Grand Space Opera 3D Entry: Michael Crawford


#1

Michael Crawford has entered the Grand Space Opera 3D.

Challenge Page

Latest Update: Lighting: Plasma Experiments - Part 4C

Last one in the series, so you can all breathe a sigh of relief. :wink: Yeah, I finally worked out the kinks and feel reasonably satisfied with this compromise approach that doesn’t completely cover up the plasma but avoids some of the other render headaches. More importantly, this design should enable me to get the glow I want for the inside of the domes without any unfortunate ā€œside effects.ā€ Whew!


#2

Ever since the Age of First Contact, the twelve species which had signed the first Interstellar Trade Alliance had sought a means of shortening the enormous travel-time between planets. That day finally came with the development of Jump Gate technology, and the construction of the first Waterholes: transportation hubs that would usher in a new era for the species of the Trade Alliance.

My mission: to develop a scene built around the completion of the first operational Waterhole – a time of celebration and anticipation of the great discoveries just around the corner. The concept sketch I’ve submitted is a starting point: an attempt to arrive at a ā€œlookā€ for the actual Waterhole jump gate. I plan to build an immense space port / engineering facility around this, and perhaps show a delegation assembled in one part of the Waterhole, toasting their accomplishment and watching the first starships line up to make the inaugural jump. More sketches to come as I hone this idea.


#3

hi man, this is nice sketch, you know the whole idea is good but for my suggestion may be making (perspective changes) that ring come quarter way behind camera (Close up shot) and the planet near it goes bit behind, i only see this may be you have better thing going in your mind.
good work so far.


#4

Making gradual progress. I’ve been bouncing back and forth between working on basic modeling tasks – doing a lot of experimenting on how to put together an intricate and complex space station without going over the triangle limit that crashes mental ray. As I get a better sense of what I can – and can’t – do, I’ll use that to refine concept sketches until I arrive at something that seems both ā€œdoableā€ and interesting enough that I can at least hope to get a portfolio piece out of the process. At the moment, the sketches are rough (to say the least!) and probably a far cry from where I’ll end up … but I guess that’s the nature of the process.


#5

I can’t believe noone has posted any crit… This idea rocks, and the concepts look great! If the final image is even as half as good this will be one great image!!! Keep it up! and good luck!


#6

Designer2: Thanks for the comments and suggestions. I’m testing out a lot of different perspectives in my 3D app, and will almost certainly end up with the final render being from an observation deck on the Waterhole Alpha space port – a vantage which should provide a good view of the jump gate itself.


#7

Borro: Thanks! I hope I can pull off the gate itself. I’ve wanted to try something like this since renting a copy of the Hellboy DVD; that transdimensional gateway at the beginning of the film was just awesome (and around 100 separate composite layers – yow!).


#8

good idea, i think should find a better view, more dynamic, may be near the gate.
well, it’s just an idea. :slight_smile:

all the best.
David.


#9

Hope to get some real progress posted tonight. The image on the right gave me the kind of ā€œproof of conceptā€ reassurance I needed to get going on the Kahir ship – one of the twelve species who have come together to launch the first interstellar jump gate. And don’t worry: the modeling will get a lot more complex, though I tend to make shaders and displacement maps do a lot of the heavy lifting.


#10

More progress. Will post some shader tests of the assembled ship shortly.


#11

love the concepts… very originals :thumbsup:

Good Luck

Best Regards,
Tiago


#12

Not quite what I intended, so it’s back to the drawing board to try to get the ā€œskinā€ right. The version on the left is closest to having the translucent effect right, but no cigar. The others … well, they help prevent the spread of venereal disease on Neptune, but … :frowning:


#13

great concept, I like the yellow lighting that you have thr. Your greebles look really cool ;p

cheers m8


#14

Really, really like what you’re doing here! The ships are awesome.

will keep an eye on this thread for sure - keep it going!

my space opera


#15

ah i recognise that xyz icon :slight_smile: a fellow xsi’r for sure. It looks like you are forging ahead with your modeling and seem confident you have the right scene. my only concern here is that the dynamics of your image might not be clear enough from the concept sketch. eg I am unsure of how the ā€˜gate’ functions, it seems to have a protective shield around it and im not quite certain how the larger alien ships are to get in and out of this gateway or wether they are meant to or not. For sure it is a spectacular idea and concept! I would just like to see more workings of the composition and perhaps the gate in mid use or something.

