. Im probably going with procedural shaders unless I actually manage to get the UV sorted enough.

10 October 2004, 07:15 AM
ooohh nice updates Peter, that ship really has a most interesting design.

10 October 2004, 09:19 AM
Nicely done Peter...................You been up all nights have'nt you?;) ......Well if so,it's been worth it,nice amount of work/art here.And looking mighty fine..................Your onto a nice road here,keep on it,looking very nice................:arteest:

10 October 2004, 10:01 AM
Peter - the design is very cool - and quite unusual, which is always helpful! :) - Something that it also has, which I myself have found makes for a successful design; personality! - from the front, it almost has the character of a Western Gunslinger! - ten gallon hat, and hands down poised over it's gun belt!
Mostly, these things are purely coincidence, and you may not 'see' it until the end (or at all!), but on a subconscious level, vewers will register the shape as powerful, poised etc.

10 October 2004, 08:21 PM
hey very nice moleds and it looks very metalic... i like ur design of the ships... really cool... u totally inspired me a lot... keep goin buddy u got my best wishes... :thumbsup:

10 October 2004, 09:32 PM
You have made an excellent job on the surface of the mother of all motherships, Peter. Very good stuff, and I like that it has a certain roughness - makes it more believable IMHO.

Sidenote: Ex-wife thingy had a look this afternoon, and immediately pointed out that the upper half of the ship, particularly the angle shown in the upper left corner of that collage, does look a bit.... .er.... phallic :D Didn't occur to me previously, but now I can no longer disregard it.... bwaahaa!

Peter C.
10 October 2004, 09:41 PM
LoL! Never occured to me. She must have a dirty mind pointing out the likeness to a wiener :D

Hehe, I'll just have to angle the ship a bit from the camera view so I won't attract all the perverts :surprised

Just a quick question, did she say if the size was ok? :D

10 October 2004, 10:42 PM
Just a quick question, did she say if the size was ok? :D
Bwaahaa! :D There was no reference available for comparison at the time, so I'm afraid it was not discussed at all.

Peter C.
10 October 2004, 12:41 AM
Thanks again all!!!

Texture progress set for this weekend :arteest:

Peter C.
10 October 2004, 09:54 AM (

A possible setup for the background. The city is 100% SPD. Partial imaged based ilummination and using a background by Thomas Krahn.

10 October 2004, 10:14 AM
Beautiful backdrop Peter................Elegant and serene,I like the fit with your color pallette,the vessels will match and correspond very well with this beautiful sky backdrop.............Nice choice.:arteest:

10 October 2004, 10:21 AM
Yep, indeed a perfect backdrop! Keep grinding dude :wip:

Peter C.
10 October 2004, 06:39 PM (

Just completed the main texturing of the ship where Im relying on the model geometry more than on a bumbmap. Slight reflection with diffusion will hopefully hely it blent into the final scene. The hangar bay lights need more definition, and perhaps I'll add some sort of decals that could match.

Please let me know what you think!

10 October 2004, 07:17 PM
Looks very good :thumbsup: For the hangar bay, you really should consider actually modeling a hangar opening with some small details inside. It would make a big impression for the cost of very little work me thinks.... doesn't have to be anything complicated really.

EDIT : Just realised I was looking at the wrong place :D So, to adjust, the greenish light on the very center of the model.... it needs something more... just greeble the lit areas I guess, with some thin unlit thingers inbetween....

Peter C.
10 October 2004, 07:25 PM
Yes James, was thinking of adding things to the hangar. Perhaps pillars and a few ships of some kind.

As for the light areas, Im thinking of just encreasing the size of the hangar lights a bit. I will add other lights to other areas aswell.

10 October 2004, 07:36 PM
Your background and ship model look terrific. I really like the faccetted tile look.

10 October 2004, 10:44 PM
Peter C. ship is looking cool. Maybe for the hanger just textures and bumps with material illumination, i think its called faking depends on how close we will be to it.

