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| Milestone: |
Final Image |
| Date Submitted: |
Tuesday, 20 January 2004 |
| Title: |
Really Final this time |
| Notes: |
Hardly any changes, you probably can't see them at this res, just a few things that were bugging me on the full size Tiff...
Phew... |
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| Milestone: |
Final Image |
| Date Submitted: |
Tuesday, 20 January 2004 |
| Title: |
Final Image |
| Notes: |
Here's the final version - I've lightened it up quite a bit to give a sense of scale.
Good Luck everyone! |
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| Milestone: |
Lighting |
| Date Submitted: |
Wednesday, 14 January 2004 |
| Title: |
Desaturated version |
| Notes: |
I tried a bit of a rejig on the foreground tentacles and the saturation of the right hand side, just to see if it tones down the business.
I still want to look at the far background, and I think some atmosphere around the bottom of the rock formations in the foreground would help as well.
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| Milestone: |
Rendering |
| Date Submitted: |
Monday, 12 January 2004 |
| Title: |
Milestone Render |
| Notes: |
Again for completeness, this is the render without any post effects. It has been composited since the scene was broken up into foreground and background, but apart from the ambient occlusion pass which was done separately it is unretouched. |
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| Milestone: |
Lighting |
| Date Submitted: |
Sunday, 11 January 2004 |
| Title: |
Lighting layout |
| Notes: |
Just for completeness on the milestones, shows the position of the lighting.
There's basically a single area light, but I separated out an omni light so I could control the specular separately.
There is also a second fill light, and attenuated lighting for the crater and foreground objects.
An ambient occlusion pass gives shadows to the nooks and crannys, and localised atmospheric fog also helps with the lighting. |
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| Milestone: |
Post Effects and Compositing |
| Date Submitted: |
Sunday, 11 January 2004 |
| Title: |
Colour ideas |
| Notes: |
I just thought I'd bash out some ideas for colour schemes, I've been looking at the original one for so long I don't know if it would be better in a different scheme.
I quite like the ones on the right, even though the warmer colours are in the background, but I don't know if that is just because they are just new... |
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| Milestone: |
Post Effects and Compositing |
| Date Submitted: |
Sunday, 11 January 2004 |
| Title: |
Detail of foreground |
| Notes: |
I've been toying with the idea of adding a bit of blur to the foreground, this is a detail of the lower left of the image, (still smaller than real size), the radial blur is a bit too much, but it might take the edge off the too clean CG look when you see the image at the final rendered size.
I've also tried playing with adding a 10% duplicate of the image with the watercolour filter in Photoshop, which is interesting. It's not as cheesy as it sounds, just seems to add a little bit of detail without it being too blatant.
To be honest most of these things just aren't visible on the 150K uploads, so I'll guess I'll just have to make a judgment call on whether it looks good or not.
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| Milestone: |
Post Effects and Compositing |
| Date Submitted: |
Sunday, 11 January 2004 |
| Title: |
Now with added sparks |
| Notes: |
Tweaked again, I've now got the image rendered at the full-res and I've added the electrical sparks back on the crater. |
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| Milestone: |
Post Effects and Compositing |
| Date Submitted: |
Saturday, 10 January 2004 |
| Title: |
Nearly there |
| Notes: |
Still got to do some work on the extreme background, and the eggs are totally lost compared to the ambient occlusion render, but I think the background and foreground are much more distinct now. |
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| Milestone: |
Modeling |
| Date Submitted: |
Saturday, 10 January 2004 |
| Title: |
Ambient Occlusion Render |
| Notes: |
This is just really to show the state of the model - I added some of the eggs from the earlier tests and will use renders of the eggs as maps on the particles to tie them in to the scene.
The machine is starting to seize again, so I'm going to render the eggs as separate elements, since they're generally self-illuminated they don't need an ambient occlusion pass anyway... |
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| Milestone: |
Lighting |
| Date Submitted: |
Sunday, 04 January 2004 |
| Title: |
Re-lit render |
| Notes: |
Still not got around to the background :/
Just trying out some other ideas - I think the foreground is too busy for what is supposed to be desolated, and I would like to get some of the feel of the purple gel-like structure between the tendrils on the opening.
