cuboos Posted April 16, 2007 Posted April 16, 2007 wow, its been a while since I've been on. anyway I'm working on a live action movie called Metal Invasion. what it basically is about is, robots invade California and some special ops soldiers are sent to take care of them. I'm currently working on the models. this here is the Gauss Cannon and this one is the Rail Gun this is just a standard turret and heres the one I'm currently working on. a cargo ship comments, suggestion, ext are welcome Quote
Hash Fellow robcat2075 Posted April 16, 2007 Hash Fellow Posted April 16, 2007 looks cool. will look forward to see some footage. Quote
Dhar Posted April 16, 2007 Posted April 16, 2007 That looks great. That ship looks like it's too heavy to lift off the ground - but, that's why it's sci-fi Quote
Tralfaz Posted April 16, 2007 Posted April 16, 2007 Great looking models! How do you get renders to look like that? Al Quote
KenH Posted April 16, 2007 Posted April 16, 2007 Interesting designs nicely rendered. Looking forward to progress. Quote
elliotclem1 Posted April 16, 2007 Posted April 16, 2007 That is fantastic. Looks so cool and in a way real. how do you do a white render? Quote
youngman Posted April 16, 2007 Posted April 16, 2007 Some really nice modelling there Sam,Can't wait to see them in action. how do you do a white render? Hi Elliot,Take a look at this link: - http://wikiold.hash.com/amfeatures/publish...iance+Occlusion Should answer all your questions. Jay Quote
cuboos Posted April 16, 2007 Author Posted April 16, 2007 the settings i used for the renders are 9 passes 30% sampling AI set to 100 and AO set to 80% and all lights removed. and can anyone lend me or show me ware to get some textures, i cant find any that work for those models Quote
clonewar12345 Posted April 16, 2007 Posted April 16, 2007 I like the models, my only comment would be that the ship looks a little too boxy. Howeaver i like the leval of detail and i guess it does fit in with the look of the other models. Quote
the_black_mage Posted April 16, 2007 Posted April 16, 2007 hey man you've gotten better, are those AO renderings? i see your sticking with mechanical modeling(and invasions), i can't wait to see the particle effects your gonna use for the blast! Quote
cuboos Posted April 17, 2007 Author Posted April 17, 2007 hmmm, never rely made that connection tell now. anyway here are some modal that i finished some time ago. the scout probe, this will be the first robot to be seen in the movie. this is the H.E.M.T. (High Energy. Mobile. Turret.). this one is on the good guys side and this is the jet that will be flown by one of the soldiers more to come soon Quote
clonewar12345 Posted April 17, 2007 Posted April 17, 2007 Nice! I see you got some texturing in. The robot probe looks especially good. I also like how the barrel on the mobile turret looks. Quote
MattWBradbury Posted April 17, 2007 Posted April 17, 2007 When using dark colors, try making the ground a darker shade of grey so that there isn't so much contrast. Right now, the white ground makes it incredibly hard to see the details. Once you've set the grounds color to a darker shade, you can increase AO's Intensity to brighten up the object. This is in reference to your camo cannon. Quote
cuboos Posted April 17, 2007 Author Posted April 17, 2007 yea i thought it looked a little dark too, i'll try that when i get home. but in the mean time, dose any one have any textures i can use for the guns and the ship? or if any one would like to volunteer that would be nice. Quote
Woloshyniuk Posted April 17, 2007 Posted April 17, 2007 What effects does multi pass have when rendering screenshots or scenes? Ive never tried to do a multi pass. will it make the shots look better and how much longer does multi pass take than with no multi pass? (right now some frames are taking 30 mins) Quote
Darkwing Posted April 18, 2007 Posted April 18, 2007 and can anyone lend me or show me ware to get some textures, i cant find any that work for those models The Dark Tree textures are fantastic, just go to their site and download the folder. AM should already have come with the darksim symbiont material plugin, you just need the texture folder. here is a zip of a zip of the darksim folder, hope it works! DTRep_thumb.zip Quote
cuboos Posted April 18, 2007 Author Posted April 18, 2007 i've tried using darksim, but the renders are way to long. im hoping to use textures and decals. are there any tutorials out there for making good textures in photoshop? Quote
the_black_mage Posted April 19, 2007 Posted April 19, 2007 i doo pretty well with just looking around the internet, you can try turbo squid, image search engines, and in some cases you can edit image from regular pictures to suit your needs. another thing you can do with textures found is add them to combiners for better looks. Quote
John Bigboote Posted April 19, 2007 Posted April 19, 2007 the settings i used for the renders are AI set to 100 and AO set to 80% and all lights removed. and can anyone lend me or show me ware to get some textures, i cant find any that work for those models Textures! These things rock! and I believe they are free: http://www.darksim.com/html/simbiont.html Also...when you mentioned 'AI' above...is that referring to 'ambience' as in camera ambience...or something else? Quote
Fuchur Posted April 19, 2007 Posted April 19, 2007 What effects does multi pass have when rendering screenshots or scenes? Ive never tried to do a multi pass. will it make the shots look better and how much longer does multi pass take than with no multi pass? (right now some frames are taking 30 mins) If it already takes 30 min. I wouldnt use multipass... You are rendering with AA normally. That means, A:M tries to get rid of the stairs-effect at the corners of the models by "bluring" them a bit. Multipass would render the scene several times and A:M will be able to make a better not aliaised edge. Try it with a simple still, and you can see what will happen. Multipass can be set to a quite high level, providing a very smooth edge-look (only in terms of the stair-effect) but a 9-passes multipass will take about 7 times longer than a AA for some models. (depending on the scene). Multipass is very suitable for stills and if you set it to for example 16 Passes, the image will look better, but it just takes much more time. *Fuchur* Quote