Cheers :applause:

Peter C.
10 October 2004, 12:40 AM (

Been tweeking the lighting to kind of match the atmosphere. I want the textures of the ship to be quite reflective and I had to use 4 separate lights to evenly light the ship from all different angles to simulate the GI effect. Also added som new stuff to the hangar as you suggested, making it a deployment of spherical smal crafts.

Now comes the big challenge, the volumetric cloud effects. I'll be reading on TP and probably harassing the Storm Tracer users in the C4D forum.

10 October 2004, 04:29 AM
Nice render, i think you gotta make the scale of the hangar more believable, right now it's looking really small. Once you nab that, this will look great.

10 October 2004, 08:03 AM
Cool - now approaching the purgatory known as volumetrics then :D

Sidenote - I realise you've just made a lighting test here, but for the final image, make sure that mama here fills up the image as much as possible :thumbsup: ( IMHO of course :) )

10 October 2004, 08:06 AM
superb y-axis there Peter :D

That ship really is looking good, although I do agree that perhaps the hanger should be made a bit clearer somehow.

10 October 2004, 08:50 AM
superb y-axis there Peter :D
A futile attempt to sort of scape-goat that entire discussion over to this thread instead of yours eh, pig? :D

10 October 2004, 09:12 AM
:applause: Looking cool...

10 October 2004, 09:19 AM
nivce work so far dude, your modeling./.love the design of the ship

10 October 2004, 02:01 PM
Really looking good so far, Peter, I'm very impressed! The design of the ship is perfect and the fact that the surface isn't perfectly smooth only makes it more believeble. I agree that the hangar looks a bit too small, but I can also see why you have chosen this route. Making it larger would be one solution but on the other hand the opening is designed for "normal" sized ships while the mother ship is huge, so it's quite natural that it would almost disappear in this gigantic structure. Making the hangar larger might ruin this balance.


10 October 2004, 06:22 PM
Agree with Cartesius, keep the hanger small to maintain the masiveness of the vessel. But maybe add more than one hanger. :shrug: Love the background.

Peter C.
10 October 2004, 10:58 PM
Thanks everyone! :thumbsup:

Like you said Anders, the scale of the ship is lost a bit if I were to encrease the hangar size. At the same time I want more to be visable. One way of doing this would be to bring the ship closer to the camera. I'll also chuck the smal craft into an emitter and see if I can get this to look like a real invasion :D

11 November 2004, 09:30 AM
The render is really cool ! Keeping the non-smoothed faces like that on the spaceship is a cool idea !

Peter C.
11 November 2004, 02:06 PM (

Ok,now I have moved the ship closer to the camera, hopefully exposing more details of the hangar and also increased the amount of crafts leaving the mother ship using Cinemas particle system.

11 November 2004, 02:08 PM
Looking good.

Can't recall right now what was planned for the empty parts of the image... and too lazy to go back and check :D - but have you tried a portrait orientation yet? Just a feeling, but I think it might be worth checking it out...

Peter C.
11 November 2004, 02:22 PM (

I have started work on the particles now and have managed to create a comet tale like particle flow following the ship on its decent. I used selected polygons from the original mesh as emitters with object controled gravity and so on.

What I now would like to do is first, add a slight friction to the particles just after birth so simmulate the friction caused by the wind velocity. Secondly, I would like to make sure that each particle birth occurs from the surface normals of each emitting polygon as currently, the particle birth direction is governed by the direction of the emitter axis (I would presume).

Im asking if anyone with TP experience can help me out here, and also give me more suggestions that I haven't thought about. Would be very much appreciated!!!

Peter C.
11 November 2004, 02:31 PM
Thanks James. Im going to add more smal craft that will fill up the left part of the image. Im hoping the particles will fill the right side. Im also not excluding the possibillity of having multiple mother ships places lower down.