I think having the ambient occlusion pass makes the tendrils a bit more beefy though. |
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| Milestone: |
Texturing |
| Date Submitted: |
Monday, 29 December 2003 |
| Title: |
Revised Foreground |
| Notes: |
Back to work :)
I've changed the foreground - the idea is that there are layers of solidified material, like layers of ice, with the illuminated material below. I think I will have some brighter layers between the cracks, but I don't want it to distract too much from the centre.
I'm going to work on the background and roof next, I've put it off for long enough.
Thanks for all the comments so far.
Cheers,
Steve |
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| Milestone: |
Post Effects and Compositing |
| Date Submitted: |
Friday, 05 December 2003 |
| Title: |
Depth of Field test |
| Notes: |
Although the background is not finished, I'm playing around with some DOF on the foreground.
This may kill the scale a bit, but I'm interested in getting an effect which is not quite like the usual DOF, so I went for really stretching the highlights, and it gives a bit of a feeling of motion.
I will probably end up knocking it back a bit, and having a really close up piece of scenery (what you are standing on) at the same level of blur as the current foreground. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Thursday, 04 December 2003 |
| Title: |
Revised concept sketch |
| Notes: |
This is closer to what I'm developing at the moment, so you are looking down this shaft, with light flowing down like a waterfall.
Still thinking about changing the colours as well, but a lot of this can be done in post. |
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| Milestone: |
Texturing |
| Date Submitted: |
Tuesday, 02 December 2003 |
| Title: |
Foreground model texture 2 |
| Notes: |
Didn't crash this time - I will be toning down the blue gelatinous stuff, making it tighter - but I quite like the pinkness showing through the pipes.
I need to work on something for the extreme foreground and the roof now. |
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| Milestone: |
Texturing |
| Date Submitted: |
Tuesday, 02 December 2003 |
| Title: |
Well it got halfway through... |
| Notes: |
Pfftt - guess Max doesn't like the direction I'm taking this piece...
This is a bit OTT, but you can see the mixture of light and dark a bit better here (apart from the c-dilla error) |
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| Milestone: |
Texturing |
| Date Submitted: |
Sunday, 30 November 2003 |
| Title: |
Foreground model textured |
| Notes: |
Textured version of the same, I doubt it will be this dark in the final version, more of the tendrils will be illuminated like my earlier tests - at the moment, it's a little too Matrix-like. |
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| Milestone: |
Modeling |
| Date Submitted: |
Sunday, 30 November 2003 |
| Title: |
Foreground model |
| Notes: |
This is where the main pipe will be coming from, I have a concept sketch which I left at work and the feeling is the pipe will come from this like a waterfall. |
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| Milestone: |
Texturing |
| Date Submitted: |
Wednesday, 19 November 2003 |
| Title: |
Fine tendrils shader |
| Notes: |
I think this is pretty close to what I want to do with the finer tendrils.
I just need to figure out the look of the background to everything, and then pull the various elements together. |
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| Milestone: |
Modeling |
| Date Submitted: |
Wednesday, 19 November 2003 |
| Title: |
Finer tendrils model |
| Notes: |
OK, so I've got a pretty good idea of the look of the main tendril/pipe, fragments of crystal and the light eggs.
I also want to have finer tendrils reaching up the shaft.
This is using particles to create the geometry, but adding a shader makes a real difference. |
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| Milestone: |
Modeling |
| Date Submitted: |
Monday, 17 November 2003 |
| Title: |
Background, model test 4 |
| Notes: |
Last one for the moment, although it is a bit messy, I think the final piece will need to be fairly detailed at the required resolution.
I do like aspects of it (it reminds me of iron filings attracted by magnetic fields) and compressing the path of the particles into a single frame is the general concept I was thinking of originally. |
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| Milestone: |
Modeling |
| Date Submitted: |
Monday, 17 November 2003 |
| Title: |
Background, model test 3 |
| Notes: |
This was starting to use custom geometry for the particles, there's quite a few different things I want to try out - the main problem is that it does create a lot of geometry. |
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| Milestone: |
Modeling |
| Date Submitted: |
Monday, 17 November 2003 |
| Title: |
Background, model test 2 |
| Notes: |
The variation on this one is just by altering the space warps for the particles. By using spawning on death, or collision I can easily make branches off. |
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| Milestone: |
Modeling |
| Date Submitted: |
Monday, 17 November 2003 |
| Title: |
Background, model test 1 |
| Notes: |
I was trying to find a way to create quite detailed backgrounds to what I've been working on.
I hit on the idea of using particles systems to create the geometry, as it would allow me to experiment with various looks quite quickly.
