Grand Space Opera 3D Entry: Tyler Hamilton


#121

Looks great. Were both going for a night scene with spotlights and amber,
fire- gold colors. I’m using Lightwave but I haven’t tried hypervoxels yet.
I can’t wait to see the comp with more cool ships! That will be dramatic.
That ship looks like it is crashing into the building. I’ve got to add destruction
to my crash and learn how to make explosions. I guess this is happening on
a mining platform, or is it the planet?


#122

both its a deep mining facility … would type mhore mhy keyboared is apaszinvg out … damhn it


#123

ok here we go… its a deep core mining facility… on some planet some where … heeheh i guess i should write up one of those short story thingys for this hu?


#124

Hey there tyler…I see lots of your work is coming together,thats good to see…For me thats still too far off…but eventually…Your doing a nice job here…My only suggestion,and this is just a taste thing would be for you to ive some extra light to some selected areas or models in texture pallette selection…I think the light and dark would play off of each other better,giving more contrast to the scene…But it’s a taste thing more than anything else…Ok continue on,it’s good to see plans come together after people put lots of effort into things…See you next time,and keep it up…:arteest: :arteest:


#125

Hey Tyler,

You have done well , I like the way you texture your ships,people very nice . The image looks like it is coming along fine. I like the details you have added to the ground in the last couple of images . Great stuff.
Mike


#126

thanks for the suport… i am changing things up a bit making things brighter… but takes time especialy when my renders take so long… i just dusted off two older computers to help me render images so i can try new stuff faster so ill be updating a bit more… i hope any way :wink:


#127

working on more scene filler… had the other units in the scene last couple shots no close ups… the one holding the gun is the Redemption clerics Kato… kinda…


#128

kinda reminds me of one of my “hand on hand” combats for my entry… although in mine the bad guy is pointing a shotgun to the good guy’s head :buttrock:

very nice update


#129

Man, it looks really brutal in here. Nice angel u got there. I think the poses can be improved somewhat. The guy lying down looks rather stiff, his limbs look too straight. But that’s prob because u ahven’t finished yet. I would also bend his back a bit more.

Cheers!
:buttrock:


#130

Nemric-not my intention to copy some ones work… just a comon pose

Keetmun- yea the poses are rough because i am doing poly manipulation for the pose because rigging in lightwave takes forever…


#131

I didn’t mean it that way, sorry :blush:
well, with like a thousand entries you can’t expect them to be completely different :beer:


#132

gasp so im not original now?!?! =) i figured that but better be safe than sorry hehe


#133

still working on the lighting trying to add more color and variation there… still got a ways to go…

i invested in a better heat sink so my computer will run all night doing a render instead of kicking out half way … so expect atleasst a update a day… hehe


#134

sweet updates mate :thumbsup:
the blue light really makes stuff stand out more.
the pose of the fill up characters is very dramatic, only the attacker is a bit stiff imo, exagerate the swung back arm a little and maybe make his legs a bit more in action.

hope the puter probs are fixed now :slight_smile:


#135

modeling a command trooper also going to be the dead one infront of the angel…


#136

Looking good so far. Nice progress. Really smooth clothing. Keep at it.


#137

working on the background image… added cap ships changed up the lightin to match the forground


#138

Glad to see you are still in it, some people are missing in action! Interestng old metal
texture on your last clothing wip. My opinion on those clouds is that they are too dense,
they come off as almost solid. And they are too harshly lit, it they are clouds of smoke.
Feels to me like the clouds need some softening. I never tried hypervoxels, but I had lots
of those problems just with my volumetric light. I am using Lightwave 5.6 so… I found out there are lots of parameters to tweek, and as you say your machine is taking it’s time to
render, so I can only imagine how tough this is. I kept my models polys down so I could
render each test scene at 800 by 600 pixels quickly. I only do the stars and background fog
in comp so far. So in my 3ghz machine with fastest ram Dell had I get a render in just a few
minutes…I do several a day. So I hope you are doing test renders of just those smoke
clouds. They would look much cooler if you could see thru some of them, and do fade off
their edges, there must be a setting for that. I imagine in space they would disperse even more. A very cool, complex entry by the way.

my 3d entry


#139

Happy New Year! Keep at it… The end is almost here.


#140

Cool work so far but agree the clouds and steam could do with being a little whispier in places just to get a contrast. I like it though! Good luck. :thumbsup: Claireabella