Grand Space Opera 3D Entry: Paul Gulianelli


#161

hey Michael !!
always glad to see you here :slight_smile: thank you very much my friend…
yeah… your absolutely right… Hellbringer’s shadow should play most important role in the creating feel of huge scale of this ship… but maybe you have some ideas about minor details cos as you can see i’m not very original (devil star) … :smiley:
and yeah… scene is going to be very complex and i’m afraid if i’m able to finish it in time (too much time i spent thinking about main concept and composition)…
thanks again mate…


#162

…second attempt :slight_smile:


#163

Paul, the first thing I’d do is move Hellbringer to the center of your composition because it is, afterall, the center of attention in the battle. Moreover, the symmetrical shape of Hellbringer – together with the way the dark colors will immediately focus attention against the backdrop of clouds – means any attempt to move it to the side will unbalance the composition unless you’re really careful. So why fight it? The pattern on Hellbringer’s underside, coupled with the presence of the Mount and Temple, makes it clear to me that you’ve got a strong basis for a ā€œtriangularā€ composition, with the Mount centered and pointing up to Hellbringer, and two zones of secondary interest toward the corners on either side. I realize you’ve got this all set up in your mind, but probably the first question you have to ask yourself in working out how the composition plays is ā€œWhere does the eye naturally gravitate?ā€ If you put a mountain in a scene, the eye will tend to follow the mountain up; if you put a very dark shape against a light backdrop, the eye will focus on the contrast. So you’d probably do well to keep the natural lines you’re establishing with Hellbringer in mind when pulling together the rest of the composition. Strong geometric shapes can certainly suggest the ā€œiconic,ā€ so just ā€œgo with the flow.ā€ :slight_smile:


#164

Well, obviously the second render is a bit more subtle, though I actually think I’d be more inclined to have the red impinge on the black, rather than vice versa, as the red suggests ā€œpowerā€ better than the black. Just a personal preference.


#165

a ton of thanks man for great points!!! i’ll definitely need your help when i start arranging composition… yeah… your right in all aspects but i’m not going to put this ship vertically… it will drift… this red strips supposed to be its propulsion… some kind of suppurting force…
you can see this in previous posting… first texturing test…
anyway thank you very much mate for really great points… i’m already thinking how it will work…


#166

oooo… maaaan… what a damn great advice from you… looks much, much better… also i reduced speculars… i think less suits more… i’ll post now pic…
and shortly another test…


#167

…test #3… Special thanks to Michael Crawford (on the forum known as nuclearman and XSI guru :slight_smile: thread http://www.cgtalk.com/showthread.php?t=178533 ) for his great advice to replace colors!


#168

Actually, Paul, I think you managed this one all by yourself – the key was when you reduced the speculars, which really brought the glow out.


#169

nooo Mike… it’s complitely your merit! 'Hellbringer" slowly becomes really scarry guy… :slight_smile:
cool renders are comming… thanks again my friend…


#170

…test #3… Special thanks to Michael Crawford (on the forum known as nuclearman and XSI guru :slight_smile: thread http://www.cgtalk.com/showthread.php?t=178533 ) for his great advice to replace colors!


#171

… test #4… a ton of thanks Michael!!! almost final vertion… I just may try to replace bumps… I’m complitely satisfied with this look… cheers…


#172

Thanks, Paul. :slight_smile: Hey, here’s a thought for the plasma fireball effect:

http://www.imagesavant.com/images-720/turbulence.jpg

I’m not sure whether you can coax DarkTree into producing this kind of effect to envelope the fireballs, but it sure would make for a dramatic image. We can do something similar to this in XSI with the ā€œcigarette smokeā€ shader, but it takes a lot of tweaking and doesn’t quite have that ā€œaurora borealisā€ feel to it.


#173

#4 looks awesome, Paul! HUGE thumbs up on the fine-tuning job. :slight_smile:


#174

yeah Michael… i can make a shader looking like that one but im going to make much more complex shader for my ā€œTemptationā€ :smiley: plasma fireballs… you’ll see… i’m pretty sure you’ll like it… thanks a lot Mike one more time… and now, sorry, im gonna run to the school… hehe… FAMILY… hehe… cheers my friend and see you tommorow…:thumbsup:


#175

There’s also a really good reference pic for the fireball here:

http://photojournal.jpl.nasa.gov/catalog/PIA03149

Obviously you’ll have to play with the colors some, but in terms of true plasma it’s hard to beat a high-res shot of the sun! :wink:
Signing off for the evening. I’ll check in on your progress tomorrow – after I’ve made some more headway on getting my generator complex into shape, and hopefully had some sleep!


#176

The ā€œHellbringerā€ surely reflects his name so far!:thumbsup:
Pretty strong textures there, #4 is looking great.
Nothing but compliments from me!

:beer:


#177

Why don’t you post the texturized hellbringer viewed from other perspective?


#178

Hello again. 10x for that beautiful story :bowdown: You can see a took your advice and added my url down. 10x again for reminding me.


#179

Wonderful Paul…The shaders look very nice,in-depth,a nice tone,not over the top,trying too much for something,but just the right look.You love those textures huh?:wink: :cool: …And you should…very nice,now get some more up here,and keep at it full steam ahead…:arteest:


#180

Really strange looking object !
I like it ! I’m dying to see the updates !

Good luck !