As for the profile shot, is it still looking a bit phillic? :D

11 November 2004, 02:39 PM
Peter the ship is so cool, and I love the BG, but I think you should bring the ship much closer to camera - you'll make more of the scale if you still come a little below it, and crop some of it's extremeties out of frame - I'd also definitely consider the idea of having more than one across your scene, that way you can lavish in the proximity and scale of one up closer, and show of the full shape and maybe a different rotation of one (or more) further afield!? :arteest:

11 November 2004, 05:53 PM
I like the image so far, but try keeping the mother ship as the main focus. Will help in the over all mood. Have you thought about haveing some kind of water indentation or particles tying in the ship to the water environment?

Peter C.
11 November 2004, 08:39 PM
Thanks for the input everyone!!!

kromekat: Im currently rendering another version where I have added another ship a bit further away, showing more profile and also some of the back. I'll post it a.s.a.p. Hopefully, this will add more complexity to the scene. At the same time, I want a sense of scale and space by the vastness of the sky. Im eager to here yours and all others thought on it.

neble: Thanks! I'll try to keep the focus on it, but before the particle effects are in place, it will look a bit empty/unfocused. Im hoping the particles will draw the viewers twards it. As for the water environment, I don't really understand what you mean. Are you refering to water vapor in the atmosphere that is created due to the friction?

11 November 2004, 08:43 PM
Yes a good idea.....Just in case you forgot Peter dont forget that in the end these will be seen as very large shots......way beyond most screens/monitors,so these details will pay off......I do think the particles will draw the viewers to it without doubt,thats always a great trick.......Keep it going strong,looking sharp......:arteest:

Peter C.
11 November 2004, 08:50 PM
Thanks Michael :beer:

11 November 2004, 09:05 PM
Peter, glad to see you're making use of image-based lighting for this. It's an excellent bit of modeling and I love how you've managed to generate what looks like endless suburban sprawl with displacement mapping -- a tremendously clever idea. A couple of small points, which you'll probably get around to doing something about in the near future:

1) The blast from the thrusters isn't providing any additional illumination to the lower front part of the ship, but I think it would.

2) You'll probably want to do something (maybe in Photoshop) to give a "rippled air" effect near the thrusters.

Anyway, this is shaping up to be a very nice piece of work -- and with over seventy days left in the contest, you've got plenty of time to really sweat the fine details! Best of luck!

11 November 2004, 09:16 PM
You are fast Peter!
Excellent work on this project!I was wondering how the pic would be if you create more contrast in the scene and darken the image a lil bit to create a more dramatic feeling.
Just a suggestion tho!:thumbsup:

11 November 2004, 09:28 PM (

:drool: :drool: :drool: :drool: ...and in case i forgot to describe how i feel about the mood in your scene .... :drool:

EDIT: Although i am not a Cinema4D man... i think your hypegraph is pretty understandable and educating...most interesting !

11 November 2004, 09:43 PM
Gret sky how did you do that
some kind of picture and HDRi
or what :thumbsup:

See this>

Peter C.
11 November 2004, 10:07 PM

nuclearman: Thanks! And yes, your right about the lighting from the engine axhaust. I have moved the omnidirectional light down a bit, hopefully this will be enough. As for the ripp effect from the heat, I was planning to do this post. However, it occured to me that perhaps this can be achieved using geometry with 100% transparent material with slight refraction and a nice bumpmap. Will persue this tomorrow.

Andy: Yes, implanning to do a lot of post-work tweeking. I'll especially work on the contrast, highlights and saturation.

DimitrisLiatsos: Thanks man! At least one of us understands it :D . Kidding aside, this was actually my first real encounter with Cinemas node based particle system. I have a few things left to tweek, and Im hoping for a Thinking Particles expert to help me out a little with some good suggestion :wip: ....even worse will be to create a convincing shader for it all.

kaajey: Thanks! I have used one sky map for illumination (not HDRI), one background image for the cloud backdrop. All other geometry has separate lights to simulate global illumination. There's a total of 8 spotlights currently used to create a fluid light.

