tag:blogger.com,1999:blog-23568988562117196642024-03-05T07:36:19.793-08:00Dan Brown CGI | Sci-fi ArtThe 3D science fiction art of a starship captain born too soon. Hope you enjoy it!DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.comBlogger219125tag:blogger.com,1999:blog-2356898856211719664.post-87622457620960238832023-10-08T07:08:00.000-07:002023-10-08T07:08:15.762-07:00The Journey of Captain Tomas Lostra: A Cinematic Biography<div><br /></div><iframe frameborder="0" height="270" src="https://youtube.com/embed/txUBr7W-Fm8?si=pR0qUYBGM09G4W7r" width="480"></iframe><div><br /></div><div><div>Introducing Captain Tomas Lostra. Embark on his adventure as we delve into the captivating tale of his early life. By 25, he had already made a name for himself in the Thrassi Navy as the sole survivor of a shipwreck which captivated the imaginations of Thrass for generations. Despite his private struggles, he was tapped to be the Captain of the Starship Adamant, which went on to become the most famed starship of the Navy during the tumultuous final years of the Thrassi Republic.</div><div><br /></div><div>Rendered in Blender 3D, with CG elements imported from Character Creator 4, iClone 8. Compositing done in After Effects. Voice generation completed using Eleven Labs' AI voice driving software.</div><div><br /></div><div>Please consider supporting my channel: </div><div>ko-fi.com/danbrowncgi</div><div><br /></div><div>The following CG sets are used (available for sale on the sites below):</div><div>https://www.artstation.com/a/24896621</div><div>https://www.cgtrader.com/3d-models/interior/other/starship-command-center-high-poly-pbr</div><div><br /></div><div>#blender3d #characteranimation #scifi #scifimovies #adamant #independentfilmmaker #spaceopera #spaceadventure #character #biography</div><div><br /></div></div>DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-41140432325468725692017-06-08T16:31:00.001-07:002017-06-08T16:32:50.137-07:00New VideosSo, I've been working on new videos to spruce up my YouTube channel, which needed some love.<br />
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I also felt the need to update my reel for 2017. It's a bit sparse, as I could only put personal projects up this time around, but hopefully everyone likes it.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-86101573608579818382017-02-03T10:38:00.000-08:002017-02-17T05:01:07.773-08:00Small Starship Command DeckWell, I guess I'll have to call this one done as well.<br />
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<a href="https://www.turbosquid.com/FullPreview/Index.cfm/ID/1119933" target="_blank">TurboSquid</a><br />
<a href="https://www.cgtrader.com/3d-models/interior/other/small-starship-command-center-pbr-high-poly" target="_blank">CGTrader </a><br />
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https://www.turbosquid.com/FullPreview/Index.cfm/ID/1119933<br />
https://www.cgtrader.com/3d-models/interior/other/small-starship-command-center-pbr-high-poly <br />
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Hopefully somebody finds some use for it and that everyone is doing awesome.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-47328608624815774542017-01-20T14:36:00.000-08:002017-01-20T14:36:03.010-08:00Small Starship Command Deck<div class="separator" style="clear: both; text-align: center;">
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Still plugging away. It's almost done!<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-33288812905288426602017-01-11T08:58:00.002-08:002017-01-11T08:58:59.270-08:00New Website and UpdateHey all! <br />
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So, it's been a little time since I've posted anything here. There are a few reasons for that. One: I've been busy over December with other things, and haven't had the time to really put any updates on here.<br />
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Secondly: I've been looking for a way to update my online presence for a little while, and with the advent of Art Station Pro, I think I found it. So my www.danbrowncgi.com URL will now take you to my Art Station portfolio instead. I'll have a link to the blog still, though, from that site (right at the top, so it's impossible to miss). The blog's direct URL, if you still need it, is danbrowncgi.blogspot.com.<br />
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The downside is, any comments or +1s on this site are lost. :( But I figured this was a good solution because I really needed to get a proper portfolio and a blog really isn't that great for that. Still, the blog is good for showing off WIPs and whatnot, so that's what I'll keep it around for.<br />
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So, hopefully the DNS changes propagate properly and everything ends up good in a couple hours. If not, the danbrowncgi.com URL may be down for up to 48 hours. Eek.<br />
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-------------<br />
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Anyway, also here is the update on what I've been working on:<br />
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Starting the command deck for the Nero's Fire/Viminal attack ship. I've decided to merge the two items together and build a modular command deck that'll fit into both ships.<br />
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So far, texturing and modelling is going slowly, but oh well. :)<br />
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Still tweaking textures and putting in geometry, obviously. But she's shaping up nicely, I think. :)<br />
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Anyway, hopefully everyone is doing well. And here's hoping the DNS propagation works right. :|<br />
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Thanks,<br />
DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-42289620102080640892016-11-10T06:40:00.001-08:002016-11-10T06:41:07.544-08:00Nero's Fire Interior UpdateStill plugging away on this.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-70986757714945426972016-10-20T12:06:00.002-07:002016-10-20T12:06:27.602-07:00Nero's Fire Freighter Interior Corridor WIPA new project. Been a couple of weeks' worth of work on this one off and on dabbling on it letting it go where it wants to.<br />
