XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Grand Space Opera 3D Entry: Rudolf Herczog

10-26-2004, 04:19 PM
Rudolf Herczog has entered the Grand Space Opera 3D.

Challenge Page (http://www.cgnetworks.com/challenge/grandspaceopera/view_entries.php?challenger=4836)

Latest Update: Lighting: Lighting
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1102216644_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1102216644_large.jpg)

A small update, this time on the lighting.
Basically, iīll have a few light sources for this one. One bright star way behind the structure, some gas clouds that adds the red, and a planet below.

Still more stuff to add. A few more array-groups, spread around the scene, as well as more ships.

10-26-2004, 04:29 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098808198_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098808198_large.jpg)

Well, better late then never i guess. :)

Decided to give this a try, even though itīs slightly different from how iīm used to work.
I never do sketches, but this is just an idea on what i have in mind.

Usually i work in Bryce, but for this challenge, iīll be using Cinema4D instead.

10-26-2004, 05:01 PM
looks really cool dude, looking forward to the first wips. knowing your work i'd say it's going to turn out fantastic!

10-26-2004, 06:37 PM
Very cool concept sketches. Good luck to ya Rochr. :thumbsup:

10-26-2004, 06:43 PM
Cool sketch! i hope its gonna turn out good.


10-26-2004, 07:00 PM
This is an interesting initial design sketch. I have seen your work before and I look forward to seeing your 3D work on this project.

10-26-2004, 09:05 PM
Very cool, looking forward to your win, cause you know it's true!

10-26-2004, 09:45 PM
Have you been reading Blish? :) Good looking.

10-26-2004, 10:49 PM
Bookmark time, I want to keep an eye on this!

10-26-2004, 10:54 PM
Cool, Rudolph!

I just wanted to see your entry... are those cities? Sort of starship-cities?

Gee... so cool to have you too :)


10-27-2004, 12:17 AM
Love the perspective already, can't wait to see more. Good Luck Rudy!

10-27-2004, 01:51 AM
Looks cool, give me more!!

10-27-2004, 03:02 AM
Hello and welcome aboard. I was wondering what the theme of your piece was? Love to see more.

10-27-2004, 04:04 PM
Thanx everyone.

Hey DC, thatīs right. Those are gigantic cities. You know me and cities... :)

The theme of the scene is: The New Empire

"Itīs sometime around the year 5000 and earth is long dead. A total environmental collapse.
At the escape, mankind was scattered across the galaxy, in hope to find a new home.
Against all odds, a few ships finally dicovered a vast and almost virtually uninhabited region of space, the Auran Expanse, where they could find shelter from hostile alien races.
Eventually more would join them, and during the next thousands of years, those few scattered ships grew into a new empire, and mankinds second chance."

10-27-2004, 04:12 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098893531_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098893531_large.jpg)

Hereīs a sketch of one of the ships that will be in the scene. A large cargo vessel. Still needs detail, but i usually come up with that, once i start modeling. :)

10-27-2004, 06:09 PM
beautiful story and very nice shape on that cargovessel.
book marked your thread :bounce:


10-27-2004, 06:24 PM
hmm :) G/l Rochr !

scetches are looking great
u going to model it with bryce / c4d again ?


10-27-2004, 06:40 PM
I hope this time mankind doesn't screw it up :sad:

Nice concept... and is some thing that doesn't need shape (thanks for the post!)!:thumbsup:

10-27-2004, 06:50 PM
Thanks again.

This time i wont be using Bryce, so models+rendering will be made in Cinema. Still learning it, so this will be some good exercize. :)

10-27-2004, 06:59 PM
i dont know bryce that we'll and im not that fond of cinema 4d
but good luck too you once again
i've seen your work here and there .. this is going to get tough for me :\\

10-27-2004, 09:07 PM
Oh i wouldnīt be so sure. Judging by your models, weīre going to see some serious detail work. :)

10-27-2004, 09:13 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098911619_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098911619_large.jpg)

The base for one of the city arrays. Next, iīm going to start adding details on the larger flat surfaces, by cutting out parts, and fill it up with structures, pipes and stuff.