Thanks again all for all your comments and input!

11 November 2004, 04:12 PM
Stunning work Peter :applause: + :thumbsup:


11 November 2004, 05:19 PM
Looking great man. Love the materials used. :)

11 November 2004, 05:46 PM
i like the modelling alot, very detail on the rear side of the ship, i can never know how to model as detail as that :wise: , youre fast too, already into texturing it!!

Peter C.
11 November 2004, 12:56 PM
jjdog, Rochr, tzktime: Thanks all!!! :thumbsup:

Was working on the volumetric effects for 10 hours on straight yesterday (very tired at work right now :scream: ). I have reworked the composition a bit with the addition of another ship. It's currently a 3 hour render att half the size of the final render (due to the heavy SPD calculation at 8 subdivisions).

I was opting for using the Storm plugin for the volumetric effects, but I managed to get some very cool results with Pyrocluster withour insane render times. I have plenty of time to tweek the huge amount of settings.

Updated to follow soon....


11 November 2004, 02:03 PM
I really how this is going! The ship surface looks amazing, and the ambient too! With the fx/post particles this will look awesome!!!

:thumbsup: keep updating!

Peter C.
11 November 2004, 10:36 PM (

Here's a partial render of the second ship, showing a bit of the backside details. The closeup of the crafts show their details, however, the coloring will be different as the current color is a bit too invasive in the scene.

11 November 2004, 10:48 PM
Into lighting and renders already,your too fast peter..........but it's looking sleek........:arteest:

Peter C.
11 November 2004, 10:57 PM (

As promised, here's a lilttle test of the Pyrocluster shading of the particle stream. Much to tweek, and the settings used here are only set for fast rendering.

Please give me feedback on the general coloring and particle flow. Minor airflow detains will be post edited if possible.

Peter C.
11 November 2004, 11:01 PM
Into lighting and renders already,your too fast peter..........but it's looking sleek........:arteest:
Im spending every second I can on this project now and see how long I'll manage before my wife gets too mad ;)

11 November 2004, 11:25 PM
This is looking great Peter. :applause:

Just a thought, This ship is massive right.... maybe the camera could be looking up alittle to give it that dominant look?

Peter C.
11 November 2004, 11:48 PM
You sure have a point there element5. The only reason I set the ship in this position was bacause I wanted to include all of it in the scene. I still got plenty of thime to explore.


11 November 2004, 01:42 AM
You sure have a point there element5. The only reason I set the ship in this position was bacause I wanted to include all of it in the scene. I still got plenty of thime to explore.

Yeah it would be a shame to not see the scenery....that looks cool. Maybe the the ship could be banking/turning so the scenery is visible and a lower camera angle. Hope you dont mind me sharing my thoughts :)

11 November 2004, 07:52 AM
Hi PeterC!
As i understand, U are C4d user as well :) The ship design is excellent! maybe to add some bump maps on the surface? This pyrocluster stuff is really cpu-crunching. How many hours i took to render the cloud? Maybe the clouds -life rate should be a little shorter- the tail of the cloud is a bit too long and "nontransparent". Now it looks like water is boiling over cattles edge ;)
Anyway very realistic work! :applause: :thumbsup:
And good luck!

PS. How did U manage to create those clouds? Are those made in cinema or is it photo composition?? :eek:

Peter C.
11 November 2004, 11:10 AM
element5: ofcourse I don't mind! This is exactly what I want. Please give me as many suggestions as possible! :thumbsup:

taavi: The background clouds is photomapped. For the smoke, I have yet to tweek the transparancy, which I will try to increase as they move further away from the ship. The level of detail will also be higher in the final particle render, which currenly only took 15 minutes with the simple settings.

