Grand Space Opera 3D Entry: Paul Gulianelli


#81

Originally posted by GreenTek

but honestly i’m quite confused… i totally don’t like my old idea and at the same time i don’t have any suitable other… i’m afraid that i have to spend a lot of time sketching and trying to invent some proper idea… though it definitely will help to improve 2D skills a lot…

i understand man. I guess the best thing to do is to do a scene you can really feel for and love doing, even if it’s something boring or common. My concept is essentially a rip-off of ghost in the shell, but i just love doing these kind of civilisations and stuff, so I’m happy I guess. Hope to have helped with your problem…

:buttrock:


#82

While thinking about new concept I’ve edited the logo considering great point form ‘dahiya’… Also I made original image larger so you can click on the picture to see full size version…

Cheers…


#83

yeah… your absolutely right… i don’t feel like i’m doing right stuff… it’s not expressive enough… i mean it doesn’t reflects the feeling i’m trying to express…

thanks for assuring this and constant c&c… :thumbsup: i appreciate it a lot…

cheers… :beer:


#84

Like your new concepts and especially the logo (then again, I’m into that type of design work).

Don’t worry too much about whether your doing it right or not; just do what you want or what you think is unique. As far as originality is concerned, that a hard issue since “true” originality is nearly non-existant anymore (I’m sure my story concept that I’m doing has been done before in some form or another, although I honestly have no idea where :rolleyes: ).
Just do what you think is best is all I can think of. :wink:


#85

thank you very much Jason… your words of encouragement really help a lot… :thumbsup:

honestly the problem is that i don’t know what is the best… the only one thing i’m sure about is that i won’t participate in the challenge if i have nothing to tell through my work… more exactly i know what to tell but right now i don’t know HOW to tell it…

the last thing i want is if people looking at my work will start to discuss how cool textured it is how proper is lighting setup instead of trying to understand whats going on in the composition and getting some impression from the picture…

i’ve decided to withdraw my idea of making scene in the open space… it’s very simple and ordinary… i’m going to use some mix of sci-fi and fantasy… some kind of tech and magic…:smiley: well… we’ll see… i don’t know exactly at the moment… :shrug:

well thanks again Jason for your interest in my work… i’m very grateful… :thumbsup:

cheers… :beer:


#86

I say …keep it and start from somewhere and let yourself express through it. That i think for u will be greater challenge…waiting :bounce:


#87

wow… i’m extremely glad to see your comment Dimitris… thank you a lot… your participation is very appriciated… catching possibility i want to express my deep respect and have to say that you are an exeptional artist…
most impressive are your designs… they are perfect… your bike for the Game Icon is fantastic…:thumbsup:

well… definitely great point and wise advice Dimitris… and the best solution i think because at the moment i’m really in the creative vacuum… a ton of thanks for such comment… i’m ready for that challenge… :smiley:

now i’m thinking how to celebrate you comment… all the more it looks like quote from the Old Testament… “I, your Lord, say…” :smiley: j/k

thanks again Dimitris for great advice and support! :thumbsup:

and of course cheers with good red wine… :beer:


#88

the latests concepts are great… very space opera =)


#89

many Concept …
Where Do u Want To Start Men ?


#90

@ vrhead: thanks a lot man for comment and encouragement… :thumbsup:

@ visualact.com:

many Concept …
Where Do u Want To Start Men ?

LOL… virtually i’ve started from the very first day after submitting… i think that working on the concept is most important stage in the creative process…

my plan is:
30 days for concept and composition;
30 day for modeling and texturing;
and 30 for lighting and polishing…

i already made half of the space ship, logo for the civilization and some test textures…
i’m going to change my first idea/concept but i still will use some parts of it…
i have general idea in my mind but i can’t sort it yet… i mean i still can’t assign concrete tasks for all events i’m going include in the scene…

thank you very much for your comment and interest…:thumbsup: really very appreciated…

best of luck and cheers…


#91

Well… While thinking about general concept I’ve started to experiment with textures for planets… It’s a procedural textures… They are very basic and rough but at the moment I don’t know what kind of planet I’ll use in the scene so they are aimed to help me to get better visual feedback in the working process on the main composition… Thanks for watching and c&c…


#92

this one are more earth-like…


#93

…this are test textures of the dark side with artificial lights… very basic as well… wip…


#94

Nice very nice, you painted these textures yourself? Could we see the map?


#95

thanks for comment keetmun

this is procedural textures… i mentioned that in the post… i can’t paint procedural textures yet… :smiley:

cheers…


#96

Oops, my bad :banghead:


#97

no problems mate! but sure all procedural shaders i made myself… i love this job :smiley:


#98

Paul, wow, I’m seriously going to have to re-examine my approach to procedurals! Those renders look absolutely gorgeous! Any chance I can convince you to write up a tutorial on this??? I’m dying to find out how you got the “glowing city” effect on the dark side – what, precisely, do you mean by “artificial lights”?

VERY impressed!


#99

@ nuclearman:

LOL… by “artificial lights” i mean exactly the “glowing city”… damn… my knowledge of english kills me… lol…

well… thanks a lot Michael for compliment… i’m really very glad you like it… honestly i can’t promise anything about tutorial because i’ve never done it before… but i’ll try if you really think the shader worth it to write tutorial…

it’s quite complex shader btw but very flexible at the same time… it’s elevation gradient and uses different light maps in the different shell values… light maps are combination of birdshots (for megapolises and light clusters) and very high roughness venation (megapolises and inland areas) natural components…

well… meanwhile i can post this shader to you so you can check it…

ok… ocean of thanks Michael for support and encouragement… i appreciate it a lot…:thumbsup:


#100

Much appreciated, Paul; I’d love to open the shader in DarkTree and see how you put it together – it would be an excellent learning experience. So far most of my experience with DarkTree has been limited to a month of experimenting last December, when I was in Seattle in the middle of the Alienware contest and didn’t have access to my workstation. I was able to get some really interesting results, but nothing approaching the level of control or sophistication of what you’re able to achieve. The guys at Los Alamos would really be proud of you!