future project

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future project // Work in Progress

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Post by Nez // Mar 2, 2009, 10:50pm

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Still amazing to watch this develop :) Just when you think it is about done, suddenly the perspective pans back and there is so much more.


Tom



Exactly - which is especially interesting as Marcel was talking about Fractals a few posts back...


This just keeps getting better...

Post by marcel // Mar 3, 2009, 2:27am

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love the whole thing. Except that there needs to be some way to get there. Unless there is a road leading from the opposite corner, you can tell it's a large cube formation. Maybe put some sort of broken bridge on the right side? or even a complete one if you want current visitors.


A bridge? Why not.

That is the limit of the scene for this thread. The first test for the atmosphere. The cliff that connects the two bridges in need of reworking. It is too big. Maybe create a rock without basis and that floats in the air (surreal) with a broken bridge in both side ;). Also, it lacks some irregularity in the atmosphere to make it more realistic. I need to improve the scene but i like the idea of a broken bridge. Thank Kena. Bridges need to be relics as the old stone wall at the left. Armbots don't use them :)

Post by marcel // Mar 3, 2009, 7:12am

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The broken bridge. More surreal. And ideal to finish the world.

Post by Breech Block // Mar 3, 2009, 7:18am

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Wow! Just when you think this can't get any beter...IT DOES! :D


Would love to see some broken pipes and/or water drainage falling down the cliff about a third of the way down. :)

Post by spyfrog // Mar 3, 2009, 11:02am

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Wow! Marcel keeps raising the bar and setting the standard for us other to try to achieve...

I wish I had the this talent! I am very impressed - this has to be a winner for the monthly award.

Post by marcel // Mar 3, 2009, 12:34pm

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Wow! Just when you think this can't get any beter...IT DOES! :D


Would love to see some broken pipes and/or water drainage falling down the cliff about a third of the way down. :)


Thank. I like breaking things but only in 3d :D

Post by robert // Mar 3, 2009, 12:36pm

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This is spectacular, I completely agree with spyfrog.

Post by marcel // Mar 3, 2009, 12:39pm

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Wow! Marcel keeps raising the bar and setting the standard for us other to try to achieve...

I wish I had the this talent! I am very impressed - this has to be a winner for the monthly award.


thank! I am almost embarrassed by all the compliments. :cool:

Post by marcel // Mar 3, 2009, 12:47pm

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END OF THE FIRST STEP ! :)

Finally, I prefer to stay on this view. Go further would be less interesting.

The atmosphere is more subtle. I use only spheres with a transparency shader glow, edge cov=0 cent cov=0.02 (no receive shadow). This shader work fine with a translucency reflectance. Maybe i can enhance the effect with a bump.

The broken bridge can be used for an animation with floating stones. I imagine the centibot move under the floating stones, as if he was on the water. I'll wait a few days before finishing this point of view. it allows to revisit the scene with fresh ideas.

Now i can return on the building to finish some details: centibots exit the room and move on the cliff, enhance the head of the eyebot (useful for a closer view), build the older building in stones (middle age castle style).

I'm starting to see some possible plans for an animation. I thing about special sounds for the machine and special effect with my software "particule illusion" (electricity, plasma, smoke...)

the goal is to make a small clip of 4 or 5 minutes. (the last time I made a clip, I worked for 3 years and the clip became 80 minutes movie) :D

Post by TomG // Mar 3, 2009, 12:48pm

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In which case... have another compliment! Looking awesome. A lot to learn from here, not just in terms of modeling and texturing, but in a larger sense of seeing how you can start with one element and keep developing it, both in the scene and in your mind, adding more and more detail until the one item turns into a miniature world.


Nice to see this approach, as opposed to say planning everything out in advance and then working to those strict guidelines. A kind of organic growth, and in this case, ironically, for something not very organic (the bots)!


And in the end, it all looks fantastic! Now maybe you will move from "almost embarassed" to "fully embarassed" :)


Tom

Post by marcel // Mar 3, 2009, 1:03pm

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In which case... have another compliment! Looking awesome. A lot to learn from here, not just in terms of modeling and texturing, but in a larger sense of seeing how you can start with one element and keep developing it, both in the scene and in your mind, adding more and more detail until the one item turns into a miniature world.


Nice to see this approach, as opposed to say planning everything out in advance and then working to those strict guidelines. A kind of organic growth, and in this case, ironically, for something not very organic (the bots)!


And in the end, it all looks fantastic! Now maybe you will move from "almost embarassed" to "fully embarassed" :)


Tom


Thank again...:D

this is why I do not work for a company. I do not want to be the link in a chain. I have the same approach for the design and I am more effective since I work for my own account. I no longer profitable. Quality is the only sustainable.

Post by KeithC // Mar 3, 2009, 1:43pm

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I like how the bridge seems to be magically held in suspension! Great work! :)

Post by Jack Edwards // Mar 3, 2009, 2:52pm

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Wow! The bridge takes the work up a level again! :)

Post by tatts // Mar 3, 2009, 3:52pm

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Wow!!!!! :( I'd love to be able to do work like that!!!

Post by jamesmc // Mar 3, 2009, 4:03pm

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Wow!!!!! :( I'd love to be able to do work like that!!!

Marcel is the 'Jacques Cousteau' of the trueSpace forum. Well, not really, but he does some amazing work and ever so often explains his techniques. A bonus to us mere mortals. :)

Post by tatts // Mar 3, 2009, 5:00pm

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Over the last couple years, I think I can say that i've learned enough to handle complex architectual structures (mesh wise). But Texturing, lighting and just the ability to add a realistic atmosphere like that! that's just something that i've lacked sinse i've started.