10-27-2004, 09:21 PM
man i loved cubic ..

i wonder why i never won any awards :\
mesh is looking good ill be expecting some more of that soon :)

10-27-2004, 09:55 PM
Sweet looking city. The cluster of buildings really looks good. I like the order and chaos represented in it.

10-27-2004, 11:18 PM
I like what I'm seeing,sounds good,and looks good already.Have you thought of giving the building area some bridges to add some variety and seperation?The cargo vessel looks cool,and I hope to see a good amount of details on it once in 3D. Ok,i like the concept,good luck.:thumbsup:

10-28-2004, 07:40 AM
Hey, looking good, i see those stations are connected eyh?
Maybe you could create a powercore in the centre of the stations-ring.
also you could create a special unit for all ships, so people can travel to the rest of the area's..somthing like a receptionhall!

Just some general idea's that have been spinning my mind


10-28-2004, 08:00 AM
to further help you ..id love to see somekind of freightbay for the freighters
mayb do some docking stations for personel ships

10-28-2004, 10:21 AM
A lot of great ideas here. :)

The buildings will definitely have more detail, and iīll probably place some lights between them as well. And thereīs going to be pathways connecting the arrays.
For the docking stations, i was thinking of having some at the gap in the middle, along with some other stuff, and for the freighters, some arm-like structure sticking out from the arrays.

Right now though, i must think out some better way to add all these details without blowing up my machine. Iīm doing a test render with the detailwork on those flat areas, and itīs been rendering for hours now. +(

10-28-2004, 02:10 PM
Cool idea for that arm!
would be nice to make somethink like

(A wireframe, and within, some sorta corrdior running, for the pilots to enter the station.)

If ya dont understand what i mean, say so, i'll make a 3d render to show it ^^


10-28-2004, 05:21 PM
I liked the two way skyrappers growing! It gives a sense of boundary breaking.
And I liked the clean modeling too!

Keep it going!

Best Regards,

Peter C.
10-28-2004, 07:07 PM
Great to see you join in Rochr, was wondering when you would show up :D

Im really looking forward to see how your work will develop. Happy modelling!!!

10-28-2004, 07:27 PM
Cool idea for that arm!
would be nice to make somethink like

(A wireframe, and within, some sorta corrdior running, for the pilots to enter the station.)

If ya dont understand what i mean, say so, i'll make a 3d render to show it ^^


u mean triange supported structures ?

10-28-2004, 08:29 PM
Adding myself to the Rochr FanClub! - best of luck Rudy, although I don't think luck will be playing much part in what you create here! :thumbsup: Looking good so far!

10-28-2004, 09:31 PM
Thanx guys. :)

About those support beams, i know what you mean. There will be some of those in the scene. I was thinking of using them as part of the structure linking the cities. Not exactly sure about the docking arms though. Perhaps adding some partially embedded in the structure.

10-28-2004, 09:35 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098999357_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1098999357_large.jpg)

Some more detail...

10-28-2004, 09:55 PM
very impresive modeling Rochr

10-28-2004, 10:28 PM
Nice sense of scale. You've taken very simple polys and made them look very complex. My one ship isn't finished and its already up to 3MB. How big is this mesh?

10-28-2004, 10:34 PM
Real interesting,I am liking the scale of things.But is there more closeup eventually for detail work to be seen.Layout look great.:thumbsup:

10-28-2004, 10:36 PM
hah u freak .
how many cubes are in there?

10-28-2004, 10:37 PM
hey gr8 concept and modeling... i really liked the detail u put in it and the technique u used... very claver... and man i learned a lot from u.. thanx for that... keep goin.. i'll b trackin ya...best of luck :thumbsup:

10-29-2004, 07:04 AM
Not exactly sure about the docking arms though. Perhaps adding some partially embedded in the structure.

Hmmm. How about adding some kind of tunnels at the equator of a city? A docking arm should probably be at the same position.