cuboos Posted April 21, 2007 Author Posted April 21, 2007 ok i did some more work on the ship, a friend of mine showed me a website with some really good textures on it. heres how far i am i added some more detail to the engines and i made them abit bigger too. oh and heres another one i finished a while ago, i call it the streaker, its the fighter air craft for the robots. how ever i didn't notice the crease in the canopy window until now, can any one tell me how to get rid of it? Quote
clonewar12345 Posted April 22, 2007 Posted April 22, 2007 Out of curiosity, what site did you get the textures from? I always need stuff like that. The ship looks really good with materials! Quote
steve392 Posted April 22, 2007 Posted April 22, 2007 Heres a couple that might be some use http://www.mayang.com/textures/ http://www.cgtextures.com/ sorry couldn't get the link's to work here Quote
cuboos Posted April 23, 2007 Author Posted April 23, 2007 ok i have pretty much finished the ship, except some minor details the two things on the top of the bottom one are the cargo doors after I'm done, i will start on another robot Quote
BrainLock Posted April 23, 2007 Posted April 23, 2007 The cargo ship looks pretty good and it's far more than I could do right now, with the gun and the engines and the textures, etc. But as a "viewer in the audience," something about it bothered me. It has a strong resemblance to a run-down, single-wide mobile home from the 1970s with stuff stuck on it. Is that intentional? Put it this way: I've been inside buildings -- poor people's homes -- that look a lot like your model. I've also seen them being towed down the highway. If that's not something you want, you might want to make adjustments. example: mobile home photo Quote
KenH Posted April 23, 2007 Posted April 23, 2007 Yeah, I think a few tapers here and there (eg the feet) would improve it. But I think that's the look for the project. Quote
Dhar Posted April 23, 2007 Posted April 23, 2007 But as a "viewer in the audience," something about it bothered me. It has a strong resemblance to a run-down, single-wide mobile home from the 1970s with stuff stuck on it. Is that intentional? What a great idea! An old Winnebago clunker in the future. Why should the future not have junk? I'd add some graffiti on it, like it was parked in some undesirable neighborhood Quote
Tralfaz Posted April 23, 2007 Posted April 23, 2007 What a great idea! An old Winnebago clunker in the future. They did that in Mel Brooks 'Spaceballs'. Funny, funny movie. Quote
cuboos Posted April 23, 2007 Author Posted April 23, 2007 actualy i did model it like that, mostly because, were going to use a truck with a camper shell for the interier. we dont have that manny resorces avalible to use, so we're doing the best we can with what we have Quote
Darkwing Posted April 23, 2007 Posted April 23, 2007 Understandable. My first film was in my tiny tiny bedroom with a bed in it. Not great for filming if you know waht I mean! Quote
cuboos Posted May 3, 2007 Author Posted May 3, 2007 ok i need help, I'm working on the robot soldier and i cant seem to make the rest of the body, ever time i try it doesn't end up being very good, and it ends up looking crappy. if any one would like to try to finish it PM me. heres what i have done so far Quote
cuboos Posted September 11, 2007 Author Posted September 11, 2007 Well, I regret to inform you all, that do to a lack of cooperation from the actors, I have had to cancel the movie. Man I can never seem to get a project done, can I? Well anyway, I graduate high school this year, so I might have a better chance doing it next summer. I have some test animations of my modals, ill post them as soon as I get my main computer back up and running. Quote
entity Posted September 11, 2007 Posted September 11, 2007 Draw it out first... look in the kitchen in the cabnet under the sink... look in the garage at the shape of these objects that are around you everyday. They help me design my robots. Take the old VCR apart (the one that is trash) I used to get many ideas like that. Now, I think about what the robot's shape and function is according to the story and use that to shape it. Also this is the same for other characters too. It's hard to find something that hasn't already been done. Just keep thinking about taking it farther than anything you've ever seen. Quote
the_black_mage Posted September 11, 2007 Posted September 11, 2007 and i'm just starting high school! anyway maybe a smaller project would be better...i gotta stop thinking so big too.... Quote
Gorf Posted September 11, 2007 Posted September 11, 2007 anyway maybe a smaller project would be better...i gotta stop thinking so big too.... That's my feeling about all the grand plans I come up with, too. Virtually everything I try gets abandoned halfway through because I expect I can deliver more than I'm able. Still, look on the bright side - I'm 50% ready for next year's "Sci-Fi/Fantasy" comp... Quote
goodguy20k Posted September 11, 2007 Posted September 11, 2007 "Stick to it" is a skill. For years I just putted around with A:M, learning little things here and there. Never "finishing" a project. It wasn't until last year that I got around to STICKING to something, and my bear was the result. I learned from finishing that, and it's helped working on TWO. STICK to your ideas. And plan things out! Don't not dream because you don't finish! (Yes, a double negative. ) Push for the better and the awesome. Then try and pull it into reality. Again I say, "stick to it" is a skill. Quote
johnl3d Posted September 12, 2007 Posted September 12, 2007 Cuboos Use the legs as arms add a body and head and your done Quote
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