FXWARS Challenge:36 -SEVEN TOWERS - Gustavoeb (Gustavo E Boehs)

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Old 10 October 2012   #16
hi Nick and Harry, thanks very much for the tips. they did point me in a good direction in order for me to clarify what I wanted and how to get it. So I went over the references all over again and found some really inspiring things. One shot that inspired me very specificaly was this one from Lawrence of Arabia:

In it Lawrence is just upon entering his dangerous journey, and you can clearly feel invited into the desert. I decided I wanted something like that for my shot. On the foregroung though I wanted to have a fallen place, forgotten in time... here is what I got:

I feel this is looking much better, but that maybe just because Ive put work into it and dont want to let go. What do you guys think? Good enough to move forward?
Old 10 October 2012   #17
yeah, that's more like it, more expressive!
i can feel the opening on wide space, the invite to go into the desert and toward the tower. (i guess the sand will move toward the tower and not from the tower?)
Old 10 October 2012   #18
Quote: i guess the sand will move toward the tower and not from the tower?

yeap, that was the idea! I'm glad you were able to get that feeling from my poorly rendered still

so, based on my initial concept this is a low-res layout of envoiroment and camera movement in 3d

Whats next?
  1. Create high-poly assets to substitute the low-poly props
  2. Enhance procedural dune and sand cumulation tools, adding funtionality and adaptive subdivision
  3. Build simulations
  4. Shaders/textures/lighting/etc...

Order might change depending on will and time

Last edited by gustavoeb : 10 October 2012 at 11:19 PM.
Old 10 October 2012   #19
How about at the start of the scene bring the camera to just about waist height off the ground. Then when you clear the dune have the ground drop off quickly leading to a huge open vista. I think that might establish the scale a bit more.
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Old 10 October 2012   #20
i totally agree with that! (one might even add a scorpion or other small animal focused on, then change the focus as you move forward past the animal. of course, that can be quite long to do, but if you find a model existing and free to download, why not)
Old 10 October 2012   #21
sugestion taken guys. it actually looks a lot better. I also did the scene some more time in the beggining, for a better pacing...

today I will post a little test on how to style and develop the tents though :P

so all I do is simulate them with Lagoa, pin and nail the cloth to the ground... simple stuff. I wanted to use Syflex as it is a lot faster, but I went for Lagoas ease of use and possibility to mix in particle interaction (think sand)

here is how it looks with some turbulent wind on it:
Old 10 October 2012   #22

in my opinion, the tent is too loose. i would reduce the stretch on the top to reduce the spikes.
(or the guys who built it didn't want it to hold for the whole night! ^^)
Old 10 October 2012   #23
some more R&D with the tents... as Manja pointed out cloth needed be more stiff. Apart from that I wanted to test how to go about plotting many tents in one scene and how sand sim would interact with cloth sim.

First problem had 2 solutions, I could either emit many cloths in one sim or merge all cloths in to one object and sim it. The seccond solution yelds a smaller less complicated node tree to handle, so I wen this way. Thanks to the way Merging works in SI the original objects keep working as an input for the final object, so I can still change resolution of cloth and everything.

Seccond problem also had different solutions. The most attractive one at first would be to simulate everybody through Lagoa and be happy! Cloth sand interaction, sand intercollision and all that jazz... but since I want to use huuuge amount of particles for sand, considering intercollision is a bit of overwork. So I did a separate sim for the particles, but both share same forces and turbulences, to look more alike.

So here it is:
Old 10 October 2012   #24
Ok, so today Ive reserved some time to study how to tackle some problems with the more rigid assets of my scene. I'm trying to create some debries I can lay around the ruins of the old village that used to be there, near the tower... For that I am using the default convex shattering in ICE and placing objects around with the opensource version of the Momentum RBD solver for Softimage.

Here is how it is done:
First we build a pointcloud, the points position and orientation will be used to slice our objects. There is a compound for that, but as long as your points have a position and orientation, it doesnt matter much how you set them up.

We then apply "Create Shatter from Pointcloud". In order to set different materials for the ins and outs of the fractured object I apply a material for all faces whos angle is not divisible by 90. Hint: the modulo node returns whats left of a division operation.

I then set up the materials and a very simple RBD simulation with Momentum:
Old 10 October 2012   #25

you used a noise for the displacement? (don't tell me this is just tasselation! )
Old 10 October 2012   #26
Everything is looking fantastic.
HMC: Model Collection
WIP: Harris Nut House
WIP: WarCraft Troll
wyattharris.com Dig it!
Old 10 October 2012   #27
thanks guys
I am glad you are liking it...

Manja: yeah, it is a simple noise function used as displacement. Very high intensity and frequencie on the inside and lower on the outside. I separate whats in and out with a simple function Ive described in the last post...

I am now sculpting the details of bigger solid objects, it is quite a pain since I rarely do this... I hope to have something this week, but Ill be traveling soon and will stop posting until November.
Old 10 October 2012   #28
ooh, radio silence then BOOM, the big stuff in our faces!
Old 10 October 2012   #29
before i leave

come on Manja! on the fun is wiping man
so Ill be on leave for the next 2 weeks, and will be very silent during that period. I thought I would drop by and share how the sculpting phase went. Nothing fancy really... I had very little time lately :(

as you can see the camera already reflects the suggestions made in this thre... here it is:

the little debires that I showed how to create in a previous post were positioned with a very handy tool by SI TD Piotrek Marczak. Little brush tool capable of instancing and colliding objects: https://vimeo.com/41982632. I think I need more of them though...
Old 11 November 2012   #30
Heads up

FXWars 7 Towers: One Month to GO.
I am looking forward seeing more of your entry.

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