11 November 2004, 07:54 PM
The pyrocluster looks promising - it does need a faster alpha falloff further away from the ship though, because it is indeed a bit too opaque. Will be fun to find out the rendertime for the fullres with increased quality settings in the volumetracer too :scream:

Good show, keep going!

11 November 2004, 07:13 PM
As i can understand, this is just a test and not the final point of view...?
I hope the smallers ships will head more toward the camera, it will add some intensity to the scene. Becaus eright now it seems a bit "falling" from the mothership...

The result is anyway great so far, i especially like the mothership texture. And the pyrocluster color fits very well with the background. :thumbsup:

11 November 2004, 09:12 PM
Damn...this Pyrocluster test is starting to look really great..damn....thsi is really going to look awesome...update interestend very much on this Pyrocloud stuff! :bounce:

11 November 2004, 10:05 PM
Looks better and better with every update. the pyro effect looks cool.

I have some questions about pyrocluster, it's just for curiosity :P
I don't know anything about it so some maybe some questions are very noobish.
Works with max or vray scene lights?
works with vray or brazil r/s in Max 5?
support wind effects or custom particle emition setting?


Peter C.
11 November 2004, 11:36 PM
Thanks all, and sorry for the late reply. Been actually concentrating on my studies/work for a change :D

JamesMK: Thanks, the transparancy is a bit tricky to fix (at least for me), so I might leave that for post work. As for render times, they are not bad at all. I have several render passes at final resolution done (total of 5) that will be compositioned later. They only took 15 hr in total including high quality settings for Pyro.

nataz: I have actually done just this, with the smaller ships nearing the camera. Cheers!!

DimitrisLiatsos: Thank you!! I am very exited myself over the ease of use. I have heard many complaints on Pyro, but I got the basics pretty fast. In now tweeking them further and see if I can improve it.

plaguelord: Thanks! As for Max, I think it was first developed for it, prior to the C4D module (please correct me if im wrong here). I cant speak for the Max connection, but in Cinema, all those things are covered when used with Cinemas Thinking Particles node based system (which also was made for Max in the start?)

One funny thing that I noticed this week was that in my WinXP system window, my processor speed was set to 1.9 GHz....which was a bit odd concidering I have a 2.5 GHz P4. Seems the jumper settings got reset when I flashed my BIOS and all this time of rendering, I have only been using 2 thirds of my processor capacity :banghead: ...Im still in the process of hitting myself!

Anyway, thanks all for you comments, suggestions. I'll post updates tomorrow!


Peter C.

11 November 2004, 04:44 AM
Peter, since you seem to be aiming for an effect similar to the entry of the "city destroyers" in ID4, you might find this bit of info helpful (or amusing -- note the bit about using cotton):

And if you find yourself really rushed for a high-quality render, you can always opt for compositing in a still from some cloud chamber footage and save the particle fx for doing the fire. Even though it can be rather expensive (individual clips run about US $149 from Artbeats), you've got such a photorealistic background and high-quality models that it may be worth considering that kind of investment -- particularly if you plan on rendering out a complete animation sequence for your portfolio.

Looking forward to seeing the new renders tomorrow! :-)

11 November 2004, 11:44 AM
Peter where are u friend...i was thinking last night of your beautiful scene...updates? :bounce:

11 November 2004, 12:20 PM
Peter where are u friend...i was thinking last night of your beautiful scene...updates? :bounce:
I second that! :)


Peter C.
11 November 2004, 09:47 PM (

So sorry for the delay guy's, been cought up in the HL2 frenzy, unable to stop playing such an excellent game.

Above is the merged testrender that I have done in full final resolution. I would be very happy to hear your thought on it. The sperical crafts are closer to the camera now, please note that this is not their final color (will be a mix of colors to break the white/blue background). Also, one thing that is lacking yet is the comet tale for the second ship which I'll render this weekend. Furthermore, Im experimenting with ground explosions and smoke to make the conflict more apparant.

Please give me some critique on this as Im nearing final render.

nuclearman: Thanks you for the link. This was what I set out to do at first, but since the backdrop was done, I'v been going twards the "comet tale" style.

