Mothership from V

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Mothership from V // Work in Progress

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Post by Loadus // Mar 31, 2006, 3:05am

Loadus
Total Posts: 44
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I'm a huge fan of V, and I've done a few fanpics of the mothership

in the past.. Last night I started from scratch and wanted to build

the ship from start in a way that it would hold in a closer inspection,

i.e. even replace the original effects from the film as a fan project?


Well, here's WIP pictures from last night as the ship progressed:


1. Finished modelling the basic shape of the mothership (the hover-engine area is too small ... and I didn't notice)


http://www.kanetti.fi/~loadus/v/WIP1.jpg



2. Looking at the subdivided top. Why those trippy colors, you say?

To separate different areas to be textured. I painted the polygons

of the control mesh first so it was just tap tap tap ...


http://www.kanetti.fi/~loadus/v/WIP2.jpg



3. Starting the texturing. I was thinking to add windows to the top

but after few trials and errors I just simply quit. Let there

not be windows.


http://www.kanetti.fi/~loadus/v/WIP3.jpg



4. Testing shininess mapping. This was the first time I tried it and I

didn't have a clue how it was supposed to work.


http://www.kanetti.fi/~loadus/v/WIP4.jpg



5. View of the top dome after texturing. Plain lighting, sorry.


http://www.kanetti.fi/~loadus/v/WIP5.jpg



6. Now trying spots to reveil some of the shininess mapping.


http://www.kanetti.fi/~loadus/v/WIP6.jpg



7. The top panelling with correct shininess.


http://www.kanetti.fi/~loadus/v/WIP7.jpg


to be continued ...

Post by Loadus // Mar 31, 2006, 3:07am

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Total Posts: 44
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... continued (darn image restrictions a smiley is NOT an image)


8. Uuups. The panelling mismatched after the dome. Yikes.


http://www.kanetti.fi/~loadus/v/WIP8.jpg



9. We'll just cover it up with some technopanelling ...


http://www.kanetti.fi/~loadus/v/WIP9.jpg



10. The details aligned and placed.


http://www.kanetti.fi/~loadus/v/WIP10.jpg



11. The top finished. Apologies for the basic lighting


http://www.kanetti.fi/~loadus/v/WIP11.jpg



12. Detail from the edge. Not that much detail, but there wasn't

that much on the original studiomodel either. Well there was.


http://www.kanetti.fi/~loadus/v/WIP12.jpg



13. Work on the underbelly.


http://www.kanetti.fi/~loadus/v/WIP13.jpg



14. The bottom lighting testing. Not good.


http://www.kanetti.fi/~loadus/v/WIP14.jpg



15. Done.


http://www.kanetti.fi/~loadus/v/WIP15.jpg



The idea to make this was to replace the ufo in this: http://www.kanetti.fi/~loadus/pics/v.jpg


Here's a test render of the new model (just a 3sec doodle, so not that

photorealistic):


http://www.kanetti.fi/~loadus/v/V.jpg


The panelling was three layers at best - 1. Basic texture, 2. Windows

(if needed), 3. Shininess map


I'm still working on that model ... havent figured out how to enlarge that bottom (not yet pro with tS) - Still in WIP to render that motha in those

clouds or some other grandious image. I'll post that as soon as I can do

it (and if anyone cares)


Post your questions or thoughts!!

Post by KeithC // Mar 31, 2006, 3:16am

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Total Posts: 467
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I used to love that show when I was a kid. This brings back memories; and you have done a fine job re-creating the mothership. Are you gonna create some scenes with it (possibly using Vue or Bryce)?


EDIT: I just looked at your link...that's what I get for responding too quickly:) Looks great.


-Keith

Post by daybe // Mar 31, 2006, 3:22am

daybe
Total Posts: 562
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Simply awesome, like the render. Nice details.;)

Post by Mike // Mar 31, 2006, 3:38am

Mike
Total Posts: 121
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Great job, excellent post!:)

Post by TheWickedWitchOfTheWeb // Mar 31, 2006, 3:57am

TheWickedWitchOfTheWeb
Total Posts: 858
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I loved that show and have only recently finished watching it all again on DVD so this was a great post to see! Thanks for posting the progress rather than just the finished model, very interesting to see it unfold and end up as a great model. Looking forward to seeing some finished renders/composites.

Post by behzad // Mar 31, 2006, 4:01am

behzad
Total Posts: 173
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nice, how many polygons do you have there?:jumpy:

Post by frank // Mar 31, 2006, 4:05am

frank
Total Posts: 709
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Like the other guys, I think you've done a nice job on this! Lots of intricate details in there.


The only tip I'd offer is on the final render, given the amount of detail in the object, go with some high anti-aliasing (3x or so). That will help eliminate any high-contrast pixels ("jaggies") common in fine-detail renders.

