Artwork > Finished Works and Works in Progress
Mission Backup Earth - the TV Series (hopefully)
$imon:
Hey cool progress ensoniq! Great job on the whole scene. I'm just wondering if you're going for full realism or a semi-3d look?
For more realism I think the lighting will have to be improved (of course this would bring along longer render times for the animation..) by using a GI setup.
An easier way for some more interesting lighting is to add a few more smaller(, functional) light sources, like above the counters in the kitchen, above the table in the kitchen, desk lights. Also, the monitors could give off some light. In line with that you can make some corners a bit darker maybe.
The metal-texture on the wall seems very low-resolution and it is not really clear to me what the brown material on the wall is supposed to be.
Also the metal-materials in the desk area could use a bit more depth (a lot of plain grey materials at the moment)
I know this is only a first render, and its probably not your job in the whole, but the final video will need some video-filters probably, and they will add to realism as well usually.
Good job though! And youre leaving me wanting to make some space-themed things!
ENSONIQ5:
Hi Simon. Pretty much all those things you have mentioned are in the (long) list of 'things to fix' for this project! The main issues are UV mapping faults (particularly evident in the floors) and many of the materials, including the wall treatment and the 'painted grey' material that is used extensively. The wall materials in the control room will be revised to remove the 'rivets' which just don't work, and to re-work the insulated areas (currently brown padding). The metal material on the galley walls also doesn't work, this will be revised to match the control room.
The design scope is very limited - this station is obviously futuristic, but it must also be industrial and 'lived in'. George Lucas coined the phrase 'used future' to describe much of the design work in Star Wars, and this was probably brought to an extreme in the Alien series. It is relatively easy to follow the Star Trek route and make everything shiny and new looking, but significantly harder to make future technology look old. Possibly the best I have seen of this concept is the interiors of Serenity in Firefly, though that is a bit too 'Wild West' and not industrial enough for this project.
In keeping with the industrial nature of the Triton station (rather than purely scientific research oriented) I have used submarine and power station control room interiors as inspiration, rather than existing sci fi sets. Although there will be a holographic control interface spanning the main control room area, I figure that every system needs a hardware backup, hence the control consoles.
I plan to add a final 'human' layer to the scene, which will include things on the walls like posters, calendars, photos and kids' drawings from home (Earth), along with detritus like unwashed dishes, coffee rings on the table tops, packing cases, files and toolboxes shoved under desks, etc. I had also planned to add additional lighting, including desk lamps in the control room and over-bench lighting in the galley, and the final shots will include full secondary lighting and ambient occlusion (which will indeed be slow to render... this animation took over 4 days in total on an i7 with 8 threads rendering at 1024x576. This might not be a big issue with this project however, as there are no walk-through shots planned, this was just to highlight issues).
The final shots will be matchmoved and composited by a member of the team with far more skill and experience in that sort of thing than I, my role is really just to deliver 3D modelled 'sets' before which to place the live action. It is certainly a challenging project, I just wish I had more time to devote to it to be honest.
Arik_the_Red:
Tony's base is really looking great!
To those who commented on wanting to contribute... Tony's Base is prime area for work potential!
Do you want to contribute, but only have time to design, say, a fork or some other minor item? ADD CLUTTER! MAKE THINGS MORE "LIVED IN" NOW?
Attached please find our standard "measuring stick" by which all items are scaled. This "meter stick" measures the standard for 1 meter, and can be applied to anything you wish to consider for Trans-Neptune's developments. ALL CONTRIBUTIONS MUST BE SIZED BY METER STICK SCALING. Final objects can be maintained in anim8or, obj
or 3ds formats. The general rule is to design in quads, not tris, but we all know that, right? ;)
All 3DCG contributors to this project will at bare minimum be given individual credit listing by name, as a 3DCG artist of æwakened Productions 3DCG team.
At this point, the subject of money hasn't really been discussed. I felt it more important that this be an opportunity for hobbyists and amateurs to get a chance to "work on something big!"
Should this project becomes revenue-bearing, any funds provided to the æwakened Productions contributions will be divided up according to individual team members' "product investments" in this endeavor. That means that, as it stands, Tony Pinkpank/Ensoniq5 has invested something in the order of 75-90 percent toward the 3DCG team, and would receive in accordance with that guesstimate.
To date, most of my work has been in recruiting and coordinating 3DCG team members, and experimenting with Carrara in order to develop the abilities to focus on the 3DCG end products (texturing/UV mapping, animation, etc.).
