To anyone who isn't already familiar with my work, I'm the producer of the (hopefully infamous) fan film
Star Trek: Specter. If you haven't seen it, you can view the Director's Edition on YouTube with
this conveniently organized playlist, or see the first two hours (in unbroken one-hour parts) of The Ultimate Edition on
Vimeo. For discussion on that project, visit the
Project Thread here at SFM.
This thread, though, will serve as the melting pot of creative ideas, concepts, and most importantly media concerning the sequel to
Specter, titled
Star Trek: Retribution.
To get us started, some links that you might find helpful:
This film is set in 2388, ten years after
Specter, but still in the "alternate" timeline we saw at the end of
Specter. By now, ten years have passed since the Shinzon incident, and one year since the supernova we saw in Star Trek XI. The Romulan Star Empire has been in a state of civil war for the past nine years, but shortly after the supernova they suddenly stopped fighting each other, and now seem to be mounting an invasion of the Federation. When the movie starts, the invasion fleet isn't yet operational, giving Starfleet a little time to stop it from happening.
At the center of the conflict lies a piece of evidence the Romulans claim to possess, evidence which shows a Federation starship destabilizing the Romulan sun just before the supernova reaction began. With little time to save the Federation, Admiral Thornton dispatches the USS
F. Scott Fitzgerald, now under the command of Captain Bradley Prentice, to determine the authenticity of the evidence, and to investigate rumors that the source of the evidence may be human...a human who has now assumed command of the Romulan fleet.
The plot is still a work in progress but some very cool things are planned for this project. For right now, have a look at the two clips that are posted and let me know what you think, and stay tuned for more!
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aww dammit you beat me too it Nadesico
I suppose since what is left of the Romulan Empire is in factions, You'll have to come up with a cool name for this rogue faction that refused to join the Federation.
Second clip is pretty good, althought sounds awfully windy in space lol, was that station in Space, it was a bit too dark to make out...
Also not sure about showing off the glowing read eyes, was a bit of a dead giveaway to anyone who has seen spectre
Your Romlan looked cool though, is there anyway to tweak his forhead to bring the ridges out a little more?
The station also doesn't follow the whole "green" theme the Romulans have going on. Is that intentional or just a result of the star that's lighting the station.
As far as the station goes, that's actually a Star Wars model that I co-opted for use as Drakus' base of operations. The textures you see are all image maps, and they don't adapt well to being color-changed. That's part of the reason why it's so dark. Likewise for the interior, which is actually a recolored Mustafar Board Control Room. (The lit strips have been recolored and the ambient lighting is dark with a hint of green for flavor.)
I can assure you it isn't laziness; it's about time and resources. Try rounding up a bunch of friends all at the same time to read and record a feature-length script and see how far you get. Even with some taking multiple roles it would be an arduous, and ultimately futile, undertaking. By doing all the initial readings himself, tnpir can get the animations rendered and the characters lip-synced with the vocals all by himself on his own time. He can then watch this "first draft" to determine whatever changes need to be made. After he has the story and animations nailed down to his liking he'll put out a casting call for voice actors to fill the roles. He used this process with "Spectre" and it worked extremely well. He got all the hard tasks out of the way first so he could focus entirely on the voice actors without having to render scenes over and over again. Tnpir's work is by no means an example of laziness, but you know what is: A 116 word run-on sentence with no proper capitalized letters, at least 13 misspellings, and just one single punctuation mark at the end. If you practiced what you preach I'd be much more inclined to give your critique more value.
Their upload cap resets on Sundays at midnight:thumb:
@today: it had just reset from last week when I uploaded Part II So we gots to wait a week before I can do it again!
EDIT: On a side note, the "human commanding the romulan fleet" thing has been done, once... badly. Please don't do it again I sincerly doubt that in less then 10 years the Romulans haven't learnt from their mistakes.
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I'm going to say this once and once only: until a full cut of Retribution is finished and I'm sure I'm happy with the script, no voices other than mine will be heard. Buckaroohawk already explained why I take this approach, so I'm not going to rehash that here. If the sum total of your remarks is about diversifying my voice cast, until it's finished those remarks WILL fall on deaf ears. From this point forward I'll probably also Ignore anyone who makes a remark like that. It's nothing personal, but for right now the only thing I'm concerned with is the substance of the story.
@IRML: doesn't sound stupid at all! To be honest, people likened Specter to Machinima but I don't know much about what it actually is. I know I like the concept of doing things faster though--tell me more.
You're the forty-third person (no joke) to make this remark to me. Please, folks, have just a little patience. I didn't steer you wrong with Specter, did I? To quote Picard from First Contact, "I know what I am doing."
you don't have to record yourself playing a game, you can use the game editors to import animations and stuff, then render them to frames
the crysis game engine is probably one of the best for this
http://www.youtube.com/watch?v=4No43o7zkDQ
probably the biggest difficulty would be getting models and animations into the game, which might make it unfeasable for you, but you can see from that video how advanced some of the effects are, so it might be worth considering it
seconded!
I did look into this myself a while back for another machinima project, the Source engine is very versatile and can take in most animations from 3d studio max once converted to OBJ, it also supports good particle generation and HDR lighting. Polycount is a pain though. The Cry engine is a good one for importing too, but that's up to you.
Personally, I'm looking to make a short film in Maya at some stage, but the amount of effort behind making all the assets (as opposed to just ripping them out of games, which is very tempting) makes the task seem far too daunting for someone like me who has practically no free time.
There's also "Star Trek: Borg War", which in my personal opinion is generally terrible, but does show that the Elite Force 2/Quake 3 engine can be used for making machinima fairly effectively too.
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