Post by GraySho // Mar 31, 2006, 4:26am

GraySho
Total Posts: 695
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Lovely. Nice to see the progress of the model and textures. This model needs a dramatic scene. ;)

Post by Loadus // Mar 31, 2006, 5:24am

Loadus
Total Posts: 44
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Thanks guys for all your comments! I'll get to work on that dramatic scene ... probably first test this on the original movies - that idea came into my mind while reading Scifieric's post on his (beautiful, excellent, smashing, glorious) Enterprise to revamp the original poor quality photographic effects.


@behzad:

That whole model got a score of 36 054 polygons (not that much) - I did a render on this http://www.kanetti.fi/~loadus/pics/a0001_large.jpg with one model being close to 980 000 polygons. NOTHING moved for 2 min. :D:D


@frank:

For final renders I use 4x, yes. Those WIP's are just fast snapshots and actually quite corrupted because of the JPEG-compression. I also tend to use the scanline renderer (tS6.6) for this kind of detail. Render it big and then resize to smaller if needed. :)


I do have Virtualight in my arsenal ... If I can get those maps to work on it I might try it. Vray ... *droool*


Again, thanks for the comments!! This will keep me going!

Post by Loadus // Mar 31, 2006, 8:46am

Loadus
Total Posts: 44
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Yay. I got the bottom half fixed. I made a boolean subdiv on a box

preserving the shape and the textures, then I closed the original

hover engine on the ufo, resized the boolean version to the correct

proportions. Then I just subdivided that from the ufo. Took about 30sec.

And didn't get a single complain about the positioning, since the control

mesh is so low on poly.


Here's a look at the bottom now:


http://www.kanetti.fi/~loadus/v/WIP16.jpg


Still to do:


- Where are the shuttlebay doors?

- The bottom cap needs more detail (only texture now)

- fighters fighters fighters (and no, I don't know how to model those,

but you live and you learn).

- Render the bugger! My machine is crying blood as we speak - The 2x

render that you see, without any special lighting was an effort to get

on the screen!! :D

- Mail the finished image to Kenneth Johnson. Well, DAH.

Post by frank // Mar 31, 2006, 8:48am

frank
Total Posts: 709
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Niiiiiiiice!


:)

Post by behzad // Mar 31, 2006, 2:25pm

behzad
Total Posts: 173
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Aliens are coming , run run for your life.:banana:

Post by Naes3d // Mar 31, 2006, 2:55pm

Naes3d
Total Posts: 0
Quite frankly, if this doesn't win you Image of the Month, then I really don't see the purpose of having an image of the month. This is easily one of the best images I've seen displayed on the new forums.


How are you creating your backdrops?

Post by Alien // Mar 31, 2006, 3:13pm

Alien
Total Posts: 1231
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Aliens are coming , run run for your life.:banana:

Damn, I knew I should have parked it somewhere else. :D

Post by W!ZARD // Apr 1, 2006, 4:24am

W!ZARD
Total Posts: 2603
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Size IS everything! Thats one big mother....ship! Very excellent texture work - I would love to know more about your work process for these textures - particularly how you did the lights around the middle section. Well done.


I'm curious though - what advantage is there (if any) in using scanline rather than raycast? I have a rough idea (from the manual) about the technical differences but I'm completely ignorant of the artistic pros and cons.


Finally a small critique - the cloud background looks suitably dramatic but I'm not sure the lighting on the underside of the saucer looks fully convincing. The underbelly of the clouds is dramatically dark yet the underbelly of the ship is quite bright - there is no visual clue in the picture as to how the underside of the saucer is lit but the underside of the clouds are not.


Sorry if that's being too picky - I think you have done some great work here.

Post by GraySho // Apr 1, 2006, 5:06am

GraySho
Total Posts: 695
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It surely would look breathtaking to see that saucer breaking through clouds. I don't know how to achive that effect. Maybe particles could do the job.

Post by Loadus // Apr 1, 2006, 6:38am

Loadus
Total Posts: 44
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I'll answer all of your questions, but first here's the motha in the fully

rendered scene (for time savings I rendered this in adaptive AA but the

result was h.o.r.r.o.r., I don't know how to use it properly.)


http://www.kanetti.fi/~loadus/v/V%20in%20the%20clouds.jpg

Post by JPSofCA // Apr 1, 2006, 7:33am

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Total Posts: 300
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Your suacer looks incredible in this final render...looks like it's actually there. For those who participated in the "photorealistic" debate - this one surely demonstrates the ability to achieve photorealistic results. Very well done! :)


I'll bet they're all hungry for live rats too, after such a long trip....

Post by Loadus // Apr 1, 2006, 7:40am

Loadus
Total Posts: 44
pic
@W!ZARD:

"... these textures - particularly how you did the lights around the middle section ..."


