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AnimationChris2005's Stuff

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  • Chris2005Chris2005495 Posts: 3,055Member
    BlobVanDam wrote: »
    Wiggly planet aside, looking beautiful. This is my favourite shot you've done of the D, I don't know if you've done something different, something to do with AO, but it just has a nice contrast-y look, plus the soft blue lighting. Getting better all the time.

    Thanks. :D

    Nope, same method as always. I render the main pass of the ship rather brightly with a high GI multiplier and then bring down the brightness in AE using the Exposure effect's "Gamma Correction" slider.

    I'm also using a lovely plugin designed in part by Daniel Broadway called "Real Glow," which creates mathematically correct falloffs of glows. :)
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  • Vortex5972Vortex5972206 Posts: 1,108Member
    The only thing that really sticks out to me is the bussards. If you're going for that FC gas look with them, they need a little movement in there. Only has to be subtle. The materials look great, but being static takes away from the shot.
  • Chris2005Chris2005495 Posts: 3,055Member
    Vortex5972 wrote: »
    The only thing that really sticks out to me is the bussards. If you're going for that FC gas look with them, they need a little movement in there. Only has to be subtle. The materials look great, but being static takes away from the shot.

    Yea, but I'm trying to get a TNG look. :) Of course, it's hard, because I don't quite know how the bussard effects were created on the Enterprise D models.
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  • Vortex5972Vortex5972206 Posts: 1,108Member
    That's why I suggested a subtle movement, rather than a stronger one. I always thought that the D was just 2 bulbs and some frosted glass to diffuse it a little.
  • Chris2005Chris2005495 Posts: 3,055Member
    Vortex5972 wrote: »
    That's why I suggested a subtle movement, rather than a stronger one. I always thought that the D was just 2 bulbs and some frosted glass to diffuse it a little.

    I'll give it a slow animation. :)

    Yea, the effects on the bussards make it hard for me to determine the structure of the bussard, due to how the appearance chances from angle to angle.

    From the side-ish:
    http://tng.trekcore.com/hd/albums/1x01/farpoint_hd_383.jpg

    From the front:
    http://tng.trekcore.com/hd/albums/1x01/farpoint_hd_426.jpg

    Directly from the side:
    http://tng.trekcore.com/hd/albums/season-5/5x07/unification-part-i-hd-027.jpg
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  • Vortex5972Vortex5972206 Posts: 1,108Member
    There's nothing like a bit of consistency to keep things easy. xD
  • Chris2005Chris2005495 Posts: 3,055Member
    I steadied the planet in the first shot as best as possible, due to the extreme FOV of the stars, etc. it doesn't stick perfectly to the background as the last shot in this video.

    Latest video:
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  • Chris2005Chris2005495 Posts: 3,055Member
    Running through several different Borg Cubes... I'm not sure if I should go with the TNG-style cube or the First Contact-style Cube for my "Best of Both Worlds" videos...

    12244793_1016740448386221_3230355750743936838_o.jpg
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  • Chris2005Chris2005495 Posts: 3,055Member

    Slowly making progress... I'm gonna try posting less often, so that I can post more results per video. :)
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  • TralfazTralfaz310 Posts: 819Member
    Excellent work as always Chris. My only crit is the Borg cube. Don't know who built it, but it really doesn't stand up to the quality of the Enterprise and work you do. (no offense to whoever built the cube)
  • Chris2005Chris2005495 Posts: 3,055Member
    Tralfaz wrote: »
    Excellent work as always Chris. My only crit is the Borg cube. Don't know who built it, but it really doesn't stand up to the quality of the Enterprise and work you do. (no offense to whoever built the cube)

    Thanks. Ed Giddings built it. He also made the Romulan Warbird I use. Some of the other models I've seen attributed to him are rather nice.

    This was the only TNG series cube I could find. I was considering using the First Contact one, but many wanted the series design for consistency.
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  • Chris2005Chris2005495 Posts: 3,055Member

    Just a quick video... I decided to just go with the FC/VOY-style Cube. I might try to create a Borg cube of my own that matches the TNG series Cube better, but it could take a long time.

    I need to slow the tractor beam effect's fluctuation down a little... whew. :lol:
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  • nightfevernightfever358 Posts: 583Member
    Hey Chris, great as always.
    One question: You're not using the normal maps on the Enterprise, for a reason?
  • Chris2005Chris2005495 Posts: 3,055Member
    nightfever wrote: »
    Hey Chris, great as always.
    One question: You're not using the normal maps on the Enterprise, for a reason?

