spikerthree
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Posts posted by spikerthree
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No guys, it's not a skirt, its a kilt. You should make it plaid, that would really through the enemy off.
The fingers look just a bit long, but other than that everything looks saweet.
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I think this is pretty cool. Big undertaking. I've also wanted to do a SW fan film (probably everyone else too). If anything, you guys have show inspiration to the rest of us who haven't gotten off our duff to do something about it.
Hope it goes well.
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That's friggin' awesome, I feel like I can reach out and touch it. Where did you get the reference?
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fanfilms.com is theforce.net's fanfilm section. i think the links still work and there are alot of things to look at. also try the fanfilm.com's discussion boards, there's usually alot of stuff. Also www.ryan-w.com has some great stuff.
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You're killing us man, show us some wireframes
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I suggest you do the compositing completely in After Effects. Render out your AM scene in chunks. For example, render the background as a single layer, then render that left hand column as another. Sandwich your actors between them and Presto! for volumetrics, you could render your light seperatly and layer that on top of your actors.
Grayson
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I'm not exactly in on this project so take this with a grain of salt. Anyway I was thinking that some hanging gardens from some of the edges of the castle would have a pretty cool effect. Some ivy, flowers here and there etc.
Grayson
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That is a rad model. I need to start paying that close attention to detail. Also, you mentioned rendering. To get that nice clay looking effect that seems popular, I usually slap down a ground plane, hover my ship just above it and add a couple bulb lights around the model, it will really bring out the shadows and the details.
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I like em. Little things like this can add a whole lot to a scene.
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Those are just the neatest things. How did you do that effect again, cookie cut + bump? Cool, anyway. Well, back to the bio paper.
Grayson
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I also agree that the best technique for the particular shot is best. Indoor shot-AM, really wide outdoor shot-AM architecture with painted details projected on to it.
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I came rather late into this project, I'm actually reading the script now, and trying to get up to date. My question is: how will the creation of environments be achieved? Will there be compositing with 2d backgrounds? Are there matte painters, or is it solely within A:M.
Grayson
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let's get on with it
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I hate to jump in on this thread so late, but I couldn't resist. Jin, excellent modelling. For everyone, www.3dtotal.com is a great resource for all things 3D. While they're not aimed particularily at A:M stuff, check out the tutorials section (Free stuff>tutorials). There is an EXTENSIVE car modelling tutorial under the tutorials>Maya section.
Happy modelling
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Superb model, Patrick. Clean and simple. Perhaps you could (if you have the time) provide a walkthrough on how you modelled her, especially the face.
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I was just thinking of how useful this will be. Being able to maintain the same star size is crucial to having multiple shots in a scene flow together seamlessly. I might be getting too far ahead, but being able to control the brightness of the stars would be cool too.
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I totally agree with you on the motion blur thing. I'm hoping that your star rig will help those of us who do a bunch of space scenes I tend to get areas of the image that are motion-blurred and then areas that aren't, it makes really hard to get a good fly-by.
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Julian, Yves, aaver,
This looks like it is coming along quite well, it seems promising and I'm hoping you'll share it with the rest of us
This site: http://www.ap3d.com/betterspace/
Has a pretty decent starfied, it was done with Lightwave, but maybe there are somethings that apply (code is way beyond me)
My question is how does it look with motion blur. I have a tough time getting a good look with stars whenever I have the camera moving i.e. spaceship flyby.
I hope all goes well.
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That is truly most excellent.
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Thanks for all the feedback fellas. I will note your concerns on the specularity etc. Is there a way to get specularity that looks like it came from a flourescent light? That kind of long, tube look? Actually the hardest part of the whole thing was getting all the specularity and reflectivity to work with all the dark colors, and as you can see I'm still working on that.
Starwarsguy is right, there is an good amount of gray in the mask itself-more than black, I noticed that looking at reference pictures. Its most prominent in the chin, but I haven't got there yet.
Zaryin pointed out on brightness, I'll keep that in mind. For now, I'm using my laptop at school, which is terrible for color and calibrating
Here's a shaded wireframe.
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Howdy folks,
A quick simple question, with perhaps not much of a simple answer.
Some times when I render out a streaks particle system, using a sphere with the normals pointing out, and object collisions ON, i get long, funky lines diagonally across the screen. My guess is that they are bogus particles that somehow get warped and jumbled incorrectly. Has anyone else experienced this problem? Does anyone know how to solve it? And as soon as i figure out how to post an image I'll put one up.
Thanks,
Grayson
STAR WARS: The Battle Of Mygeeto
in Work In Progress / Sweatbox
Posted
well, if you don't want to waste away your beautiful SW models, you could tease some of us by sharing some......please!