Hey guys, thanks for the response.
Jeroen / Vicioun- The ship is rendered out with a default lambert… it sucks that it isn’t textured, i may try a blinn, use a 3d bump, and then add that same file to the spec channel. Rendering is always a fun chore. Hopefully it’ll all work out. i’ve tried an occlusion pass, but I don’t think mental ray is setup properly for this scene, it’s just a matter of working with the bsp settings… but if i do get that occlusion pass, I could mult that on top of the image as a dirt pass just to add to the overall image. But like I said in my last post, I will be painting a lot of the texture detail.
(Vicioun, I like the idea of the arc causing more light. i’ll experiment with the idea some to see what I can come up with)
gunslingerblack - Yeah dude, I actually did start it in max. But my old quadro fx500 couldn’t handle it… so I moved over to a dual xeon with quadro fx3400… and maya. plus I found that, at least in max 5.1, that the hardware views can only support about 60k polys without slowing down to a crawl. Where as in maya, the viewports are able to hold about 140k with the same hardware. The scene is 27 mil polys (yes, way way way too much, I need to optimize)… but with something this size, my home computer just can’t handle it. I’m working on a dual cpu G5 now. Thanks for the comments!
Hellwolve- More contrast in the tunnel? Or overall? Or just the fire? I think you’re right, the fire has very similar color temperature. I may even brighten the blast center, and drop the surrounding blast into some cooler colors. And yes, debris… indeed!
Luciddream79- Hey hey, thanks man
Too bad it’s only a still. Maybe it could be my inspiration to getting this thing animated… Take it easy man.
I’m working on the framing now, I’m not pleased with the look. So here is what I’m thinking… (5 minute sketch) I haven’t applied any of the suggestions yet, but I have a much better idea of what I’m going for now.

Thanks again guys-