It's three layers on top of each other... basically you do a windowmap in

black and white (2 colors only) white background with black dots as

windows. I used two different size windows maps in this, the bigger looks

like this:


http://www.kanetti.fi/~loadus/v/windows.gif


this is wrapped around the middle with 2x2 repeats. Now, the Layers are:


3. The additional bumpmaps (if needed) and reflectance maps to give

uneven shininess


http://www.kanetti.fi/~loadus/v/layer3.png


2. The windows. Transparency map (windows texture, with equal settings)

on both the color (white) and reflection (flat)


http://www.kanetti.fi/~loadus/v/layer2.png


1. Basic texture, with bump map - ie. the tiling.


http://www.kanetti.fi/~loadus/v/layer1.png



... And this is what is looks like, when doves cry (Scanline@4xAA,

straight from tS window):


http://www.kanetti.fi/~loadus/v/windows.png


... here's the Raycast render of it (Raycast is better for video, when you

need to render it fast and directly to the video size - I use scanline on the

size of 2350 x 1000 @ 4x AA to pickup all the plates and windows in the

details. Then later I resize it to the proper presentation size.)


http://www.kanetti.fi/~loadus/v/windows_raycast.png


(EDIT: Images to links)

Post by Methusela // Apr 1, 2006, 9:19am

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Total Posts: 414
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Bloody brilliant sir! This is some of the best TS stuff I've ever seen. Even some of the best 3D stuff I've ever seen. Keep it up mate!

Post by Mike // Apr 1, 2006, 6:22pm

Mike
Total Posts: 121
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Thank you so much for sharing the "how to". :)

Post by rj0 // Apr 1, 2006, 6:31pm

rj0
Total Posts: 167
Really nice work!!


rj

Post by W!ZARD // Apr 1, 2006, 7:39pm

W!ZARD
Total Posts: 2603
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Hi Loadus


Thank you very much for the comprehensive (and comprehendable :D ) reply to my questions. I'd figured out how I would attempt to do the types of textures you have used and I got close I think - but seeing in more detail how you acheived your results is very useful information and very much appreciated.


I totally love tS texture editor and the amazing things it can acheive - it's always such a pleasure to see other peoples work and yours is superb.


I've not done very much rendering at the resolutions you describe - at least not with tS - my computer is not a very powerful machine:( and I have only so much patience for long renders:mad: - I will certainly consider it in the future (downsizing big renders for AA purposes) and I've used the this technique with terragen images in the past.


I'm still hazy about scanline versus raycast - but then I'm not sure that I've ever used scanline. The manual says - rather cryptically - that "scanline is advantageous in scenes that do not have transparency" without really saying why. I'm a big fan of alphamapped textures and rarely create a scene that does not have some transparency somewhere so... I've always used raycast rendering with raytrace enabled - even when just modelling as this allows me to see how the final model will work with-in my scene!


Anyway, thanks again for the detailed reply - and congratulations on a great piece of work.:)

Post by djaram // Apr 1, 2006, 9:45pm

djaram
Total Posts: 73
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I'll answer all of your questions, but first here's the motha in the fully

rendered scene (for time savings I rendered this in adaptive AA but the

result was h.o.r.r.o.r., I don't know how to use it properly.)


http://www.kanetti.fi/~loadus/v/V%20in%20the%20clouds.jpg


They're here :confused: . We didn't listen :confused:



Looks very cinematic.

Excelent Job,


Regards,

Post by Délé // Apr 2, 2006, 12:21am

Délé
Total Posts: 1374
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Wow! Fantastic work Loadus! It really has a massive feeling to it. :)

Post by GraySho // Apr 2, 2006, 12:34am

GraySho
Total Posts: 695
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Actually that image you linked should be in the gallery. I just visited your webpage. Very good stuff there. Seeing your paintings there, I guess all your cloud backdrops are digitally drawn.

Post by Loadus // Apr 2, 2006, 1:40am

Loadus
Total Posts: 44
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Thankyou thankyou for your comments. *I'm blushing here* :)


Oh dear, I forgot to tell how I did the backdrop (old pic, by the way)...


I watched this documentary couple of years back about stormchasers, as they travel around the midwest of USA in hunt for tornadoes. I started to notice the beautiful colors on the cloudformations of the supercell storms:


http://www.stormskies.com/Chase039.JPG


So, I snatched a few of this kind of low-res images, (opened in Paint Shop Pro, nothing fancy) resized them to 2350 x 1000, and took out my smudge tool! After 3 hours of labour, that cloud stuff you see got formed. That cloud is from "Cloud n.13" so I have a few of them made. But yeah, smudge tool is the key - with a tablet and a custom shaped tool.

Post by Loadus // Apr 2, 2006, 9:00am

Loadus
Total Posts: 44
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So, now.


Someone mentioned selling the mothership model. No, it's not for sale in any price.


Here, have it for free:

http://www.coppersky.fi/jp/mothership.rar


PS. Some of the textures are not mine, so if someone yells thief, I'll change 'em. :D Have fun!

Post by GraySho // Apr 2, 2006, 10:22am

GraySho
Total Posts: 695
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Thanks a lot for sharing. I'm sure a lot of people will learn a lot about texturing just by inspecting the materials. :cool:
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