Or if the city spins around the Y axis, then a docking arm should be at the top of the tallest building.

The docking spot should be where the spin speed is the lowest.

10-29-2004, 01:19 PM
Hey Electroglyph. The mesh is about 10 MB, and itīs not finished either. :)

Not exactly sure of the exact number of cubes here (havenīt checked), but itīs probably a couple of thousands. I really really wish i would have R9 and image displacement right now. :)

As for the docking arms, i was thinking of the gap in the center as well. Indeed, the entire group of arrays spins around their axis, to create artificial gravity, but itīs the best place i can think of.

10-29-2004, 01:24 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099056286_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099056286_large.jpg)

A closeup here. The stuff sticking up is intentional to add more irregularity to the surface. Iīll just use some lights and a bumpmap for the rest later on.

10-29-2004, 01:28 PM
yea center would be best

and i think a counter rotating arm would be the best option to go

this would significatly make it easier to dock since the arm would remain still paralel to the ship

Peter C.
10-29-2004, 02:10 PM
Those details are really excellent, makes you want to see a close-up of the close-up :D

As your using Cinema as I am, may I ask how you created such fine greebles? Are they primitives or extrusions?

10-29-2004, 02:45 PM
Theryīre just primitives. (well, apart from the bent pipes)
Just place out a couple of cubes randomly. Select all of them, copy/paste and decrease their size a little. Rotate them 90 degrees and move them a little to any side. Select all the cubes again, copy/paste etc etc. Keep repeating this until you have filled up the wanted area.
Not exactly greeble, but it works. :)

10-29-2004, 02:53 PM
Insane details!! :thumbsup:

10-29-2004, 02:58 PM
Look'n mighty sweet there bro! I like it!

10-29-2004, 03:44 PM
Ditto on the detail. This is starting to look like a kit bash on a real model. Really adds to the scale.

10-29-2004, 05:08 PM

Nice idea! I really like the sketches. The ship looks pretty cool. Cant wait to see it in 3D. The modeling on the station looks awesome. Nice level of detailing so far. Looks like you still have a lot of work ahead of you. Keep it up!

10-29-2004, 06:03 PM
hello Rochr,

neat and clean work, i can say !!

would like to request you to post some wires too, so we can learn good modeling !!

if u can put up some imgs showing the progress of ur model, would be damn useful..and i think u can also give us tips on how / why u plan ur composition .

WOOWWW !! neat inspiration !!


10-29-2004, 07:15 PM
Sure, wires are no problem, iīll post some later on.
As for the rest, youīre asking a newbie for tips here. This is only my second serious scene with Cinema. :)

10-30-2004, 02:45 AM
Always givin' away some tuts for free, Rudolph, that's why we all like you so much :bounce: !!!

I still have to figure out displacement in XSI, but your technique here is just great. And the results rock. Knowing you, I'm expecting an impressive amount of detail.

Just can't wait to see how this progresses.


10-30-2004, 03:44 PM
LOL, you a newbie, good is good reagrdless of how many C4D models you have made, Rudy!

10-30-2004, 09:08 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099170493_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099170493_large.jpg)

As promised, a wire of the main construction.

10-30-2004, 09:13 PM
Just continuing to follow,and having fun.Like the promise very much.My cup of tea your work Rudolf..........compositing will be our best friend you and me in the end I am thinking.....;) :arteest:

10-30-2004, 09:13 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099170831_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099170831_large.jpg)

And a couple of new details. The wall is for the center of the arrays, and the walkway is the thing connecting them.

10-30-2004, 09:17 PM

I canīt emphasise enough on how much i agree with you on that one. :)

10-30-2004, 10:01 PM
great too see that you are shaping up on others comments . i think u should tweak your model just a tad ..

im seeing some bad smoothing going on on the top of the walkway should be easy to fix,
for the rest you're doing great and i will be folowing this every step u take !

10-30-2004, 11:25 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099178722_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099178722_large.jpg)

The funny thing is that i havenīt used any smoothing in the scene. :)

But i took your advise and played some more with the walkway. Just some simple extrution of some polys. Since everything else have sharp edges, this one fits the rest of the stuff much better.

