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Author   Topic : "3D: long time no post - So I'll show a pile"
kerosene
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Joined: 07 Feb 2001
Posts: 42
Location: Lahti, Finland

PostPosted: Sun Jan 20, 2002 4:09 pm     Reply with quote
I haven't been posting for a long while. Here is links to some clips and images that I've been working on. As usual many of them are in the vague almost finished status.

Short explanation:
All work is done in 3Ds Max for my final work animation / design piece.

Q on the first shot here.
If the Matte gurus (loki?) see this I would appreciate hints for creating background for the interior shot.
I will composite it as a separate layer in after effects. What interests me is the mapping of the bg. Should I create the landscape/city from top projection or approximately from the camera direction.

How detailed should the background modeling be?
I am worried that if I have both 3D modeled and heavily texture depending elements in same pass, they will not blend believably.

What kind of geometry is usually built for 3D mattes?

Thanks for any hints or critique

heikki anttila,
http://www.projectkerosene.com
-----------------------------------------

NOTE
I hope I haven't posted these earlier, I also hope that I am not breaking any etiquette by posting several works.
The Avis are div-x


1) The question above was for this shot
It is a lobby space of a central public building in a futuristic scifi city of Cordina. It will act as a station and governmental center.

Some detail, people, and textures will be added, almost finished.

critique on lighting etc. appreciated.



And an animation of the same shot. The colours are better in the still.
http://www.projectkerosene.com/temp/aula_2.avi


2)Flying Morar attack probe docked in the ultra heavy machine. When deployed the probes will hang from bottom with engines on and the rail on top slides away. When bottom attachments are released the probe gets launched up throught the tunnel.
The animation is bit lame as there will be foreground action composited on top. The lighting is much better in the still so the lighting will adjusted to match the still.
Gloomy slaughter house feeling was the aim.


camera animation
http://www.projectkerosene.com/temp/cam6_b.avi


3) Ultra Heavy machine. Being almost 1/8 mile long it is the ground carrier for the attack probes and ground troops.
The night lighting was just a quick test. The outdoor lights suck big time and kill the scale totally - it will be changed totally. The rear end and some other parts will get more detail but it is more or less finished.

http://www.projectkerosene.com/temp/helitest.avi


4) Heavy ground trooper of Morar

More or less fully armoured morar trooper. Not much to say. The legs have been changed and textured since to get less tracking pants feel.




Rotation of the guy
http://www.projectkerosene.com/heavy/heavyrotate_4.avi


5) Morar APC
For carrying the armoured troopers. Despite the background finnished.
http://www.projectkerosene.com/heavy/apc_web.avi


6) Cordinian flying sports vessel

This one was modeled in Rhino.





7) another sports vessel
This one isn't quite as cool (imo) but it was created rather painlessly so far. (yesterday).
Polymodeling is faster than nurbs for me. When I work on NURBS the industrial designer in me takes the power and I don't think of images but manufactured products which finally means slow modeling and bad detail economy.

http://www.projectkerosene.com/temp/sport2_3.avi

[ January 20, 2002: Message edited by: kerosene ]

[ January 20, 2002: Message edited by: kerosene ]
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Sun Jan 20, 2002 4:33 pm     Reply with quote
they look all incredible. wow!

i wasn�t able to run the 2nd animation, my mediaplayer kept crashing. if i have to critisize anything, i would say the suit on the last image looks a little strange. there seems to be something wrong with the shadows on the ceiling. the first image could use some more textures IMO. The side view of the vehicle has a slight grain on the bottom. i hope i was helpful in any way.

which renderer do you use?
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Sun Jan 20, 2002 4:36 pm     Reply with quote
i was able to see the tank in another player. cool stuff.
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GoClick
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Joined: 24 Dec 2001
Posts: 17
Location: canada

PostPosted: Sun Jan 20, 2002 10:46 pm     Reply with quote
I have real problems doing industrial design in rhino to. I find it's too easy to get lost in detail. Aswell Rhino is bound to manufacturing and I end up with a lot of flat surfaces that are not at all what I had in mind. I would like to see Robert McNeel & Assoc. add polygon modeling tools but still be nurb based. you can do it now but it works very poorly (Use polygon modeling tec qith the NURBs). If you would like to show more of the sports flyer thingy I'd like to see them, perhaps some wireframe stuff?

