View Full Version : Grand Space Opera 3D Entry: Rodrigo Guadarrama Murrieta

11 November 2004, 07:16 PM
Rodrigo Guadarrama Murrieta has entered the Grand Space Opera 3D.

Challenge Page (

Latest Update: Modeling: cannon_finished_02 (

another render of the cannon, this time a non-orthographic top view for your enjoyment. C&C appreciated.

11 November 2004, 07:20 PM
Good luck to ALL of the contestants entering the Grand Space Opera Contest. Let's trya ll to make our best effort on this great challenge and be open to accept and give out useful and constructive gritique on other people's work.

11 November 2004, 07:22 PM
BUena suerte!:beer:

11 November 2004, 11:55 PM
Well, I've been thinking about it and I have two ideas so far and one with rough sketches already.

1st.- A legendary spaceship that has won hundreds of battles and overtaken thousands of enemies single-handedly. This is de Jarmatian Star, customly built and with all the latest, cutting-edge artifacts including a stealth device. These are the first sketches of it:

Left View:

Top View:

Front Leg Right View: (a bit overworked :P)

Back Leg Left View (less overworked XD):

2nd.- Armatia is a triplanetary slar system around the sun of the same name. All three planets, named Jarmatia, Karmatia and Larmatia are similar in size and features. They are populated by humans with varying degrees of development, ranging from the Larmatians, tha are overdeveloped and peaceful, to the Jarmatians, that have rather underdeveloped brains and are a vicious race. The three planets revolve around the Armatian sun on the same orbit and are equidistant from each other. Karmatia is the planet with most scarce resources of the three and the Jarmatians are privileged with four moons around theyr planet rich in minerals and metals suitable for alloys. The Larmatians, on the other hand, rely on commerce and trade to survive and bloom. The planetary system has lived in peace for quite a long time, but the Jarmatians have grown greedy and jelaous of the Larmatian glory and have captured cientist from both planets to develop weapons, starships and strategies to blockade and attack Karmatia and Larmatia. The curious part of these civilizations is the fact that they have thrived for thousands of years living on the depths on the oceans that cover the surfaces of their planets. They have developed hybrid submarine/space ships capable of emerging from the highly salted waters and off into the outer space very effectively. From our point of view we have a clear overview of the buildings of covering the seaflor of Jarmatia and of the fleet leaving the planet in massive amounts and setting off to start the bloodbath.

What do you guys think about them, which one do you like the most?

11 November 2004, 12:04 AM
Hi there! I like the sketch of the ship's fornt leg:thumbsup: But in my opinion the 2nd idea is better. More epic, and gives you more possibilities to make cool image. Good luck to you:bounce:

11 November 2004, 12:06 AM my opinion the 2nd idea is better. More epic, and gives you more possibilities to make cool image. Good luck to you:bounce:
I think that too, I will sketch it out and see how it goes. thanks for the good wishes, and good luck to you too!

11 November 2004, 12:29 AM
I think I'll go with the second idea. I souped this schematic of the Armatian Solar System in about 15 mins so that you could get a clearer idea of what i meant with three planets on the same orbit around a single sun equidistant from each other:

11 November 2004, 12:34 AM

I like your idea and story. I'm looking forward to seeing the sketch of the scene. It's going to be the most important part! Good luck, and get busy since many are way ahead.


11 November 2004, 04:17 PM
Vamos Rodrigo!

Me gusta tu 2da mafufez, venga, ¡quiero ver más! :buttrock:

11 November 2004, 05:35 PM
Buena suerte con tu proyecto Rodrigo , estare de cerca viendo los avances


11 November 2004, 05:58 PM
The concept of the big ship is cool. I like the beefy landing gear, and engine configuration. Looking forward to seeing how this develops.


11 November 2004, 03:59 AM
I decided to add a radical to twist to the concept I'm working on. These cultures actually thrive in underwater environments :) so yeah here is the first render of the environment. you can't really get hold of the sacle in here, but this valley holds a whole city, so you should get some sort of sense of the scale in it. here is the first render of the environment; no post-processing:
Terrain map generated with WorldMachine, texturing, rendering and environmental Effects in 3DS Max 7.

C&C very much appreciated.