Thanx for the pointer man. :)

10-31-2004, 12:23 AM
Rudy, the smoothing he is referring to, is actually phong shading in C4D - that's what is causing the misplaced 'shadow', and odd highlight at the end of the last model, and will stop you getting sharper edges where you might want them unless you do extrudes and extrude inners etc.
Select the phong tag next to the poly object, and in the attributes manager, lower the value (normally defaults at around 80% - try lowering it until you lose those artefacts - for this, I'd probably set it around 20-30%. :)

10-31-2004, 12:29 AM
Thanx for the tip Adam. :)

Peter C.
10-31-2004, 12:45 AM
Been having trouble with that myself when modelling my ship. I keep settling for a 30 degree phong restriction :p

Must say again that I love your greebling there Rochr. Want to see more!!

10-31-2004, 01:03 AM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099184631_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099184631_large.jpg)

Just a test render of the structures.

10-31-2004, 01:09 AM

I would love to keep adding details to the scene, but iīve come to the point where i have to split the scene to be able to render it, and i still have more stuff to add. :)

10-31-2004, 01:10 AM
Wow!! ... absolutly amazing Rochr ....

TiTaNiuM sAMuRa
10-31-2004, 01:29 AM
You've already got the sense of scale! Super. Will you be adding traffic?

10-31-2004, 03:35 AM

that's looking great. I can just picture what it will look like rendered. Nice work!

10-31-2004, 05:52 AM
Real nice look,grand feel.Only wish you could give a bit more variance to the seperate towers and all.I think it would be better to have two unique towers different from ane another than clones of the same.Put more in two towers than just one with clones.I like the whole thing,it's good work,just attempting to give some input.Carry on now.:thumbsup:

10-31-2004, 07:51 AM
Looking very good indeed rochr!
i disagree on Franky;

The stations would be constructed in factory's, so instead of making 6 difrrent onces, they just create the same. Seems logical to me (my appologies if iam incorrect, rochr)

keep up tha cool work


10-31-2004, 10:37 AM
Great additions! Seeing them all together is impressive.

I, just MO of course, agree with Franky. It doesn't matter what justification you might give (they're made in factories etc), if they're too similar the viewer's eye will notice that no matter what. But up there I read "model test" and I have in mind what you usually do, so I don't think this will be a problem. ^_^


10-31-2004, 12:26 PM

like i said

your making it hard for me to win something :)

i think the walkway has shaped up waaaay beter now .
your keeping in the style all around atm wich is great !

about the towers . i think they should vary yes .. but in texturing / lightning would be sufficient .

these node would have been constructed massivly i guess so there wont be any time to do "differences" main structure .
yet the inner working of it should be seperate ..
each node would have his own functions i guess

i think uniformity would be the way to go on the main structure .
but adding "Specific" details to them would wrap it up a lot .

1.Docking bay / 2.passenger area / 3.power station etc

a set of Rings << . >> spacecraft at the dot ;) | | | | placed along a certain distance, outerstrucures for the most here like a flight guidance system wich will automaticle take in known spacecraft

2. this should be most texturing work there should be a significatly bigger amount of windows on this one ;) since these would significatly improve the sense of scale even more

3.think of big reactors coming out of one of the stations

just some help once again
hope you will find it usefull :)

10-31-2004, 09:42 PM
Thanx for the input guys.

The arrays just might get some amount of variety with the texture work + some more details (lights and stuff), but i want them to be similar, to get a uniform look. The idea is that these cities are constructed at location, in space. Think of each group of arrays as one city, instead of 6 of them.

Still more to come. :)

10-31-2004, 10:02 PM
Heh. Stepping stones in space! :D

Yeah, variety will be good.

10-31-2004, 10:05 PM
OTST, such a distributed structure would be quite hard to maintain in space. There is a reason why space stations and stuff is symmetrical. Benzene rings, triangles, circles and similar come to mind.

