Grand Space Opera 3D Entry: Michel ROGER


#61

You blocked this out pretty quick… Quick way of getting ideas!


#62

oxygen13300 :
Thx a lot :slight_smile:
Mhh I sent nothing for Exposé 1 & 2, and I don’t know what I decide for
the third.

superlayer, Lotus7, 3doid, Designer2,Pedro Toledo, pBarrelas thanks for yours comments.

dsigna :
Yes, i used it since Joan of Arc picture and it’s work pretty fine
(and fast).
Yes it’s a part of an element, more details soon.

Aego :
Merci, it’s cool :wink:

Viollus :
It looks like now but wait a more advanced design, it’s a not
a black monolith or a monolith, but a rock with interesting stuff inside :slight_smile:

sH1 :
mdr :scream:

Foot :
Yes it’s usefull to manage perspective etc :slight_smile:

flash.luz :
Come on :slight_smile: It’s very exciting to share some work in progress here,
all the world in a forum :applause:
Try your best and you’ll learn lot of thing yourself
and with the others posts.

Ruso :
I think a realist but not photorealist rendering.
Photorealism is not my challenge in my rendering works.

ficolo :
Thanks, I see your entry and I like it too, I post a comment soon :thumbsup:


#63

Nice composition, I like the “down looking up, way up” perspective, it adds to the sense of vastness and scale. I am still working on the prologue but am close and will start scene soon. Keep up the great work.


#64

Your sence for lighting is outstanding.
You made a wise choice to use a skech metod for preparing lighting setup in your scene.
I will be glad to see next stage.
Exelent job so far…


#65

Hey nice to see that Im not the only one that uses 3d block primitives to produce a kind of guide for creating a composition.

Great use of color,… but Im confussed as to what is going on in the picture…

Also, I wonder if you are plainning on adding a characters to the image, or if it be machanical only?


#66

Here a first answer to your questions.
The new concept will be a clean up drawing.

Characters are low poly models I use to research fast posing and lighting test.


#67

Cool concept, should be a complex scene…


#68

brilliant work. lighting looks great, this spaceship reminds me with something funny (sexy) ha ha ha…

keep up the great work mate.:thumbsup:


#69

Designer2 : :scream: I see what you mind, i’ll hope the final design don’t remind you the same stuff :slight_smile:


#70

Iam quite interesting what will be next. Looks pretty cool :thumbsup:


#71

Great lighting. Cant wait to see it come together in 3d.


#72

Nice concept and lightning … as usual :thumbsup:


#73

I like the way you’ve used 3d, then painted over as your concept picture, looks like a good technique. Hope you don’t mind, but i’m probs gonna steal (Sorry, I mean borrow!) that idea from you…

Keep up the good work, adn in agreement with comments above: lighting is awesome


#74

I have seen the paint over 3d method many times before and tried it once myself. Its a great method.
I wonder if you can tell us a little about your workflow?
And pls be a little detailed about how you prepare the 3d scene before you paint over it.

Thanks. It would be a great help.


#75

monkeyboy1982 :
If you read the rules of this challenge, you can see that we can help us together :slight_smile:
Also, if you like this technique you can use it too, it’s not a problem.

superlayer :
Ok, I listenned to you and here a more detailed steps :slight_smile:


Here a view to the “ground”, mountains are juste sphere with some vertex tweaked,
I use main a directionnal light as main light (sun) and two ambient lights.
Others lights are omnis with differents decay rates (linear, quadratic or cubic)
to achieve scene ambience.


A closer view of the “deck”, just boxes or polygons with some extruded faces or
edges.


The main focus of the picture, the people and artifact.
Characters are low poly models, basic skinned.
Notice a spot to illuminate the artifact and an omni to simulate the light reflexion
on it.


#76



A usefull tips to make a better rendering or to add extra lines for your drawing aids is to smooth your low models without continuity (in maya but work the same
in others packages with equivalent options).

Now yours models look like “grid” but not deformed by smoothing.

After rendering and ready to paint over, notice you can place an extra layer
(multiply mode) to see wireframe to help you with the perspective.

'Hope it’s usefull.


#77

for max users : you get same effect by putting a tesselate modifier with tension = 0 and then playing with iteration levels for more or less subdivisions.


Great concept and workflow. Can’t wait to see where it will lead, keep it up!


#78

i can’t wait >_< (p.s. : je sais que je vai être le 10 000 ème à te remercier pour ton tuto sur joan mais bon je tenais quand même a le faire :))


#79

Michel ROGER, m@.: Thanks a lot for the insight. :slight_smile:


#80

Good progréssion on your project, and thank you on the technical
explanations…