I have created a few things and am quite excited to see that Tony put my cargo containers in the exterior base shots, texturing them and giving them a pretty cool, well-used appearance.
In any case, there are many great opportunities to make really cool things for what should be a very fun-to-make-and-watch series.
Express your interests in being active here or by emailing me (aewakened@gmail.com) and I'll gladly put you "in the loop" for bringing this 3DCG universe to virtual life!
ENSONIQ5:
As Arik says, ANY contributions will be welcome. These sort of projects work much better as a team effort, there are things that I would never think to include but that could make all the difference. If you have any ideas (or even better, models) they would be HUGELY appreciated.
Just a few notes on the 'genre', which may significantly influence any model design etc. This base is very much a workplace, not a laboratory. Although this base is used as a platform from which to deploy a limited number of 'pure' science and research tasks, it is first and foremost an active ore-producing mine, owned and operated by a corporation for the purpose of making a profit. In all likelihood the scientific and research division would be constantly having to justify it's own existence to the corporate heads, probably even to the extent of fabricating cost-benefit analysis results so they appear more potentially profitable than they really are likely to be.
Why this is important is that because of this, this will not be a nice, comfy place to be, nor will it be bright and shiny like the Starship Enterprise (any incarnation). Probably the closest sci-fi sets to this concept would be the interiors of the Nostromo from Alien, as that ship was also industrial in nature. Industrial does not necessarily equal big and clunky or dark and damp, but it does equal cost-effectiveness. Other than the 'human touches' the crew themselves bring to the place, there will be nothing on or in the base that does not have to be there, there will be limited concessions to comfort, and equipment will not be updated just because it is old, only when it is busted.
It is also important to remember that this is not a military installation, so the crew will have no qualms about decorating the interior as they see fit, so long as the job gets done. I imagine the interior would be festooned with tinsel and flashing lights towards the end of December, with Christmas carols broadcast through the station's crackly PA system, interspersed with much-anticipated and valued recorded messages from family at home. People might be a bit lax at putting things away, there might be coffee cup rings on tables, crumpled paper or paper planes scattered around a waste paper basket. There would definitely be pictures of loved ones on the walls, even band posters or Earth landscapes.
Basically, think of the lunchroom at your workplace or the staffroom at your school. These tend to be populated by people who would really rather be somewhere else, so they make efforts to improve it, even just by a tiny amount so as not to annoy the boss. I can only come up with so many ideas, and I tend to get stuck into the technical side of things to the detriment of the 'beauty' of a scene, so any contributions that would add to the 'humanity' of the Triton base interiors would be hugely appreciated, not just by myself but by the whole Transneptune team.
Arik_the_Red:
--- Quote from: Raxx on November 15, 2011, 11:47:29 am ---Nice, watched the clip, cool way to present the project. I'm fairly interested in sci-fi, more specifically in realistic sci-fi, so it's nice seeing this kind of thing making progress with close ties to some of the people in the Anim8or community.
I'd raise my hand to volunteer for the project, but I think I prefer spending my free modeling time on organic models and characters ;) Please keep us posted when you guys make more advancements in the series!
--- End quote ---
--- Quote from: Raxx on November 18, 2011, 12:09:28 am ---
--- Quote from: Arik_the_Red on November 15, 2011, 02:34:25 pm ---Raxx? How would you like to take a stab at a couple of space suits? That's "semi" organic, right?
--- End quote ---
I wouldn't mind trying it, but only after I attempt the Anim8or Challenge. Have you guys decided on a design?
--- End quote ---
Raxx. are you still up for that space suit design? We're basically looking for something that is not too far removed from current suit styles... Something that is still somewhat bulky looking, but not quite so.
The Triton team's suits are fairly conventional in design. The two staff manning the base are a married couple (male and female). Most of the outside shots are of Jenna, the female member of the team, as she takes a moon buggy to a mining site and makes her rounds.
Attached are the following:
1) Traditional NASA style suit. Good for reference to potential features a spacesuit would have, but bulkier than desired.
2) Guess what? Suit designs for "Star Trek: The Motion Picture"... Funny how, despite Star Trek's attempts to be very futuristic, space suit designs really aren't too far out.
3) 3D model of the suit from "Alien"... very traditional and yet advanced/unique in its ways.
4) Sci-Fi with Retro undertones... has the features of the traditional suit designs, but much more streamlined. While not as bulky as desired, it's fun inspiration art... and a female suit is needed as well as a male one.
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