Here’s couple more updates. Jas did a final final detailing on Bldg.2 And here’s a comp test with Simons last buildings that Zorbi texturized. Zorbi altered the lighting a bit too.


Here’s couple more updates. Jas did a final final detailing on Bldg.2 And here’s a comp test with Simons last buildings that Zorbi texturized. Zorbi altered the lighting a bit too.


awesome :applause:
this is done in Max 5 right ? also “Lastly Zorbi took the image and gave it a pass thru Combustion.” what did combustion actually do and what did Zorbi do to create the image ?
Zorbi spends most of his time in private IRC so I’ll speak for him.
Yes, all MAX 5 till 6 comes out. This project is kinda caught between 5 and 6 so I don’t know how that will affect it. At least we’ll probably use it to test the new renderer in MAX 6 if not move the entire project to 6.
Zorbi hasn’t had time to do any heavy scene construction so he’s been helping out doing little things. One of those is color-correction and other “enhancements” inside Discreet Combustion. Really neat program. It can totally transform the look of an image. In the past he has also done things like highlights, etc. in Combustion. Here’s a good example;
BEFORE Combustion
AFTER Combustion
It literally transformed the image.
All Zorbi did for the Spaceport is texture the models and light them. I don’t know exactly what he’s doing test to test. There were some VRAY tests but I think he’s strictly using BRAZIL now. And the post in Combustion.
Here’s building #3.

This took alot of imagination to finish. It’s really hard to make out much with the references. Jas is doing a great job tho. This one is ready for texturing now too. Zorbi has 3 new buildings to add to the shot now. His next update will be awesome.

Notes from Jas:
“This is Building No.4 … though its not directly related to the closest buildings of the Space Port, … I thought this one might be useful as a fill-in Building for gaps somewhere, … Im working on a building that you see a part of it in the Ref shot … again will have to improvise to complete it … but with keep the architecture consistant with surrounding buildings .”
I think it’s good enough to use yes.
Zoo that is looking really good.
It is amazing what these guys are doing, very talented bunch of guys you have on this project.
I think this is my favorite shot now, It looks even better than the snowtrooper scene.
SOTS is going to be awesome when it is finished.
I wish you had time to get back with me on those Mos Espa shots. Where ya been? I’d love to cart those images around town too. That stuff is just as kool as this.
Oh man… don’t hype up SOTS. We’re really just doing what we can with as few people as we got. There just isn’t the type or number of people we need. Hardly any character work b/c of this. And that’s what really would make the project alot better. There’s 3 people just on this… using their free-time here and there, and it’ll still take weeks and months to finish it. And it was hard as hell just to find those three people who were able and capable. The months just fly by man… cya.

I don’t know how Jas finds these details in that reference. I think my eyes are getting old. His model has become reference for the image.

Preliminary image. I had to compress it a bit but he actually detailed the insides of the engines.
I´m allways amazed how much time and detail you spend
for your models.It is really a joy to me to watch your scene
grow.You really are a pro.
best regards
Ganimed

Zorbi textured this real fast. We’re now working on a new composite with all the buildings so far in. We’re using VRAY and it seems it doesn’t support volumetric lights. So we’ll probably do rays of lights as a separate layer and composite them later.

Zorbi whipped up textures for these real fast. Soon we’ll show a new composite with all the buildings so far. Zorbi is using VRAY and says apparantly it doesn’t support volumetric lights. So if we stick with this renderer we’ll have to composite in beams of light later.
Last bit of detailing on the Transport.

Test lighting composite. MAX 5, Vray renderer.
