Grand Space Opera 3D Entry: Radu Octavian Pop

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  11 November 2004
your ship is comming along nicely. Love your concept
  11 November 2004
Nice concept sketch , hope to see some more cool stuff

My CG Challenge XVI - Grand Space Opera - 3D Thread
  11 November 2004
Modeling: alien fighter03-wireframe

Alien fighter - heavy poly version for closed objects, 13,000 polys, not many details yet

  11 November 2004
Hehe.. al treilea roman in afara de mine care-l stiu sa lucreze cu LightWave.. bun asa !

Nice ships. I dare to make a sugestion: maybe you can carve some holes in the hull (like maintenance doors or something) to show a bit of "guts" here and there.. ? I think this provides better reference to the viewer, IMHO.
My Grand Space Opera entry:
  11 November 2004
Actually, I really like the modelling. As well, I think the style of the ship is really unique, with lots of references somehow merged into this one cohesive and unique work. Bravo, toate cele bune si mult noroc!

  11 November 2004
Hector - Thanks Hector, I hope I`ll do something you`ll like at the finel stage too.
Vittorius - Thanks Kacper. I`m glad you like it. I`m still fighting with the concept idea for the defenders cause I feel that the hole concept is not ready yet.
CYCLER - Merci Ioan. Indeed there are not so many romanian lightwavers. I know too a few of them. The fighter is not ready yet. Thanks for suggestion, I`ll try to do my best.

Thanks everybody for your opinions, your support is invaluable.
I hope in the near future I`ll have more time to work on this project, cause I really want to finish it.

  11 November 2004
Thanks Mihnea, I`m glad you like it. Regarding the references, I think I was influenced by the shapes from the Batman movies (maybe the Batman logo). I didn`t use any references, I was looking for keen, sharp shapes.
Hehe, merci mult, bafta si tie !!

  11 November 2004
No no nooo, that's Batman's plane
My Grand Space Opera entry:
  11 November 2004
Concept Sketch: Batman`s plane

Yea, I did a quick search with google and i found this. I didn`t use it as a reference image, maybe just from memory I used the general looking.

  11 November 2004
Modeling: some alien motherships

Even I don`t have so much time I`ve tried some shapes for the alien mothership.
Here are some of them. Some of them are too organic or zoomorphic (I don`t know if this is the correct word).
I renounced to use them because, finally, I found the idea for the other race.
I`ll post it tomorrow.
For the emerging allien ships I will use only one model. It`s enough.
There will be a lot of them (somewhere between 100 and 200 ships).

  11 November 2004
Modeling: Human Lancers

The action in my concept idea is taking place in January 17 52,005. Almost 50,000 years from now on.
In 52,005 the only concern for human race will be their happiness.
Even though humanity will be technologically very advanced, humanity`s will remain a religious race.
Believe it or not, they never meet other intelligent extraterrestrial races. This is their first contact.
Another reason to remain religious people.
Many peoples, but not everybody, will be able to travel great distances using their special mind powers.
They are known as SPIRIT TRAVELLERS.
These Spirit Travellers will fight against the invaders.
They will guide energy balls launched from both sides of their ships.
These space ships are called HUMAN LANCERS.

  11 November 2004
Modeling: Human Lancer 02

The same space ship

  12 December 2004
Rendering: wormhole scene

OK, after an unwanted working pause to this GSO challange, I`m back in business.
Time is very short and I still hope I`ll able to finish it in time.
Here is the wormhole from where the alien invaders are emerging.
For creating the wormhole I choosed to use particle emiters and Hypervoxels.
I used a hexagon (not seen by the camera) and three particle emiters linked to the hexagon.
The particle emiters are positioned to three opposite corners of the hexagon.
The generated particles are used for Hypervoxels. The Hypervoxels were rendered at good quality settings and the antialliasing
settings for the render engine are only at enhanced low quality(5 passes). Even so, at 3636x2656 pixels, the entire scene was
rendered in 96 hours (P4 2,66 GHz and 1Gb RAM memory). Who knows how much time it will be necessary to render at enhanced extreme antialiasing
settings (33 passes). I don`t think I have enought time to render the wormhole again.
The hexagon is moving back from frame 1 to 300, rotate 10 times on the Z axis in the clockwise direction, and
the particles emited by the three emitters created a snail(spiral) tube.
The world coordinates for the hexagon are:
Frame 1:
Position X=820 m, Y=438.5 m, Z=-794.5 m Rotation H=0, P=0, B=0
Size X=1.00, Y=1.00, Z=1.00
Frame 300:
Position X=4.678 km, Y=4.064 km, Z=2,429.7 km
Rotation H=0, P=0, B=-3600 grades
Size X=0.6, Y=0.372, Z=1.00

P.S. - it`s so good to be back, hehe

  12 December 2004
Rendering: alien wormhole

the wormhole after 96 rendering hours

  12 December 2004
it seems your are donig a hard job
but whatch out your models they are very havy model try to model very light.....
i hope it can help and reduce the renderig time
good luck
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