10-31-2004, 10:37 PM
The universe is full of discs.

But don't mind, this is afteral a grand space opera, we need those plot-devices to get things going, as long plot-devices don't become plot-killers it should be okee.

I wished i hadn't wasted this day on playing with cube, http://www.cubeengine.com/ :D

11-02-2004, 05:56 PM
Impressive details... really like the concept and how this looks out. Congrats !

11-03-2004, 04:22 PM
Ojoj! Fantastic modeling! Den här blir spännande att följa - lycka till!

11-04-2004, 07:01 PM
Tack så mycket. :)

11-04-2004, 07:06 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099595173_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1099595173_large.jpg)

Back after a short break. Hereīs a shot of the Cargo ship that will be heading towards the city.

11-04-2004, 07:09 PM
oh man

thats so damn good

11-04-2004, 07:21 PM
Thanx a lot. :)

11-06-2004, 12:43 AM
Hey man. Congrats... you've got some killer concepts here. And with your evidently awesome modeling skills you'll bring them to life. I'll check your updates often. Keep it up!

11-06-2004, 12:46 AM
I am really digging your entry,I feel at home here somehow,like we are on the same wave length,strange but cool.....Nice cargo ship,a great addition to the growing fleet of models Rudolph........Keep it coming,looking great.............:arteest: :beer:

11-07-2004, 07:13 AM
Excellent indeed, are you gonna make it in panoramic format too ??? It looks like it would fit in like that better ! :applause:

11-07-2004, 08:36 PM
man, fantastic modeling.. Sense of scale is just so good :thumbsup: Hope i can achieve half of that detail in my models heh..

Lycka till du med!

11-08-2004, 11:06 AM
Great modeling going on! Almost feel the brass in the soundtrack when it's approaching...



11-08-2004, 02:14 PM
Thanx a lot guys. :)

No panorama for this one. 3636x2657 h/w, or larger. :)

11-10-2004, 01:40 PM
looking very cool! love the detail
keep up tha good work


11-10-2004, 01:48 PM
wow, great detailed work. go on, i'm really looking forward to have a glimpse when it's texturised. gonna be great.

greets, smithing

11-12-2004, 04:29 PM
Thanx a lot guys, and sorry for the lack of updates. I have a job to finish up here, so iīm not sure if iīll be able to complete the challenge, unfortunatly.
Going to try though. :)

11-12-2004, 09:17 PM
Rudolf..................I certanly hope you can get this done......Find the time....Even if you cannot finish up,than you can still continue afterwards,take it to the WIP section,then the finished gallery...................the idea is very nice,it would be a pity to miss out on it's potential........So give it your all,I hope to see you continue.............All the best........:arteest: :beer:

11-13-2004, 08:48 AM
Yes, it would be pity if you didn't finish this.

Do complete it, even if it's long after the challenge. :bounce:

11-13-2004, 10:39 AM
Yeah, iīll complete it either way. :)

11-18-2004, 09:32 PM
You just have to, Rudolph... many people won't forgive you if you drop this one.



11-20-2004, 03:39 PM
Rudy, regardless of whether it makes it into the competion on not due to realworld time issues, please, please finish it. I want to see it! BTW the 3dworld article was really cool. Some interesting insights. Thanks (and congrats!)

11-22-2004, 09:41 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1101159696_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1101159696_large.jpg)

OK, had some free time to work on the image.
This is what i had in mind for the textures of the arrays. I want to keep it pretty simple, because iīll be putting a lot of tiny lights on the surfaces as well.

11-22-2004, 09:44 PM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1101159886_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1101159886_large.jpg)

And this is just a quick example of what i had in mind for the tiny lights.
Naturally, itīs going to look a lot better. :)

11-22-2004, 10:52 PM

Thats a nice model and with them all together it looks very impressive. Hope you can finish this.
My GSO entry

11-22-2004, 11:57 PM
hey nice textureing man...i didnt get to check this thread out for some tyms now... but seems like ur progressing.... keep up the good job man... best wishes again :thumbsup:

11-23-2004, 08:53 AM
The addition of all those small lights really conveys a a sense of the scale involved here - those array structures are huge!

