A number of people left me very nice comments on the AMStills gallery, so I thought a few of you may enjoy seeing a slightly re-worked hi-res version of the pic I entered in the March sci-fi contest.
(the hi-res version is attached at the bottom of this post)
A few comments on its making:
The whole thing is really based on a lot of trickery and forced perspective, when it comes down to it. Luckily you can get away with that in stills most of the time! Breaking it down into parts:
The lower city - nearly all of the small buildings are simply boxes with beveled tops. For the hi-res version, I went back in and added in some additional geometry to a few of them, but the effect is really minor due to the texturing. To lay out the city, I made an Adboe Illustrator file of boxes to represent the top-down view of a chunk of city. Importing it into AM was easy with the AI wizard, and I used the wizard to bevel the tops. I then grabbed various buildings and altered the height of their tops to break up the even-ness.
The texture was achieved with two materials. The first is a darktree proceedural that supplies most of the detail. I felt that the flat, plain colors that the darktree supplied lacked the final touch of 'realism' I wanted, so I made a projection map using a gritty steel plate texture I have, set it to 'diffuse' and let it add some grime and darkness variation to the darktree.
To create the depth of the shot, I grabbed my city block and laid down several of them next to each other, rotating them at 90deg. angles to randomize the building layout.
The big buildings - The buildings on either side of the picture are actually spaceships... or they were. I took two of the ships from my July'04 image contest entry (which you can see here) and stood them on end. I shifted some of their elements around and rejiggered this and that, then applied the same texture from the small buildings to them.
The ships - These really aren't that complex of models. Since I knew they would only be seen from behind, I concentrated most of the detail in the engine block area. The engine effect (which for some reason didn't look nearly as good in the jpg posted for the contest entry) comes mainly from volumetric dust spheres inside the engine exhausts. The foreground ship is scaled much larger than the other two, falsely giving the impression of distance and depth between them.
The background - probably my best trick in the whole thing, really. The green energy vortex/clouds are a camera fog image, blending the cityscape into them and giving the impression that something really bad just melted down and is engulfing the buildings. Additionally, there is a volumetric dust box projecting a green dust upwards from beneath the entire city area, which sort of blends the atmosphere from the background into the scene even more.
The moon is a modelled sphere, and was textured with a combo darktree/hash 'dented' texture.
There's only one light in the whole thing, a sun coming from behind the camera to the left. The generally dark textures definitely were essential in maintaining the illusion of detail and complexity in the scene overall.
At 5 pass multipass rendering, the scene only took 20min to render, which I was surprised at given the extensive use of proceedurals (especially darktrees, which used to be quite slow).
That was probably more than anyone wanted to know, but perhaps there were some curious enough to read it all!