View Full Version : Outpost - VFX Challenge - MotionKey
03 March 2003, 05:15 PM
This is the plate. a lot of work to do!
03 March 2003, 05:16 PM
have no place to redirect it sorry!
03 March 2003, 05:27 PM
a little bit better image!
03 March 2003, 01:47 PM
I made some changes to the original .
Some feedback? please..
Goodluck to everyone!
03 March 2003, 05:02 PM
It is very hard to tell with these poor quality images......sorry.
But as far as I can tell, I prefer the first image.
The second one does not look natural at all.
I asume you were going for a night scene?
Well, the color of the mountains doesn't at all match the sky, and the shadows are wrong.
Other than that, looks like you have a good start. I recomend that you go back to your original image.....but thats just M2C.
03 March 2003, 05:20 PM
I think i will work with both then i will use the best.
03 March 2003, 11:44 AM
I change my backplate and I am working on the models and setting camera movement.
Somw feedback, please.
no textures alot of work to do.
03 March 2003, 10:50 AM
This is an update of the plate with some of the final geometry
Vfx challenge image (http://www.geocities.com/motionkey2003/challenge.html)
03 March 2003, 01:35 PM
looks good so far
although the main pipe on the right looks slightly odd
04 April 2003, 11:20 AM
Please tell me what you think!!
04 April 2003, 03:28 PM
The buildings look like are too square to the camera. Its like they need to be more of a 3/4 view or something. Maybe its just the way I'm seeing it.
04 April 2003, 03:33 PM
Looks promising. I'd try to match the colors of the base with the background a bit more ;) And I agree with BlueCougar, angle is a bit off.
04 April 2003, 03:47 PM
Thanks to god someone just come to help me!!!
I want to thank both of you for the comments and i think thgat you are right there is something with the angle.
I will work with that tonight....
Do you think is the camera or the geometry?
04 April 2003, 03:50 PM
I'm using the same background rendered inside the 3d package
then composing it.
am i doing it right or not?
04 April 2003, 05:14 PM
MotionKey, I see that you've been posting semi-poor quality images in order to use them as attatchments, would you be in need of some webhosting assistance, for this project?
04 April 2003, 05:21 PM
I dont know much of web design and coding stuff
and i dont have time to work with a webpage so i just can post the images like that sorry!
Yes, I need some webspace
04 April 2003, 05:23 PM
Ok, you just need a place to store your images?
give me a day or two to find my old server, and I'll see what I can do, ok?
04 April 2003, 05:25 PM
Some webspace would be nice but i dont know how to work with webpages
04 April 2003, 05:26 PM
Thanks for your help buddy!!
04 April 2003, 10:54 AM
need some feedback....
04 April 2003, 01:04 PM
You should use a bump map for the buildings, the texture looks too flat. And it could be dirty, everywhere.
The shadows are too long, I guess. And they need to be darker, they are nearly black on your photo.
If you use instances, please rotate the upper building structure at least for each building. I'd texture the lower part different for each building, or put some cubes in.
The windows could need some reflections, too.
The rest is ok .. :thumbsup:
Hope I wasn't too harsh, you're on the right way, good style.
04 April 2003, 01:15 PM
well i ll take your critics in mind
for the help......
04 April 2003, 01:17 PM
You think rotate a little bit up ?
04 April 2003, 01:42 PM
Naa, just rotate it around the y-axis so that the buildings look different without modelling anything.
Right now you totally see, that all of the buildings are copies, make them unique. And rotating is an easy way.
:buttrock: keep on modelling, it looks really cool, needs just enhancements.
04 April 2003, 03:57 PM
Use the image you have used as the background as an environment map on the windows.
They are so small you wont notice its the same.
I think it could add quite alot to the illusion.
Also, Heaven871 is right, you should make them each a little different.
04 April 2003, 04:11 PM
I'm taking my notes.
I'll work on that tonight.
thank for all the suggestions
04 April 2003, 04:19 PM
04 April 2003, 01:13 PM
thaks for the suggestions......
04 April 2003, 12:29 AM
Great work so far! My only complaint comes in the form of perspective.
The Perspective of the image doesn't match the perspective of the 3D image.
See the diagram below as an example:
04 April 2003, 03:20 AM
good point, dark_lotus, though should it not be from a greater distance, if he uses the illustrationyou provided, would it not look quite weird? ie, lopsided windows?
I think you meant to just give him the idea, yes? no?
anywho, you know more about it than me...so I'll just go hide again...this sunlight thing is WAAY overrated...
04 April 2003, 09:40 AM
:bounce: That's much better.
Tiger eye dark_lotus is right, persp is wrong. How do people recognize these things, I could stare a month on the pic without recognizing? Good work.
You could also slightly (1 or 2 pixel) blur the shadows.
Now you should add some interactions with the stones. The buildings still look stuck on the wall.
04 April 2003, 06:29 PM
this is a new image..
04 April 2003, 08:46 PM
The last image is a huge improvement over the others. It's looking good.
04 April 2003, 07:23 PM
Great job. You need more detail in the shadows to make them convincing.
04 April 2003, 11:08 AM
04 April 2003, 11:33 AM
Looking good, motionkey!
Something bugs me though, can't put my finger on it...
Maybe it's too, err...reflective? I don't know the word, but the rock looks really bright, and the alien tower things look awful dark....don't know...
It may be that I just need to clean my glasses a bit....
04 April 2003, 12:54 PM
looking great but maybe the shadows are a bit too dark??
04 April 2003, 03:47 PM
Yes great improvement so far.
Points on lighting. Think about what happens when sun So bright at your plate hits flat faces of rocks it reflects it back and forth thus adding light in most of those dark edges. I think completely dark shadows should be only around tight areas, more specific foot contact with the rock or two shadows overlapping (but only to some extent. So for instance the bottom on the top most building would be much brighter then it is.
And don't forget one important fact that light reflected of something usually has its color so try and use some point/area lights with falloff and no specular ability and play with intensities. Put them strategically so that you trace the main light source path and think how would light reflect. Second issue is try and soft the edges of CG in post. They are to sharp. Add light blooming on the bright parts of light reflections (windows and such).
Keep it going.
04 April 2003, 11:11 AM
04 April 2003, 05:28 PM
mabey a reflection map on those windows and up the specular on the grey areas for more of a metal feel....
actualy here's a file for the metal... http://members.cox.net/plummet/brushed.zip
I got it some where on the net. But anyway load this file then hit 'M' and save the first brushed metal to your library. Then you can use it anywhere.
04 April 2003, 05:51 PM
04 April 2003, 06:13 PM
:surprised very nice
04 April 2003, 08:27 AM
Beter, but now try and color Shadows as they are in the original.
04 April 2003, 08:28 AM
Look at the shadows that Rocks them self cast
04 April 2003, 04:40 PM
this the final clip without audio, i have one
with the audio but is too big
04 April 2003, 05:01 PM
:) Nice shot. The plane looks like having no drift, a little bit too spline path oriented.
The clouds should maybe have a bit deforming motion on them when moving so fast, maybe I am wrong.
The buildings are very nice and the cam move is good, too.
04 April 2003, 05:06 PM
the clip with audio (http://infused.f2o.org/motionkey/Comp vfx.avi)
04 April 2003, 05:12 PM
the clip with audio
comp_vfx (http://infused.f2o.org/motionkey/Comp vfx.zip)
01 January 2006, 06:00 PM
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