And I'm glad you've decided to follow this one through. :thumbsup:


11-23-2004, 11:28 AM
Cool. :thumbsup:

Will the towers have a similar texture?

11-23-2004, 10:19 PM
Now this is what I like to see..................Continuation of a very nice start and plan.............I admire your efforts and art Rudolf,and will be here to enjoy your further progress.......Keep at it as planned and this will be a wonderful entry to be proud of............:arteest:

11-25-2004, 06:16 PM
Hello Rudolf!

Love your vessel design! The lights on the station structure seem a bit blurred tough, fortunately, as many of us in the comunnity, I have become acquainted with your work in the past years and have no doubt whatsoever that you'll adress this :) .

Best of luck and congrats on your fantastic portfolio... I'll be waiting to see how you pull this one off :thumbsup:

11-29-2004, 02:20 AM
looking good. Once you get those lights to be high resolution that should look awesome. Think about doing some lines of light maybe as well or beams of lights (volumetrics)? Good luck.


11-29-2004, 05:40 AM
Thanx a lot everyone. It has been a little slow with the updates, but iīm on it. :)

11-29-2004, 10:24 PM
Textures looking great, Rudolph!



12-05-2004, 03:17 AM
http://www.cgnetworks.com/challenge/entries/7/4836/4836_1102216644_medium.jpg (http://www.cgnetworks.com/challenge/entries/7/4836/4836_1102216644_large.jpg)

A small update, this time on the lighting.
Basically, iīll have a few light sources for this one. One bright star way behind the structure, some gas clouds that adds the red, and a planet below.

Still more stuff to add. A few more array-groups, spread around the scene, as well as more ships.

12-05-2004, 03:32 AM
impresive city... I can't wait to see the finished image :D

12-05-2004, 11:09 AM

nice city, I like the impression I can get of the final image :eek: I just have a question besides: This looks like a huge amount of creatures living in those structures. Is there going to be a
equal amount of traffic?

12-05-2004, 11:17 AM
wow, u seem to b working a lot.. nice city buddy... i can c ur very true to ur main concept... thats very professional... but i got a lil crit.. the sufrace of the main body of the city is detailed, but the flat surface makes the detail washed off...i suggest u add some potruding objects on the surface... btw ur doing a great job.. and lighting at this stage is impessive.. orite m off for no.. keep up the good wroks and good luck

12-05-2004, 11:35 AM
Very realistic lighting! Great stuff:thumbsup: I can only advice to increase the distance fog a little bit.
Good luck!

12-06-2004, 02:40 AM
I'm liking a lot the distant, slightly colored light on the "cities". Looks alien enough, but not enough to disturb the perception of the image itself.

Cool work as always.


12-06-2004, 11:44 AM
Hello city builder..............;) ....Great to see you back at it strong.......Things are looking really fine and clean,nice qulaity and I can see that your ideas are coming along as planned.Looking forward to more,and seeing this get to where I can see the potential......Give that baby some real love detail wise.....I like the lighting very much.a soft and nice appeal.........Go at it with your best Rudolf,it's going to be (Already is) a entry to be proud of.......:arteest: :cool:

12-06-2004, 01:20 PM
heya, awesome textures you have...

I like the hexagonal shaped 'hive' city you've designed. keep it up :thumbsup:

12-06-2004, 01:33 PM
just dropping in to watch your work ..
havent had the time to post my own :\
im afraid im not gonna make the deadline now .
too much work built up in my offline time .

ive got a new connection now though

so ...
if i manage to work out the pile of work ive got illl spend some time on mine .

looking great ofc .
like said
some more traffic would hit it off ..
and id love to see a crystal material on the center towers .

Peter C.
12-06-2004, 08:41 PM
Looks fantastic! Im happy you continued as I am sure this will become one heavy contender.