11 November 2004, 02:21 AM
Looks good, let see more. Lets see a sketch of the scene!:)

11 November 2004, 03:47 AM
hey taht was quick.....jeeze you got a terrain already...many of us that've been in for a month or so aren't that far...what app are you using....looking forward to seeing your idea develop... :thumbsup:

11 November 2004, 05:57 PM
hey taht was quick.....jeeze you got a terrain already...many of us that've been in for a month or so aren't that far...what app are you using....looking forward to seeing your idea develop... :thumbsup:
I used WorldMachine to generate an appropriate displacement map. Then I applied such map to a plane in 3DS Max 7 then I textured it and applied environmental effects and rendered with the built-in Mental Ray. thanks for your comment.

12 December 2004, 09:28 PM
these are the first models for the buildings on my underwater city. very basic models with ffd modifiers and lattice modifiers to give thema more "structural" look. i will create around 20 or so different buildings to be scattered over the surface. here are the first four:
modelled and render with 3ds max 7, lighting with e-light

12 December 2004, 11:01 PM (

this is a 3d sketch is ouped up so you guys could really see what i am aiming for in this challenge. the boxes on the terrain represent buildings and the blue boxes floating around are droves of hybrid, submarines/fighters accordingly to my story (read the posts in my thread please).

Software used:

-World Machine -> Displacement map for the terrain generated with this program.
-3DS Max 7 -> Displaced a plane to generate the terrain, used a Scatter Compund object to create the city blocks with a simple box, and a spherical PCloud object with a simple box to give that sense as if the submarines were some sort of fishes moving within a bank.

12 December 2004, 01:48 AM (

First lighting test for my scene. Yes, I DO know I'm doing it backwards, and that the modelling should be finished first, but I don't really care ;). Anyway, lit with a skylight and a directional light with a caustic-resembling projector map. The boxes floating are where the submarines will be placed and the boxes on the terrain are where the buildings will be colocated.

C&C very much appreciated!

12 December 2004, 02:06 AM
Very unique look to those buildings..they are qoing to look cool in mass numbers.. :thumbsup:

12 December 2004, 04:33 AM (

11 different models of buildings to be scattered over the terrain to create the city. I intended to do around 20, but 11 should be enough as most of them will not be really up close and I don't really have that much time to create 9 more. One of the renders is just a different angle, so, watch closely ;)

Modelled in 3DS Max with simple primitives and extended primitives with FFD Modifiers and Lattice Modifiers. Lighting with E-light (dunno why they came up so dark). C&C appreciated.

12 December 2004, 06:46 PM
Simple, wonderful shapes - those bulidings will look great scattered - looking forward to the rest!:thumbsup:

12 December 2004, 12:46 AM (

tweaked the lighting a lot. added several mrarea spots and 1 mr area omi with a volume light effect ehind the mountains right in front of the camera.

also decided to change the format to a cinematic wide-screen format because i think it makes it more 'epic' something you would be able to see in a movie.

12 December 2004, 01:01 AM (

wireframe version of my last image. i\'ve included captions so that the complex lighting work can be fully appreciated as well as some of the modelling techniques.

C&C very much apreciated.

12 December 2004, 01:03 AM
Same with you bro! Jeez, I dont know how you even do this stuff! I wouldnt know where to start! But yours looks great too! Good luck man =]

12 December 2004, 01:31 AM
hahahaha thx, but well, you've got to start somewhere!! i've tried digital painting myself, but i cpuldn't drow for my life :shrug:

12 December 2004, 01:02 AM (

a cannon i am modelling for my scene. it is formed by 5 barrels with 5 cannons each (extensive use of the array tool, lol). i'll post some sketches soon so you guys can see what i am aiming for with this model.

lit with two light arrays to acheive soft sahdows and represent a key light and a fill light. a bit exaggerated considering the nature of this model, but it was useful as practice ;)

12 December 2004, 11:15 PM (

added a few details on the belt around the 5 tubes containging 5 tubes each. a new modification in a few minutes' time.

12 December 2004, 02:09 AM (

finished model for the cannons scattered over the city in my scene. maybe a bit overworked since they will mostly bee seen pretty far away, but i still enjoyed doing them very much. the things along the sides of the tubes improve the cooling of the tubes.

still pending is the support of the weapon, so stay tuned!

12 December 2004, 04:15 AM (

another render of the cannon, this time a non-orthographic top view for your enjoyment. C&C appreciated.

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