Also if you are going to be putting a lot of polygons in the surrounding city scene, you should not concern yourself with reaching a MR limit, render in passes and seperate elements which will allow you to reach your limit per pass and layer them together afterwards. This way you will reach your limit x how many seperate passes you render.

Personally I have not entertained the idea of starting modelling in 3d until I feel as though the composition is nailed, which im still struggling on mine. I feel if you have put a lot of effort into modelling/ texturing something then you are less likely to drop it for an alternative or ā€˜better’ idea of doing it along he way. but you seem confident enough. good luck!


#16

Versiden: Thanks! As for the greebles … yeah, it seemed a lot faster to do a very rough approximation of Waterhole Alpha using the greeble script and then take it into Photoshop and apply more detail than to spend hour after hour trying to get the hang of sketching with an Intuos tablet (great if you come from a traditional art background … not so great if you’re used to sketching while looking at the sheet of paper your pen is resting on).

Gunilla: Glad you like the ships! I’m having a lot of fun with the shader networks on the Kahir ship, so I should be posting some better test renders later today.

Tekano: Yep, I just got my upgrade to 4.0 last month, which part of why I’ve launched into modeling before really taking the time to establish exactly how I want to handle the scene – I’m bouncing back and forth between the new training DVDs and trying out some of the techniques I’m learning. Ever since 1.0 I’ve just used a few key parts of the program, and pretty much saved everything else ā€œfor later.ā€ Well, now IS later, and this contest seems a perfect opportunity to get a better working knowledge of the things I’ve put off for so long.

As for how to get across how the gate functions … hmmm, I’m working on that. The original plan called for building something like a cyclotron around where the gate is generated, but then I started thinking about the radiation this would generate and how there would need to be some sort of protective shield separating the jump gate from the platform where the generators are located. Of course, making the shield solid would complete screw up the visual splendor of the jump gate itself, so … um, working on it. :frowning: Hopefully as I put together some rough pieces and investigate the layout in all three dimensions I’ll figure out some clever engineering solution. Either that, or the Kahir ambassador will contact me with an explanation. :wink:

In regards to the mr limit: yes, I can certainly break the scene down and do it in passes. My concern with crashing mental ray actually stems from some horrendous problems I had with huge displacement maps during the Alienware contest. At the time, I hadn’t known about the displacement options in the visibility panel, so I was using a script to turn grayscale terrain maps into some really complex solid geometry, and the size of these was wreaking havoc with the triangle count. With Waterhole Alpha it will a lot easier to block everything out and then do different segments as separate passes – though there’s a lot to be said for being able to quickly bring up the render region and check everything in the same scene file. :slight_smile:


#17

Holy cow, that is amazing. How are you getting those shader effects for the scout ship? This entry is one of the most exciting I’ve seen! Awesome work.


#18

Tyler, I’ll post the shader networks later today. For now: the skin of the Kahir scout ship is the byproduct of two overlapping meshes (same mesh, but fractionally different in size). One mesh uses the XSI ā€œgas flameā€ shader network to provide a bit of a glow, while the other mesh has a Phong shader with high transparency, moderate reflectivity and both bump and displacement maps applied at very low settings – just enough so that the map textures show up primarily in the specular component. Some internal lighting interacts with the objects that constitute the innerworkings of the ship to provide additional ā€œglow.ā€

Like I said, I’ll post the networks later today – once I fine-tune things a bit more. But thanks for asking!


#19

Lots to upload tonight, so I guess I’d better get started. Normally I’d save the culmination of the day’s work until last, but just in case I fall asleep at the keyboard I thought I’d better post the test render that makes me feel like I’m on the right track.


#20

The design is very good, like very much the colours and the lightning, but the tentacles seem to be a bit small and rigid.

Keep up the good work

Best Regards,
Tiago