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Entry for Steve Green ( Steve Green )

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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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