Thanks again all for your patience and commitment to viewing my progress, now Im eagerly awaiting your thoughts!

11 November 2004, 10:55 PM
hey that looks pretty good. i like the smoke efect and the background is perfect

11 November 2004, 10:46 AM
That turned out quite nice Peter,really effective,I think you accomplished your desires with this.The look has mass,it has depth........I think you got it,it turned out real well...................:arteest:

11 November 2004, 05:43 PM
Hey that looks really good, :thumbsup: courage for the next steps Peter !!!

11 November 2004, 06:33 PM
It's looking very good overall, and it's pretty hard to come up with any major suggestions for changes... if pushed, I would perhaps argue that the scene as a whole feels a bit empty, but I have no idea what to do about it while preserving the general "feel" :shrug: Bloody good stuff at any rate.

11 November 2004, 08:39 PM
Love the ships and the composition, but I lose a sense of the ship's size. I think the ground lacks enough perspective. That is, the ground beneath the second ship should have much, much smaller trees than that beneath the closer ship. Otherwise, I'm really looking forward to seeing how you finish it.

12 December 2004, 08:04 AM
Peter I wait for up-dates... any new image ? .... :wip:

12 December 2004, 08:41 AM
Man thats really cool very nice composition great job here you do amazing friend :thumbsup:

cant wait to see your next update:bounce:

Peter C.
12 December 2004, 08:54 AM
Thanks everyone

I have been so buisy with work lately, having finnished two scientific articles that has just drained my energy. What i will try to do is to redesign the smaller ships into more complex and interesting crafts, which I have already thought out a design for. Im also going to work more on the lighting of the particle trail as it stands out a bit too much IMO. This goes for the second ship also, which will have a less dense trail after it. Lastly, I want to try some explosion effects on the surface.

James, true about the execc of space, but this is what I wanted as it gives a sence of depth which I otherwise seldom succeede with, usually I clutter my sceenes too much. Hopefully, the explosion effects will give a better balance.

Artships, the ships are identical in size, so the proportions should be ok, but I'll see if can enhance this somehow.

Im really going to try to get back on my feet this weekend, especially as time is running out and I will complete this.

Cheers and thank you all again for your support! :thumbsup::thumbsup::thumbsup:

12 December 2004, 11:20 AM
happt to see you back in full force Peter..........All the best to you getting your plans just as you intend them to be.....I'll be watching,I like your effrots thus far,and think this continued work is very much worth it.....Until next time.............:arteest: :beer:

01 January 2005, 04:24 PM
Me too I'm in a critical step... hope you can do anything to finish it :shrug: ... anymay... much respect & all supprt DEZ...

jdd :thumbsup:

01 January 2005, 10:50 AM
Peter... for a next challenge... :wip: anyway congrats for your work it's really interesting and I hope I can see it finished a day... hope to see you soon...


Peter C.
01 January 2005, 10:13 AM
Hi guy's,

As you may see, I never got around to completing my challenge. During Christmas, my wife and I went through a very rough event and two weeks later, we moved to our new home, where I have yet to get an internet connection. So, I have had no will, nor any capability to complete it, despite the fact that I gotten quite far in a short time.

Despite that the challenge is over, I'll get the thing done and post it in the gallery forum, I owe you all that at least. I have followed your suggestions and I have a new ship design for the small crafts. I just have to solve the "Not enough memory" issue in Cinema before I can complete the render , and complete the second smoke trail, and then it should be done.

Anyway, thank you ALL for your wonderful support and encouragements, and my apologies if I have not yet commented on your submissions, which I will as I want to vote and give my thoughts.

Best regards,


01 January 2005, 10:23 AM
No worries, Peter, take the time you need and if you don't have any inspiration you are in good company ;)

Looking forward to the finished image!


CGTalk Moderation
01 January 2006, 11:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.