Artwork > Finished Works and Works in Progress
Mission Backup Earth - the TV Series (hopefully)
dwsel:
--- Quote from: Arik_the_Red on December 21, 2011, 02:12:58 pm ---Nice cans, by the way... have you ever tried to sell them on turbosquid or somesuch?
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I haven't got a lot of models around, so I've never thought of selling anything. I consider myself quite weak modeller.
--- Quote from: ENSONIQ5 on December 21, 2011, 03:53:25 pm ---Heh heh... 'Nice cans'! That's a phrase I never thought I'd read on this forum! Sorry, dumb sense of humour.
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You're welcome :D
--- Quote from: ENSONIQ5 on December 21, 2011, 03:53:25 pm ---Excellent work dwsel, I will certainly incorporate these into the scene.
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Just a slight tweak of key location, after more looks on the reference - just before it'll be too late to switch models. Textures the same as in the *.zip pack.
--- Quote from: ENSONIQ5 on December 21, 2011, 03:53:25 pm ---The overhead lights are casting soft shadows in the scene, the hard shadows on the floor are actually being cast by the sun through the triangular windows to the camera's right. This external light is a remnant of the external scene; the internal scene was originally a copy of the external scene to ensure everything lined up correctly. At this stage I don't know whether final shots will be daytime or nightime, when that is finalised the entire lighting setup will be adjusted accordingly.
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For visualization works I still give sunlight slightly soft shadows. It's a bit slower but it's not that disturbing. Possibly regular person watching a movie wouldn't noticed difference either, but eye sharpens with experience and people working with 3d would spot it easily and express it into comments questioning quality of whole work...
Arik_the_Red:
Tony, have you ever looked to see how Triton's day/night cycle works?
ENSONIQ5:
dwsel - agreed re the soft shadows for sunlight, in this case it has been left hard for rendering speed while the lighting setup remains unfinished.
Arik - Much like Earth's Moon, Triton is orbitally locked to Neptune so one hemisphere always faces Neptune. It's orbital period is a bit over 5 Earth days, so effectively it would experience a day/night cycle of the same period. Due to it's (and Neptune's) orbital inclination it does experience seasons, at the solstices the pole experiencing 'winter' would not see much of the Sun at all, and then only very low on the horizon. Neptune itself would also occlude Triton on a 5-daily basis, this would be particularly prevalent at each equinox and would mean the Neptune-facing side would not see the Sun very much at all.
If I have time I might build this as a script-based animation to visualise what's going on, the angles and occlusion data are difficult to visualise.
ENSONIQ5:
Work is continuing (slowly) on improving the interiors of the Triton base. Here are a couple of WIPs showing Dwsel's cans in the galley and some file cabinets and gas tank/compressor/whatever in the control room 'north corridor'. All modelling (and basic UV mapping) in Anim8or, complex UV mapping in Lithunwrap, texture processing in Corel Draw/Photo Paint and rendering in Carrara.
I have returned to the orange/tan walls for the control room to warm things up a bit, but with a revised texture. The galley walls remain concrete but they might change to the same padded look down the track. Above each door is an exit sign with temperature and pressure displays, these can change to red during lockdown. The tabletop laminex has been revised to a lighter colour with coffee cup rings and photos from home have been stuck on the wall. The District 9 poster was just a bit of fun, depending on copyright etc. it will probably have to be replaced with a different image. There are still gaps on the walls which will be filled with maybe a calendar, some sort of roster sheet, maybe some kids drawings from nieces or nephews, I dunno, still working on ideas here (help appreciated).
The lighting has not been finalised and probably won't be until we start filming the live action, as both will need to match as closely as possible. Light AO only has been included in the renders, not full secondary lighting, in the interests of render speed (about 2 minutes each). The only post-render processing was some tone equalisation and a bit of flare around the lights.
As always, contributions and comments/crits etc. of any sort are welcome!
dwsel:
Yes, probably poster won't pass... I think I could make a poster like "Humanity/SpaceTec wants YOU!": http://en.wikipedia.org/wiki/File:Unclesamwantyou.jpg but I would need a render of astronaut suit (the kind will be used in the production) with finger pointing towards camera for that task.
Here are my suggestions on the first image:
- tables are burned out totally, they could have darker texture or I imagine anisotropic brushed metal like on the overpaint on the top
(examples:
http://www.unifycommunity.com/wiki/index.php?title=Anisotropic_Highlight_Shader
http://www.inka3d.com/examples/BrushedMetal.html
http://udn.epicgames.com/Three/rsrc/Three/AnisotropicLighting/brushedmetal.jpg
http://forum.daz3d.com/viewtopic.php?t=160644&postdays=0&postorder=asc&start=20
maps:
http://www.flickr.com/photos/sightrays/2249132981/
http://www.flickr.com/photos/sightrays/2249068551/
http://www.shutterstock.com/pic-10386262/stock-photo-a-perfect-tiling-seamless-brushed-metal-texture.html )
and directional brushed metal on the leg.
- random patches of dirt on in the grooves on the floor (maybe a little bit more in the corners)
- metal reflections on the keys of cans (a bit more contrast), tops may be plainly painted with matte white like now
- walls in strategic places beveled and more variety (procedural maybe) in the textures. It can be especially seen on the second image where there's a closeup of wall in the front plane and it just screams - 'I have sharp edge and low texture resolution!'
- minor problem of texture filtering on the floor on second image, though I'm aware that's only preview, so things like that can happen with lower AA
Do props like coffee machine are also considered for the kitchen? I could make something like that.
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