Looking good Jeremy… hope you dont mind me playing mr. secretary / receptionist for you, lol
and yes it would be a good idea to put this ship to rest until it needs to be picked back up again for our hopeful short. ![]()
Sci-fi: - Matrix Hover Ship -
The car is looking amazing as well as everything else keep up the good work Jeremy. You deserve a break form her shes a beautiful beast. You have great things headed your way, if anyone is going to conquer out there I got my faith on you man. Can’t wait to see the finished reel.
… Well, I’m happy to see you finally declared this finished (despite texturing plans getting derailed)!
Why didn’t you mention that, and provide a link to the “finished” thread? :shrug:
Hmph. And here I thought you were still wrestling with those rendering problems.
Tch. No hard feelings, I guess
.
Well, congrats on the ship – It looks marvelous!
I expect we’ll be watching for your name in the credits of some pretty kickass movies in the coming years
!
You made good.
:applause:
Haha, thanks William. As andrew had mentioned above, this ship will probably end up in a short that we had discussed earlier. I’ve been tossing around ideas of zbrushing the displacement on the surface which would easily take this model to the next level. Unfortunately, at the moment, I have to set this project aside to make room for my school deadline for my demoreel.
I can def see myself picking this thing back up here in a few weeks to produce a final textured version for the final gallery. Deep down inside I know this thing isn’t finished, so I guess that’s why I didn’t say it’s “complete” 
Thanks for sticking with me even back when I was working on my sci-fi jet wip… it’s been a crazy road to this point… I can’t wait to see this thing textured.
Thanks again man, you rock! 
andrew: haha, no bother, it’s all good man. I’m ready to see this stuff finished, and yes, a short would be more than killer.
Anyways, yall take it easy… I’ve been enjoying a bit too much goldschlager, so I appologize for any typos 
Laters yall!
the legendary jolly hodger…one of the disciples from the “Elite Group”. Its a privilege to be around guys like you, Jared, Andrew and Russ. Thats what you call an elite group.
One day I will be good enough to roll with you guys…until then…garbage man signing out…
Hodgington - I have a feeling I haven’t seen the last of this ship. Maybe I’ll end up texturing it again after all. I’ll be back with munchies in a sec. Garbage Man and I have big plans with food.
To other subscribers to this thread, even if Jeremy says the ship is done, it really isn’t. Not until this thing is textured, and comp’d in an animation 
-Jared “the mad scientist” Edwards
What a ride, what a ride…Brilliant piece of work, mr. Jeremy! I know I’ve said it before, but I felt like saying it one last time 
I’m glad I followed it as long as I did 
you guys animatics were great
The Elite Group
-Jared “the mad scientist” Edwards
-Jeremy “the Industrial Maniac” Hodge
-Andrew “the know-it-all” Hwang
-Randall “the garbage man” Green Jr.
-Russ “i have no name” Finizie
Hey hey folks, I picked back up with this for a small project I’m working on… the ship still hasn’t been textured, but for this shot I’m going to be painting the details on in PS. I’ve been doing most of the post work in shake and bounce back and forth between maya and photoshop for the rest.
I’m looking for critiques this time… any help would be fantastic.

The nose of the ship seems a bit dark to me, and I also have some lighting issues with the nose details as well… just haven’t gotten around to finalizing those pieces yet.
I like the contrast between the brightness of the explosion, but I think the right side of the frame lacks something. Maybe when I get some more light in the front to illuminate some of those lost details, it’ll look accurate.
Like I said, I’m looking for crits… comments are welcome as always.
thanks!
It looks like the ship has one straight colour, but perhaps it should have some noise from the material its made of. And some dirt, when its hovering around it should get dirty.
A slight bump map on the side might help with that flatness. If you plan to have electric arcs coming from teh pads to anywhere in the surroundings, I would suggest one from the front-lower-left (the pad farthest right in the image) sending a large arc down and slightly towards the camera. This would justify more light on the front . . .
wait, u did tat ship in maya, i thought u modelled it using max
damn if u modelled that in maya thats cool as hell
great model btw i like that it’s ur own design but it fits into the matrix world
In addition what Jeroen said (which is what I wanted to say originally ;)) I’d like to add that I don’t really like the look of the explosion. IMHO, it looks a tad too fake. I think you could improve it with adding/doing the following things:
[ul]
[li]More contrast.
[/li][li]A larger range of hues, e.g. add some red.
[/li][li]Bits and pieces blown down the tunnel; flying debris.
[/li][/ul]
That’s all I can think of right now. Here’s a quick ref. It happens to be from the Matrix, too 
That last image was freaking fantastic, can’t wait to see the short i am shure you will stun me. Good luck bro.
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-
Now Jeremy…I have to ask…hows the texturing coming along. I remember you telling me a guy…what in south american somewhere was suppost to be texturing it? I like that you brought this back to the front page. Let us know man
Holy guacamole! The Industrial Maniac strikes again! I knew you were still alive. I heartly believe you are the best mechanical creator of the 3D world…if you are anyone else doesnt agree with me…just wait a couple of years and I’ll be there to say…“I told you so”…good stuff Jay.
Hey, Digital Crystal! Didn’t expect to see you here again…
Hm… Well, I don’t care for the smokey look on the pads. If you’re gonna do something like that, I think you should lessen the brightness of it quite a bit. Also, if I remember correctly, the arcing of the pads tended to sort of reach out to the surrounding environment.
Also, it’s become extremely difficult to make out the form of the ship. I’m not even convinced that this is the best angle to see it from in the first place, but I really can’t tell.
I know it’s just a quick brainstorming pic, but it seems to be more about the light sources, and less about the vessel. :shrug:
sup man, personally i think i liked the right sided version more, i dont know why, but its more pleasing tot he ey, maybe easier to follow the action from left to right instaed of right to left focusing ont he explosion. quick question how on earth are you planning on emulating a bump map in 2d? thats gonna bes ome microscopic detailed work, but im sure you got a trick up your sleeve
take care man
ps couple more cc
the fog rolling over the pad ont he right looks completely painted, but im sure youll get to that, like the new led’s and lights