Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: CougEr on December 19, 2001, 06:17:00 pm
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umm not sure...
but lately I really haven't done any renders. Been busy with the "silly season" Xmas shopping and xmas parties.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
let me know...
umm... what was that tag that makes it smaller?
(http://members.optusnet.com.au/~couger001/osiris.jpg)
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Better than creating life... give life to a creation.
(http://www.members.optusnet.com.au/~couger001/COugEr.jpg)
OSIRIS STATION (//"http://pub57.ezboard.com/bhafelite")
CougEr's 3D anim archives (//"http://cazzoo.free.fr/")
[This message has been edited by CougEr (edited 12-19-2001).]
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Tada
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Hmmm... a steamrolled Herc. Mk II... Looks sweet, actually. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Oh, and good job on the JPEG compression - it's nice to see ~50kb images now and then. And no, that wasn't sarcastic. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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America, stand assured that Israel truly understands what you are going through.
Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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tag is lvlshot
And coug...after a tag...NO SPACE (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
So without the [ ] it's lvlshothttp://www.myurl.com/mypic.***/lvlshot
Now don't leave out the [ before and the ] after each tag (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Hope it helped
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hehe thanks,
I'll see if I can do something better. that was a very quick job.
no photoshop at allthere, all lightwave.
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Better than creating life... give life to a creation.
(http://www.members.optusnet.com.au/~couger001/COugEr.jpg)
OSIRIS STATION ("http://pub57.ezboard.com/bhafelite")
CougEr's 3D anim archives ("http://cazzoo.free.fr/")
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That's sweet. I've never learned how to make lightwave put out a nice quality render like that. I know its possible, and you've just proven it grandly.
Excellent work.
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--Mik
http://www.404error.com
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A few nitpicks:
It seems to me that with an engine glow that bright and diffuse - especially since we're seeing it from in front - there would be a bit of the glow reflecting off the top of the ship near the back.
The other thing is the BG - if that's a plain image, run it through a guassian blur a few more times to get rid of the blurred blockyness. The increased blur won't detract from the picture, as blurred BG's give a better sense of depth.
Along those lines, you might even want to put a very slight blur on either the ship or the station, depending on where the focus of the images is.
Hope that helps. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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America, stand assured that Israel truly understands what you are going through.
Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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The engine glows are a little bright for my tastes, but otherwise. good job (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Thorn:
The engine glows are a little bright for my tastes, but otherwise. good job (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Dude, I love it. Beautiful stuff, man. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Nitpicking is good and it helps us all understand.
The image of the earth in the background is a standard TGA, wrapped odviously with a simple sphear front map.
Unfortunately the image is too small and obviously when I applied it to a real size object, and scaled it was bound to Frag.
Yes, Osiris the station is a previous render it is a background image under the Herc MK III (sorry guys that is Herc 3 with the deflector not retracted, thus looks like a Herc MK II) and you can probably see where I've blured parts in Earth image map. Lazyness eventually overcame the laborious job of blurring so it's not completely done.
Thus a few frags. Not super niceble, but square enough to create some subliminal illusion of a different dimension.
Nhaaaa... Bad excuse. hehehe
JJ. Product of laziness.
The Glows have been a problem. I must have a bug in the system because the flares behaved rather strange with my usual values. The glow behind object was a little wakie. I had it just right at one stage then by changing some setting I went way out and had to come back manually to that which is not satisfactory to me neither. But time is always the major factor for compromises in 3D animation.
Also animating that, either than just creating one image, has a totally different effect and I assure you, that Herc III will fly-by off top screen and you'll think it's real. It also happens fast. No time to nitpick (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
The texture as well are very dettailed at closer range.
Do you guys use the "object fade with distance" controls?
That is one of the secret at making Lightwave animation look insanely real and stop some shimmer caused by too much dettails at a distance.
The flare effect works way better closer to the camera but the final still render is more descriptive at that distance. At that distance it is all balanced in still composition value.
Regarding depth of field, thus foreground and background individual focus.
Good point!
The aperture is basically at 22 because of the engine glow so close, so basically everything is in focus. Maybe I could have use an fractional amount but it would not have been too noticeble, really.