    Thanks. :)

    I keep forgetting to add them to the materials, lol.
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  • Chris2005Chris2005495 Posts: 3,055Member
    12273600_1019982301395369_4709701495357323750_o.jpg

    Finished converting Nightfever's DS9 model. :) Future project involving it soon. ;)
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  • trekkitrekki491 Posts: 1,045Member
    Very nice. I love the objects from Nightfever this are very clean work. :)
  • Chris2005Chris2005495 Posts: 3,055Member

    For use in an upcoming project. ;)
    trekki wrote: »
    Very nice. I love the objects from Nightfever this are very clean work. :)

    Thanks. I agree. I love his work. :)
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  • DeksDeks189 Posts: 253Member
    Ds9's specularity hull map seems too high (at least to me).
    Have you tried toning it down a bit to have some visibility of the aztec but not as much (unless this was your intent)?
  • Chris2005Chris2005495 Posts: 3,055Member
    Deks wrote: »
    Ds9's specularity hull map seems too high (at least to me).
    Have you tried toning it down a bit to have some visibility of the aztec but not as much (unless this was your intent)?

    Yea, I'm trying to find the right balance for the specular levels.
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  • Chris2005Chris2005495 Posts: 3,055Member

    I'm thinking of redoing those torpedoes...
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  • TralfazTralfaz310 Posts: 819Member
    Looks great Chris. And even though it may not be the "correct" Borg cube, it looks so much better.
  • RandalRRandalR0 Posts: 0Member
    that was nice.

    Light years ahead of me I thinks. :D
  • Chris2005Chris2005495 Posts: 3,055Member
    12291240_1021730897887176_3302706312198971671_o.jpg

    Progress on the little phaser bank things that rise out of DS9...
    Tralfaz wrote: »
    Looks great Chris. And even though it may not be the "correct" Borg cube, it looks so much better.

    Thanks. :)
    RandalR wrote: »
    that was nice.

    Light years ahead of me I thinks. :D

    Thanks. :) Your videos look great. :D I remember a time when I was just rendering in standard definition, of course, at the time, that's allow YouTube supported. xD
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  • Chris2005Chris2005495 Posts: 3,055Member
    12304396_1021742187886047_1326665184609995778_o.jpg

    It's finished. :) At least as far as the modeling goes. :D
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  • AresiusAresius352 Posts: 4,156Member
    I think it's good you used the newer cube model....
  • DeksDeks189 Posts: 253Member
    Chris2005 wrote: »
    Yea, I'm trying to find the right balance for the specular levels.

    I usually use about 25% on the specularity map in Max material editor - usually gives it a nice detail when the light source impacts the hull.
    You could try experimenting with 25% to 50% on the specularity map visibility.
  • trekkitrekki491 Posts: 1,045Member
    DS9 Phaser Bank.
    Hi Chris.
    Where are the phaser banks exactly?
  • Chris2005Chris2005495 Posts: 3,055Member
    Aresius wrote: »
    I think it's good you used the newer cube model....

    I agree. The TNG series cube is great, but the complexity is so immense that I haven't seen anyone replicate it exactly.
    Deks wrote: »
    I usually use about 25% on the specularity map in Max material editor - usually gives it a nice detail when the light source impacts the hull.
    You could try experimenting with 25% to 50% on the specularity map visibility.

    Alrighty. I'll change the settings as I get closer to finishing Part I of BOBW. :)
    trekki wrote: »
    DS9 Phaser Bank.
    Hi Chris.
    Where are the phaser banks exactly?

    From what I saw in a screen shot, they're in the habitat ring...

    Here:
    12310601_1022497394477193_7034195869190308853_n.jpg?oh=dff00239b8d9eee6351bfa46135e3239&oe=56DE5236

    12294773_1022497397810526_1869859034986457289_n.jpg?oh=8809f72a5c789bd7fe41dc0175118ba1&oe=56F58220
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  • Chris2005Chris2005495 Posts: 3,055Member
    A while back, I did a few touch-ups to the more hideous season 2 remastered shots... and I just did another one...

    Here is the first one I did...

    Original:
    12186741_1008001382593461_2533524557159974892_o.jpg

    My touch-ups:
    12186786_1008001572593442_6384155711131270005_o.jpg

    Using some masks in AE to raise or lower the levels of various parts, here is the image I turned out...

    Of course, if I had the original individual elements to re-composite, I'm sure I could produce a much better result than even this.

    This one is one I just finished:

    Original:
    12247893_1023128017747464_5201129068303217929_o.jpg

    My touch-ups:
    12309695_1023128214414111_7113968152743664362_o.jpg

    I actually used Real Glow on the second one to add some glows back to the impulse engines and such. :)
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  • trekkitrekki491 Posts: 1,045Member
    Hi Chris,
    Thanks for the pictures of DS9 and the Phaser banks.
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