Development > Artwork

Renders

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Sean_E:
Nice setup.
Myself, I am using three workstations working together:
1 AMD Turion 64x2 @ 1.6ghz
1 AMD Athlon 64 @ 1.8ghz
1 AMD Athlon 64 @ 2.0 ghz

The laptop is connected on the network by wifi and is the primary workstation.
Software used is 3D Studio Max 2008 32-bit.

My 12-second rotation animation took almost 2 hours to do.
I am thinking I am using a higher resolution output with my mental ray settings as to why mine is taking a lot longer.  I'll have to hook the laptop up via hardline and see if its the same.

Regards,
Sean E

Winter:

--- Quote from: sitters on December 03, 2007, 09:18:08 pm ---http://www.md2.sitters-electronics.nl/render/moon11.xvid.avi

Willem

--- End quote ---

That is bloody brilliant. The sweeping pans are amazing. There are only a few suggestions I could make here:

1) The parts where travelling from the Earth to the moon and back are a bit long and end up dragging, could you make the camera speed up more during these bits? This would also help the feeling of travelling across a vast distance.

2) The Carriers end up looking strangely flat as the camera passes them, almost two-dimensional. Is anything odd about them? I may be wrong here, so if I am just ignore this comment.

3) I think it would look better if the Carriers were spread out a bit more, and less synchronous/equidistant with each other. Ships this big are not meant for perfect formation flying. Try and break it up a little.

4) Possibility: Add a shot of the Carriers jumping in on the dark side of the moon, flashes of light from the wormhole briefly falling over them, after which they are only deeper shadows moving in the black -- until they crest the moon and sunlight hits them for the first time, revealing them to the player. That would look very intimidating.

Regards,
Winter

Sean_E:
Okay, reset my scene to proper scale and distance.  Here are two of the better renders:





Critiques are welcome.
I did figure out that the textures on the carrier are light sensitive.  They will not show unless there is light shined upon them.
Looks like I am going to have to redo the model and textures so that my renderer can handle it better and I don't have lights all over the place.

Regards,
Sean E

Psawhn:

--- Quote from: sitters on November 30, 2007, 10:03:55 am ---
BTW: here an link to the carrier psawhn, if you also like to play with rendering.
Willem

--- End quote ---

Thanks a lot! :) Do you have a version of the texture with the glowing parts isolated? Setting those to be light-emitting (not CPU-sucking radiosity, but just independent of any light sources) would look really cool with realistic dark (or pitch-black) shadows found in space.

Oh, Winter, how partial are you to a sequence that looks more documentary-ish, from a space satellite picking up a flight of carriers jumping into LEO? I was also thinking more along the lines of a BSG-like flash (but different and brighter!) representing a volumetric/spherical wormhole needed to transport larger ships. (I was thinking a capacitor-like buildup would allow the energies needed to open a rift large enough to send the massive carriers through, without needing the immense power requirements that could only be satisfied by the mothership.)

Or maybe I should render one out anyways? :P

Mattn:
Sean_E: the carrier is not moving like this - it's moving like in sitters sequences

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