Here are the first few tests |
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| Milestone: |
Texturing |
| Date Submitted: |
Wednesday, 12 November 2003 |
| Title: |
Another shader test |
| Notes: |
I quite like the look of this, it has a 'Kerlian Aura' look about it.
Or a bit of tinsel, with lights on :)
Must be getting Christmassy... |
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| Milestone: |
Texturing |
| Date Submitted: |
Sunday, 09 November 2003 |
| Title: |
Crystal structures |
| Notes: |
A close up of some crystalline parts that would be in the image, I want to get the feeling of a mixture of natural and alien structure, so I'll be going for holes in the crystals, where you can see the artificial structure more clearly. |
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| Milestone: |
Texturing |
| Date Submitted: |
Sunday, 09 November 2003 |
| Title: |
Shader test |
| Notes: |
Still fiddling with the look of the pipe like tendrils, I think it will be a mixture of nebulous matter like this, but areas will have solidified into solid, geometrically shaped areas. |
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| Milestone: |
Modeling |
| Date Submitted: |
Monday, 03 November 2003 |
| Title: |
Pipe concept model |
| Notes: |
These are just temp textures, I was going to post just an untextured model, but I don't think it would show the look I'm shooting for enough.
Maybe this should still be in the concept sketch section even though it's fully 3D? |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Sunday, 02 November 2003 |
| Title: |
Detail idea |
| Notes: |
One thing I'm trying to come up with are some small structures to suggest scale, so I'm starting to doodle some attachments which can be attached to parts of the scene. I see these as being landing pads, or exhausts or something. You can just see in the bottom corner how they would attach.
I think it would look quite effective to have some dormant, lying flush with the surface, and others like the ones in the concept - or is that getting a little too freudian? :) |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Sunday, 02 November 2003 |
| Title: |
Concept B, initial sketch |
| Notes: |
I thought about changing the view so you are looking down between your feet, it still has the concept of eggs and tubes, just another take on it. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Sunday, 02 November 2003 |
| Title: |
Concept A, revised |
| Notes: |
Sorry it's a bit blurry - my scanner is on its last legs...
This is a revision of the original concept, but I wanted to add some blue floating crystals, like giant frozen droplets so it's not just the 'light eggs' and strands.
I was away from the PC (for once) so it was out with the black paper and pencils... |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Wednesday, 29 October 2003 |
| Title: |
Rough 2 |
| Notes: |
Another rough layout, combining what's already been submitted.
The glowing tendril-like tube will be snaking around the light/egg-shapes, with beams feeding off them towards the tendrils. In the distance more tendrils reach upwards.
More an idea of what will be in there than the actual layout. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Wednesday, 29 October 2003 |
| Title: |
Light Streak test |
| Notes: |
I'm thinking of having some tunnels of light in the image, and quite like the idea of the effect you get on night-time long exposures - this was my first attempt - it's a bit messy, but interesting.
I really need to work out the overal composition though :) |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Saturday, 25 October 2003 |
| Title: |
Last one, for the moment |
| Notes: |
A development of the previous one.
I think I shall play with the shapes, making them more egg-like like the original sketch, I'd like to see what they look like in situ - I need to mock up a temp scene to stick them in first. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Saturday, 25 October 2003 |
| Title: |
No. 4 |
| Notes: |
I think this is starting to go in a direction I like it gives me the feeling of something living in the light, although it may be a little to similar to a microscopic organism... |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Saturday, 25 October 2003 |
| Title: |
Light no. 3 |
| Notes: |
A bit of processing on this, I'm toying with the idea of simulating long exposures on some areas so you get streaks of motion blur on bright areas. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Saturday, 25 October 2003 |
| Title: |
More lights |
| Notes: |
Maybe I should have done this on one image :) |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Saturday, 25 October 2003 |
| Title: |
Some ideas for the lights in the scene |
| Notes: |
Here are a few test ideas for the lights, just some worked over 3D models. |
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| Milestone: |
Concept Sketch |
| Date Submitted: |
Tuesday, 21 October 2003 |
| Title: |
WIP 1 |
| Notes: |
Well I thought I should at least make a start... I'm sure this will be a long line of concepts - I quite like the idea of suspended blobs illuminating the chamber.
I don't think the scenery will be as organic as this one, maybe layers of floating plating, rather like the alien ships at the end of AI.
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