I envy people who can texture like that. I mean that is what makes the render what it is. not the geometry.

Post by marcel // Mar 3, 2009, 11:41pm

marcel
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@KeithC "I like how the bridge seems to be magically held in suspension! Great work!"


The idea of the broken bridge is from kena. I just add stones in suspension.


@ Jack Edwards "Wow! The bridge takes the work up a level again!"


I think the broken bridge is a good way to see the limit of the word. It is a door for a "future future project". :)


@ Tatts "I'd love to be able to do work like that!!! "

"over the last couple years, I think I can say that i've learned enough to handle complex architectual structures (mesh wise). But Texturing, lighting and just the ability to add a realistic atmosphere like that! that's just something that i've lacked sinse i've started."

"I envy people who can texture like that. I mean that is what makes the render what it is. not the geometry."


Yes textures are very important here. Geometry are 95% simple cubes. No secret: see the nature. all the idea are here.



@Jamesmc "'Marcel is the 'Jacques Cousteau' of the trueSpace forum. Well, not really, but he does some amazing work and ever so often explains his techniques. A bonus to us mere mortals."


I am a mortal too! :D Explains techniques need to be original and personnal. It is the difference with a manual. It is what i try to do.

Post by Norm // Mar 4, 2009, 5:45am

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Seems like a castle of sorts. I remember old movies where castle was high on a hill/mountain and they had ports in hillside to capture wind to harness energy to play a pipe-organ. You could harness wind to run the factory :)

Post by marcel // Mar 4, 2009, 8:12am

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Seems like a castle of sorts. I remember old movies where castle was high on a hill/mountain and they had ports in hillside to capture wind to harness energy to play a pipe-organ. You could harness wind to run the factory :)


I love to visit castles in France. There is only one room of the castle behind the building in the scene (it is just a vestige). I had this castle a few years ago with everything inside (staircases, fireplaces, secret passages, a library with hundreds of old books, vaulted cellars, stained glass windows, about 100 rooms with 12 floors). One of my more complex 3d model. :)

Post by Jack Edwards // Mar 4, 2009, 8:15am

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I love the depth of contrast in your images Marcel. Do you use a special workflow to help achieve that? Or is it just thought and care taken with lighting in regards to the composition and final image?

Post by marcel // Mar 4, 2009, 8:33am

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I love the depth of contrast in your images Marcel. Do you use a special workflow to help achieve that? Or is it just thought and care taken with lighting in regards to the composition and final image?


I have concern for the relationship between the contrast and transition. When an object has a side very contrasting with the background and opposed side which merges with the background, it creates a natural depth to the eye. The balance between the contrast and the transition is as important as the composition of the image.

Post by Jack Edwards // Mar 4, 2009, 10:18am

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Thanks! That's interesting, I wouldn't have thought to look at it that way.

The consistency of the look prompted me to ask. Your work feels much like an HDR photo or an artist's hand drawing in the way it presents lights and darks. It's a distinctive part of your style that gives your images a very finished and "professional"/"artistic" look. :)

Post by marcel // Mar 4, 2009, 11:02am

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Thanks! That's interesting, I wouldn't have thought to look at it that way.


The consistency of the look prompted me to ask. Your work feels much like an HDR photo or an artist's hand drawing in the way it presents lights and darks. It's a distinctive part of your style that gives your images a very finished and "professional"/"artistic" look. :)


Thank. Perhaps because I was a sculptor and creator of comic book before making 3d. I changed my tool but no my style. the computer does not erase our personality. ;)

Post by marcel // Mar 4, 2009, 12:28pm

marcel
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@ Jack Edwards: the relationship between the contrast and transition. It is more obvious with a grayscale image.

Post by marcel // Mar 4, 2009, 12:38pm

marcel
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I made a more disturbing and natural atmosphere. this allows to hide the horizon with abstract shapes and allows you to concentrate on the essentials. I love the light of the English landscape in the nineteenth century such as William Turner. Some paintings are at the border of the real and the abstract. Ideal for a surreal atmosphere.

Post by kena // Mar 4, 2009, 7:25pm

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wow. I am away from the forums for just a DAY! and look what you did with my idea of a bridge. This is absolutely fantastic! Well deserved stars on this thread, and if it Don't win the monthly contest, then the winner will have to be light-years ahead of what we usually see, since this one definitely is!


... now I think I will go add some more stars to your excellent thread!

Post by marcel // Mar 4, 2009, 11:34pm

marcel
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Thank kena! I am attentive to your comments. Norm thought of a castle behind the building. I think using this idea... ;)

Post by Steinie // Mar 5, 2009, 7:47am

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I think your heading into another three year project!:D

It is hard to stop when you have a good story to tell. I think your talents exhibit an illustrator/painter style then a comic book artist, Frank Frazetta come to mind.

Very nice work being demonstrated.


How do you manage your poly count? Doesn't your system slow down?

Post by marcel // Mar 5, 2009, 8:30am

marcel
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@ steinie, thank!

I had not noticed the similarity with the style of Frazetta. It's funny because when I was doing comics I was influenced by his talent. I love his work. It's one of my favorite with Alex Raymond (Flash Gordon), John Buscema (Silver Surfer) and Harold Foster (Prince Valiant). I have old books directed by them in my collection.

I have several scene , one with the interior and the bots (208000 polys), another with the exterior without the bots (47136 polys). The last scene is the exit for the centibot (168670 polys).

I need to think about the connections between scenes if i want to make an animation later (with special effects in post production :) ).

Post by marcel // Mar 5, 2009, 11:11am

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The render of the centibot exit to the cliff.
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