Keep em coming! :thumbsup:

12-06-2004, 09:24 PM
Thanx a lot guys. Most kind of you. :)

Thereīs definitely going to be some traffic around the city. Since itīs mainly going to be small vessels around the city, they donīt need this much detail though. Basically some low-poly stuff.
Thereīs also going to be a cargo vessel up close, heading for the city.

The reason for the flat surfaces, is to add a large amount of city lights to them. It will eventually make up for the lack of objects.

Apart from one or two more sets of arrays, iīm thinking of adding some sort of communication array as well. Havenīt decided on that one yet. If i add one, iīll be posting some shots of that one too.

The center towers are actually my biggest concern right now. Not exactly sure if i will add citylights to them or something else. Since they are the main living quarters, i would have to use really tiny lights to set the right scale, but these would barely be visible.
Have to give it some more thought and come up with something good.

I really hope you can finish up the scene. I know itīs going to be a killer entry. :)

12-06-2004, 09:38 PM
The center towers are actually my biggest concern right now. Not exactly sure if i will add citylights to them or something else. Since they are the main living quarters, i would have to use really tiny lights to set the right scale, but these would barely be visible.
Have to give it some more thought and come up with something good.
Maybe you can get away with it by not turning on all lights... or making bigger buildings :shrug:
Or horizontal light stripes... considering that you may not need to "scale down" your glowglobes you might use those light stripes.
Just an idea.

12-06-2004, 09:56 PM
:thumbsup: man this is an awesome station really cool great job and love all those small details
this is coming along nicely and very clean designs love them

good job man:buttrock:

12-06-2004, 11:30 PM
Rudy, have you tried luminance maps with glow? Very small glow, with a very small distance.

Or possibly transparency maps and one light inside?

12-07-2004, 01:05 PM
looking really good rudy. the diffuse light works correctly if the source is a glowing nebula or reflected planet, otherwise the small star would cast hard shadows. Regardless of the technical nit picks, i am very much liking this!! (impressed - as always)

12-07-2004, 03:36 PM
yeah those thinks look cool and the light is great very metalic :) GL MAN

01-17-2005, 06:34 PM
GMT+1: 1933 hours, 16januari 2005. Only a few more hours and its the final day! what are you gonna achieve in such a small time? i realy hope you get to finish it. and if not here, then please finish it for yourself, and put it on that lovely site of yours...

01-17-2005, 07:47 PM
Yeah, iīve been working on the background and some ships, but unfortunatly i havenīt had the time to complete this one for the challenge, and i didnīt want to compromize by rushing it.
I will finish the scene though, and post it at a later date.

Best of luck to everyone else! :)

01-18-2005, 02:05 AM
sorry to hear, although if it is because realworld work is the obstruction, then not so sorry (grin). regardless of whichever, I am seriously looking forward to enjoying the finished work when you do complete it!

01-18-2005, 05:00 AM
ahhh such potential.
I would be very interested in seeing the final image.

keep us updated.

01-19-2005, 06:10 AM
I will still wait to see the final image i think there is awsome potential here good luck with it!

Kind Regards

01-19-2005, 06:17 AM
HEY DUDE.........

very great this piece.
I like it.
good LOOK...........

01-19-2005, 07:36 AM
Uh... sad that you can't joint the final milestone. Anyway decide to don't compromise your work is a good reason and I hope to see this work finished. It was really an interesting architectural concept and I'm curious to see this on the final image...
Anyway Rudolf :applause: and a big :thumbsup: for all what you did until the last post, congrats... for a next challege, hope to see you again.


02-12-2005, 05:30 PM
It's a shame you didn't have time to finish it for the challenge, because I don't know of any artist that manages to create such a truly great sense of scale as you do. Since I use Bryce as well, I've learned sooo much from seeing how you work, and reading your tutorials. It's also nice to see a fellow Swede making such an impact on the 3d world. Unfortunately I suck at postwork, so I'm gonna have to work on that if I'm ever gonna get close to your level of awesomeness (and yes, awesomeness is a word ;)).

Beautiful as always.

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