Great work on everything.
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GoClick
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Joined: 24 Dec 2001
Posts: 17
Location: canada

PostPosted: Sun Jan 20, 2002 10:47 pm     Reply with quote
What were the shots of the sports thing rendered in?
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kerosene
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Joined: 07 Feb 2001
Posts: 42
Location: Lahti, Finland

PostPosted: Mon Jan 21, 2002 3:41 am     Reply with quote
Everything is rendered in Max 3/4 standard scanline.

thanks for comments

P-
The suit of the guy is weird and rigged like ****. It was quickly made as I needed the pic for an exhibition in the autumn.

G-
I like Rhino a lot but you have to know what you are doing. Th accuracy anyway is so much in different level to max's user interface.

I will send pics of the vehicle when I work on it. (I use net in the school and don't have the thingie here). You can check a rotation here:
(bink exe) - as you see it isn't finished in this one.
http://www.projectkerosene.com/temp/S1_NFS.exe

heikki
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Radiater
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Joined: 09 Mar 2001
Posts: 331
Location: Vancouver, B.C.

PostPosted: Wed Jan 23, 2002 9:45 pm     Reply with quote
Hey Kerosene - Wow, thanks for posting these! I enjoyed looking at them all. One thing though, I think your ultra heavy machine would probably tip over too easily.
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Lunatique
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Joined: 27 Jan 2001
Posts: 3303
Location: Lincoln, California

PostPosted: Wed Jan 23, 2002 10:35 pm     Reply with quote
VERY nice work. Inspiring. I was never a big fan of Max, since I always thought the default renderer looked too "'max-like." But this is cool.
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Kuren
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Joined: 19 Jan 2002
Posts: 70
Location: Vancouver, BC

PostPosted: Wed Jan 23, 2002 11:39 pm     Reply with quote
Cool stuff. I'm a Max guy too, but I haven't tried R4 yet.

What video post did you use?

I think you should bevel some of the edges on say the mortar attack probe; I believe on the cannons (which are currently pointing up?). And other things like the armored trooper's armor platings like shoulder pads and leg covers.

Really nice sports vessel. Like the shape of it. Rendered in Rhino or imported to Max?
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kerosene
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Joined: 07 Feb 2001
Posts: 42
Location: Lahti, Finland

PostPosted: Thu Jan 24, 2002 4:27 am     Reply with quote
Thanks for comments,

Radiater:

Yes, the UHM is very high. But its for salt lakes and not for heavy terrain. It is true it looks a bit unstable but it will be like that.

Lunatique:
I know very well what you mean. I am very envious to lightwave users. The work done in it seems to have (in general)so much softer lighting quality.
I have been improving a lot in lighting during the las year though. Even in max you can get reasonable images when you know what you are after.


Kuren:
The stills were composited together in adobe after effects. Also color/contrats adjustments with "curves" were done in AE.

Yes I know beveling would add to the realism but it would also add the time for modeling and rendering and as the aim is animation I will just live with it.
For the high res print renderings I will most likely do the bevels in photoshop with a wacom.

yes, the vessel was rendered in max. The import/export to max is a pain always.

---------


Here is clip of the hero-girl. Not for critique really. The morph targets (the expression elements) are not finished and the eye brows for example don't work yest
http://www.projectkerosene.com/temp/cora_ilme.avi

heikki
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LordArioch
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Joined: 14 Nov 2000
Posts: 173
Location: San Jose, CA USA

PostPosted: Thu Jan 24, 2002 1:36 pm     Reply with quote
Formidable work, Kerosene.
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wayfinder
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Joined: 03 Jan 2001
Posts: 486
Location: Berlin, Germany

PostPosted: Fri Jan 25, 2002 12:15 am     Reply with quote
the vessel! ahahahhahha that's fucking awesome - greatest sports car prototypes of the seventies! even down to the colors.
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swampbug
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Joined: 18 May 2000
Posts: 401
Location: il

PostPosted: Fri Jan 25, 2002 12:26 am     Reply with quote
Kerosene, I totally dig the first pic.. and as for a Background? I dont think you even need one! That place just shouted !!! look how freakin tall this building is.... its up in the clouds with bright sunshine common through!!! And I didnt even need an exterior shot to see how high it was.. the picture told me that trough lighting and color. If you must make a BG... make it very similer to one light blue color, maybe with some clouds... but again.. in my imagination... nothing really needs to be added.
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