But that is also another very realistic effect in most 3D programs but it must be used very carefully.
And it's not always needed.
As a professional cameraman having shot 35 mm motion picture untold times, I assure you this to be correct.
Depth of field rule.[/list]
The rule is simple. The more light you have the more focus you have.
Try this with your eyes: Squint and you'll have more depth of field, the more you open your eyes the more light you allow to enter the more critical the focus from foreground object to background objets.
Infact in a dim lighting situation (at the computer is perfect) your eyes can only focus on one thing at the time and if you look around you'll find yourself refocussing from object to object. It happens fast but it happens.
if you squint your eyes now you'll see every thing in focus (basically).
Boy... I'd like a dollar for every cameraman that I have explained this to in several years of film and TV making. hehe.
I will make a new render though, this one has too many problems.
I'm working at a new Star trek Starship.
maybe I'll use that as model and render and I'll light it without using any lights only one object large and white, off camera view and radiosity lighting switched on.
Takes a long time to render but the results... are spectacular.
here's what the model looks like so far...
I'll do it in the next week or so (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
And thanks for the compliments. It always feels good to hear it.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Better than creating life... give life to a creation.
(http://www.members.optusnet.com.au/~couger001/COugEr.jpg)
OSIRIS STATION ("http://pub57.ezboard.com/bhafelite")
CougEr's 3D anim archives ("http://cazzoo.free.fr/")
[This message has been edited by CougEr (edited 12-20-2001).]
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Are the nacelles in that pic built out of subpatch objects?
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--Mik http://www.404error.com ("http://www.404error.com")
[This message has been edited by mikhael (edited 12-21-2001).]
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yes sub patches still, then I'll freeze it and I should have a nice mesh.
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Better than creating life... give life to a creation.
(http://www.members.optusnet.com.au/~couger001/COugEr.jpg)
OSIRIS STATION ("http://pub57.ezboard.com/bhafelite")
CougEr's 3D anim archives ("http://cazzoo.free.fr/")
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Originally posted by CougEr:
yes sub patches still, then I'll freeze it and I should have a nice mesh.
I tend not to freeze my subpatches, but then again, I've only just started making meshes for games. *heh* I hesitate to think what my alient cricket thing comes out to polygon-wise if I freeze the subpatches.
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--Mik
http://www.404error.com
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well, usually way better.
But be sure to have a good video card that can handle TRUE OPEN GL and plenty of ram.
Then you'll have no problem.
Still lightwave will render an UNFROZEN sub patch quite well. It all depends on how much detail you need and the dredded Bones for IK animation. The bones will effect the poligons a lot better when the subpatch model is frozen. thus many more poligones to define it.
It will also give you a chance to use weight maps more accurately.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
------------------
Better than creating life... give life to a creation.
(http://www.members.optusnet.com.au/~couger001/COugEr.jpg)
OSIRIS STATION ("http://pub57.ezboard.com/bhafelite")
CougEr's 3D anim archives ("http://cazzoo.free.fr/")
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subpatchs? wazat?
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Lightwave thing...
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Originally posted by CougEr:
well, usually way better.
But be sure to have a good video card that can handle TRUE OPEN GL and plenty of ram.
Then you'll have no problem.
Still lightwave will render an UNFROZEN sub patch quite well. It all depends on how much detail you need and the dredded Bones for IK animation. The bones will effect the poligons a lot better when the subpatch model is frozen. thus many more poligones to define it.
It will also give you a chance to use weight maps more accurately.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Oh yeah, I know all that. I'm okay for animating in Lightwave. I usually don't work with a polygon budget. I don't use bones usually because I dont' need 'real' deformations. I stick witih IK chains of real objects with a null as an IK target.
The problem comes when building a mesh for Iwar (or the Waterdancer for Warlock): you can't use subpatches or spline cages for ship meshes without freezing them. When you freeze them, you end up with about a 9 trillion polys (you could lower your patch resolution, but at that point, you might as well ahve just built it from polys anyway).
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--Mik
http://www.404error.com