SCIFI 3D - Coruscant Spaceport


#41

Amazing stuff ZOO… simply amazing. Y’all do excellent work.


#42

It’s just too damn beautiful!! Thats some amazing shit you got there mate! :wink:


#43

jaw dropping stuff !!!

my last wip :
http://www.cgtalk.com/showthread.ph…;threadid=94089


#44

looking great very impressed,
you say Zorbi textured that spaceport in 3 hours…man thats fast.
Zorbi if your out there I’d love to know the workflow you use to get that kind of result in that space of time.
cheers.


#45

You have a very impressive piece there!

Is that last render a straight-outta-max render? or is the haze in the distance a series of composited opacity on the buildings?

Also, is your texturing guy using single maps for the buildings, or mutli textures?


#46

The volume light problem is an incompatibility with how max handles the volume lighting. I believe the temporary solution for now was to use Scatter VL. Besides, Scatter VL gives you a lot more control over the end result then the default max volume light.

P.S. The models looking good! Any criteria to be a modeller for you guys?


#47

Not really PSY. Usually we find people or they approach us. Just need a url or samples of work just so I can figure out what exactly somebody is capable of. I like to look at our project as kinda of a Animatrix. Alot of diff. people doing diff. parts… everybody at diff. skill levels and expertise. So no matter how good or bad somebody is there’s always something they can do to help. Just email me.


#48

Thanks for the tip PSY. For now Zorbi is using scanline to do some simple rays of light.

Matt: This question doesn’t really make sense… workflow. The interesting thing about this is the textures are from Jedi Knight 2. Zorbi used the maps taken from the game directory or ripped from the game. He used diff. ones for diff. parts of the buildings. That simple. Same with the Spaceport itself. JK2 maps as textures… spaceport itself done in 2-3 hours.

Neil: Each time Zorbi renders this he changes something to see how it works. So each atmospheric is done a diff. way. But whether it’s haze from MAX, Vray, or COMBUSTION… they can all do it and acheive similar results. Of course it’s alot better to do this stuff either in a layer our outside of MAX so it can be played with easier. I think a Brazil render of this was up to 1 hour. Just the spaceport. So we’re playing with alot of diff. ways to render this multi-pass… a professional technique widely used. That is layer for haze, glow, highlights, specularity, etc. etc.

I think the answer to your question about haze and stuff is it’s a mix of things from all 3 of these sources I mentioned. MAX can do it all but it’s a question of more control, better features, and saving time on changes doing it in a separate layer in Combustion. The haze, or “fog”, is all done in MAX. The super white background is a glow.

I think what we’ll do is refer all these questions to later on when the final image is done… then we’ll talk specifics and tech. info b/c it’s changing all the time. Each image is just a test.


#49

alright man, well i just think it comendable when friends get together and pull off cool stuff.
I know the struggles. :slight_smile:


#50

By workflow I meant was he texporting and painting the textures in photoshop or putting really large maps on whole buildings and then using a 3d paint tool or something like that…
but thanks for the tip I’m of to dig out my copy of JK2…


#51

Nope. ALl done in MAX. Apparantly each part of the building uses a diff. map. Notice the cut-outs and window areas have that tan color. It looks like custom maps.


#52

thats some very kewl futuristic modelling right there…amazing textures really bring it all to life :smiley:


#53

Its getting hard to tell the difference between the original EP2 shot and the remake. Nice!


#54

I think we’re done making buildings. You can see here in the latest test shot that we have added most if not all the buildings… and there are crates and stuff all over the spaceport. Next will be traffic.


#55

looking goooooood :smiley:


#56

i like it


#57

AWESOME… it’s like ILM
wooowwww!!!


#58

Damn, this is getting out of hand… Awesome modeling for sure. Maybe some detailed image maps for the background towers might compliment the insane geometry? Real great!


#59

Looking really good… very impressive modeling work and the texturing is spot on…

Maybe you should think about adding some “landing lights” to make some details in the spaceport area… (especially in the shadows)… the same scene at night would be soooooo nice !!!

A really fantastic work !!!

Jul


#60

If you go back a page or two you’ll see that every building here is nicely mapped already. I was talking with Zorbi about how it seems smoothed, washed-out to me. The buildings lost their feel and see kinda flat now. It’s the lighting tho. So we’ll tweak it once I get together images of all the diff. renders and references to show him what I “think” I’m noticing.

We always try to keep in mind originality. We want to remain true to the reference but we would like to do something diff. here… show something never seen before maybe… diff. time of day… etc.

In the SOTS trailer #2 I tried to take the entire 2 minute trailer from morning, afternoon, dusk, to night. So maybe we’d do something like that here. Take it from dusk to night… and have the lights show up all over. Have to find somebody to animate such a thing tho. Right now Zorbi doesn’t have time I think.