here are the basic colors. essentialy the same as the battlebay. last step is to crowd a bit the upper mushroom.
i had to take out most of the details of the bays. my computer couldnt stant it. (3x 1.7M poly is far too much).
i'll need an optimized version of the bays.
low detailed battlebay. down to 407K poly.
one third of the hi detail was in the turrets. 12*50K poly...
no more greeblies and nurnies. but at this distance, sho cares ?
Look good. Well, that's a lie, it looks incredible. I love the little red accent lights on the Basestar. Reminds me of a Raider's (or centurion's for that matter) pulsating eye. If only basestars looked this mean on the show...
of course the missiles need some more work. smaler and more definition in the smoke trail.
i'm treating them as particles in PF. right now, they come off the basestar rim (a hidden object that rims only the spikes), go perpendicular for half a second, then aim for the target and explode on impact with a few debris.
How are you doing the explosions, it seems like there's a lot of clipping errors going on, or is it an object they're impacting against and that's hiding a few things? Other than that, it's looking good.
it wasnt cliping errors, it was a black object used as a collision dummy.
the whole weapon system is a particle system. it includes the impact explosions, debris and sparks. fire itself is made with afterburn, a max plugin, onto the particles.
better looking test.
i still have to optimise afterburn (explosion pass) it takes far too long. 20min/frame at 640*360.
and without motion blur.
camera is crappy, i know, but i was impatient to see my particles in action, so i didnt took time to animate it correctly.
Its still a little to sparkly in my opinion. Try slowing down the sparks by 4-500% and make then last longer. That way it'll look like flaming debris. In general, slow down the speed of the debris chunks and explosion in general, it looks kinda toy like at the moment. You could also add some secondary explosions (magazine cooking off, fuel igniting, etc) a few seconds after the main one.
Nice to see someone else doing so animation, I'd have to agree with Borkless with the explosions, then look like squip sparks rather than huge explosions...(at the minute)
Are they some sort of particle dynamic? or are they comped in? If you can, use compositing software then do as much of the effects in that.. I always say to ......students mostly... its not big or clever to get everything in the render window of what ever 3d program your using...
(you say that to students ??? well, i have to say that to my very own boss. its sad.)
explosions are alone on another file. then comped in.
it's all a single particle system. its procedural and reusable. once i've got it right, that will be missile frenezy on anything.
Posts
can someone come over here and close my mouth
this is outstanding
:argh:
Cya
i had to take out most of the details of the bays. my computer couldnt stant it. (3x 1.7M poly is far too much).
i'll need an optimized version of the bays.
[IMG]http://www.nicepixel.eu/vipers/wip/station full01.jpg[/IMG]
[IMG]http://www.nicepixel.eu/vipers/wip/station full02.jpg[/IMG]
[IMG]http://www.nicepixel.eu/vipers/wip/station full03.jpg[/IMG]
one third of the hi detail was in the turrets. 12*50K poly...
no more greeblies and nurnies. but at this distance, sho cares ?
and docked to the station
[IMG]http://www.nicepixel.eu/vipers/wip/station full04.jpg[/IMG]
[IMG]http://www.nicepixel.eu/vipers/wip/station full05.jpg[/IMG]
a spoiler of what's to come
(those 2 shots are in hd)
The shape of things to come, surely.
Awesome work all round, though!
very nice detail work
The trails look a bit large, though I assume once smoke maps etc are in place they will look a little different
of course the missiles need some more work. smaler and more definition in the smoke trail.
i'm treating them as particles in PF. right now, they come off the basestar rim (a hidden object that rims only the spikes), go perpendicular for half a second, then aim for the target and explode on impact with a few debris.
(and i changed the thumbnail)
the whole weapon system is a particle system. it includes the impact explosions, debris and sparks. fire itself is made with afterburn, a max plugin, onto the particles.
better looking test.
i still have to optimise afterburn (explosion pass) it takes far too long. 20min/frame at 640*360.
and without motion blur.
camera is crappy, i know, but i was impatient to see my particles in action, so i didnt took time to animate it correctly.
But when the missiles hit the target, it looks a little to sparkler-y. Like they were fireworks, not warheads.
i think the debris are still too big
Are they some sort of particle dynamic? or are they comped in? If you can, use compositing software then do as much of the effects in that.. I always say to ......students mostly... its not big or clever to get everything in the render window of what ever 3d program your using...
But its looking good..
(you say that to students ??? well, i have to say that to my very own boss. its sad.)
explosions are alone on another file. then comped in.
it's all a single particle system. its procedural and reusable. once i've got it right, that will be missile frenezy on anything.
i'll change that and render it at night.
opinions ?
i think the core explosion is not bright enough. anyone else got that feeling ?
But, the explosions look a little too yellow (might just be my moniter) try making them a little more orange.
More importantly, the ship you're targeting needs to show some effects. Have some chunks be blow off or something. Would make it look cooler.