Grand Space Opera 3D Entry: James Hibbert


#165

getting closer I think, I’ll have to throw this comp out by the end of it but there are just a few things I’d rather do in AE.


#166

It keeps getting better and better, Excellent.
Great shockwave effect!


#167

Hi

This will definitely be the last post about angles. For two reasons; it didn´t really matter in the first place, and I´m getting so used to the look of your ship, that I like the angles as they are.

Now this is a matter of principles at this moment; Why can´t I explain myself in an understandable way ?

[b]

[/b]
[b]_| from this…
[color=darkslategray]…| in to this?
_/

[/color]…No…

[color=red]…| [/color]From this…
_/
_| in to this!

(To show that this is made of solid steel, not rubber…)

But I like it now, just need you to understand my crits. As english isn´t my native language, it´s sometimes hard to explain myself.

That´s it for angles!
I like your new pics alot, I really need a fire plugin.:slight_smile:
:bowdown:

[/b]


#168

heheh thanks anyway though :slight_smile:

I don’t use special plugins for anything but the hull plates. the fire you see are image maps.

no one uses particles and volumetrics when fire on a polygon will suffice. now that’s a differant matter when you have to do certain things, but I’ve figured out a way to five 2d elements a volumetric feel when objects pass through them useing a depth map, but it’s really only good for animations and using stills just comp them together in photoshop of some other compositing program.


#169

What is a depth map??


#170

A grand scene in the making man. :slight_smile:


#171

Well, image maps I can use…:)- but to find them…!?

Searched the net for pictures of explosions and fires, but primarily found them to low res. As my scene needs a lot of explosions, I need a lot of different shots of blasts etc.
I have found a way to make explosions though, using a model with a rather complex map. I´ll post an example soon, and would like some crits on it, as I have lost the ability to watch it with objective eyes. But I´ll let you know.

As for the angles…:slight_smile:

Btw, are there going to be other ships in the scene, or is the counter attacks on these scary birds going to be from ground all the way?


#172

Yeah i realy like your last concept, keep on dude:thumbsup: !!


#173

What is a depth map??

A depth map is a version of your render that shows depth a render is usally grayscale since color would be pointless here. there are plugins out there to make depth passes of your scene, but the easyest way to do it is to make everything in your scene black except for your back ground. ***in lightwave just make everything a matte object. *** then set your back ground to white, then set your fog to white and set it’s range from the nearest object to the farthest object and render.

once you have one you can then make effects like fog that you don’t have to render in your scene, depth of field, rack focuses and all that good stuff using your depth pass as a alpha. you can control it using levels. I know it probably doesn’t make sence, but I’ts hard to explain with out visual aids :slight_smile:

Thanks alot guys! there would probably be an update but I’ve been playig the WOW beta :stuck_out_tongue:


#174

Heh… your post about the depth map just gave me an idea for making my explosion, thanx :thumbsup:

Carefull with that environment, it’s a bit boring though. Have you thought of adding some lighted signs to those buildings ? Sky needs some extra work too. :wise: But I think you didn’t got too deep into this yet :slight_smile:

I also love the last composition. With a lot of details on the ship in the foreground. Maybe because of the panoramic format ? Anyway, it’s good.


#175

thats a proxy object with procederal textures for the windows, thanks for the sugestion though.


#176

Excellent last update, it’s working well here!!! :wip:
Like the laser and explosion, also the style of the ship!!
Perhaps just the background seems to be not really in the pictures, i don’t know how to explain in english… :blush: …
But, i think it’s just for a test… you working very fast… keep going!! :thumbsup:


#177

I like city obliteration scenes. Especially when you get to see the buildings tearing apart, windows shattering, and vehicles being blown away.

Looking great, Jim.


#178

Hey all sorry for the lack of updates but I started to get back into it. Just a small one but here it is.


#179

Hey there BookMansBlues
Really great ship, awesome design, very original, looks very mean :scream: Thumbs up!
The docking bay looks good, now it gives us the feeling of the ships proportions.
Keep it up!


#180

Thanks, further updates comming, trying to work out how to do the inside of the wing arms in a way that looks good and is poly freindly :slight_smile: though I’m still under 400,000 :slight_smile:


#181

Hello BookMansBlues, very very good job!

The only thing I have to say, is that your city looks too “boxy”… but maybe that’s the idea!

Good luck.


#182

hey man…
i am very sad you still under contraction on your spaceship. oh man… come on… i wnat you finish it all of this smile…:bounce:
thank
movie3d


#183

A little update before I go on vacation. I wish I could take my computer with me but It’s not worth the hassel. As you can see I’m adding details into inner wing arms. it’s going to very basic detail but you’ll never get that close to see it. more of the same as the hull pannels (didn’t I say I was done? OY! :stuck_out_tongue: )


#184

heh Omid, I had to take a break for a while world of war craft was calling me :wink: Look on the resources drive at the school under reference/warcraft I added the 3,500 screen shots I took of the beta :wink: .

claudio_jordao: it’s a city there Boxy :stuck_out_tongue: actully I will be adding more non boxy shapes I’ve done some allready but I havent added them in.