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Still to do: Add doodads and props and fill out the rest of the rooms.<br />
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Substance Painter and Blender.<br />
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Hope everyone is doing awesome.<br />
<br />
DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-26089945567370397112016-08-08T08:37:00.001-07:002016-08-08T08:37:45.394-07:00Starship Command Center ModelHey all,<br />
<br />
Well, another model finally finished.<br />
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Starship Command Center:<br />
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Hopefully someone finds some use for it and everyone is having an awesome day.<br />
<br />
<a href="http://www.turbosquid.com/3d-models/starship-command-center-pbr-3d-model/1062399" target="_blank">TurboSquid</a> and <a href="http://www.cgtrader.com/3d-models/architectural-interior/other/starship-command-center-high-poly-pbr" target="_blank">CGTrader</a><br />
<br />
Fun times. :)<br />
<br />
DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-8987946618458179112016-07-31T17:58:00.000-07:002016-08-01T14:16:33.385-07:00Adamant Command Center WalkthroughStill plugging away on the command center. Should be done fairly shortly, once I complete the render passes for the various screens (still to be added) and holographic displays.<br />
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UPDATE: And here is what it looks like currently. Still to do: add the aft blast door.<br />
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Hopefully everyone is doing awesome.DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-15541124070392352732016-07-21T06:02:00.000-07:002016-07-21T06:02:18.668-07:00Adamant Command Center Texturing Pass WIPHi everyone. Sorry for the lapse in updates this past couple of months. I'd been tied up in several projects and work was piling up. :( But, had a week, here, to breathe and de-stress. Here's the result when I de-stress!<br />
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I took the <i>Adamant's</i> command center and started texturing it and prepping it for finalization.<br />
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The scene relies very heavily on dubious topology and severe color correction to make it look good. This is still very much a WIP in that I have to add the sweeteners to the holographic displays (control rings, numbers/letters/symbols, readouts, etc....) and flesh out some of the detail geometry--most notably the detail lighting and a few other things to highlight the scene a little more.<br />
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Hopefully everyone is doing good. More work on this today to finish it out and get it done!<br />
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Have a good one, all.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-71734804332213148232016-05-02T15:08:00.000-07:002016-05-02T15:08:00.154-07:00Jaspera Central Core Modelling - Part One<div class="separator" style="clear: both; text-align: center;">
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Work starting on the interior of the core region of the station. Got a rough idea from some concepts on what I want to do, so now it's just time to build it. The video above is a timelapse of the concept phase of the station's interior.<br />
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Hopefully everyone is doing awesome.<br />
<br />
DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-75733337329416658912016-04-18T08:02:00.003-07:002016-04-18T08:02:22.348-07:00Old and New Projects: Plagarus, Adamant Command Deck, and Jaspera Interspatial StationHey all,<br />
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Well, it's been a crazy few months, with commissions and stuff. But it's time to get back to my personal projects that I've been putting off. I have a mind-shelf full of ideas and I need to get them down in a more-or-less polygonal state before they get stale.<br />
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<h4>
Jaspera</h4>
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Since I've been a kid, I've had this idea of a space station that is, essentially, a giant mall in orbit of a very affluent planet. This station, called Jaspera, had inflicted upon it one inept attempt thus far to build it. I need to do something better this time:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-xgI35xTTQKk/VxTv5bXWwII/AAAAAAAACqA/RfIuceJ5kyAhVruBLOCSXJxFnxCjF5RxACLcB/s1600/jaspera.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="https://1.bp.blogspot.com/-xgI35xTTQKk/VxTv5bXWwII/AAAAAAAACqA/RfIuceJ5kyAhVruBLOCSXJxFnxCjF5RxACLcB/s640/jaspera.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A very old model I built over ten years ago... eww. :(</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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The scene above is very old. But it's a general approximation of what I want to do with the space station. It does capture the mood, as it was described in my original one-page description of the scene I wrote up when I was about 15, sitting in a lobby of a Chinese food restaurant that my father cleaned in Skowhegan, Maine. (I had finished my job of vacuuming the carpet on the main floor, by the way, so I wasn't being lazy, as I recall...)<br />
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I want to build the following sections:<br />
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1.) Main Atrium -- This is pictured above. It's a 20 - 30 story tall inner core with a skylight above pointed at the sun. There walkways all around the periphery that connect to the various storefronts along the external hull of the station.<br />
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2.) Industrial Docking Bay -- The docking bay is at the bottom of the station. It's where the thousands of space ships that visit the station every day have berths and refuel gantries to resupply the station. It's a more industrial part of the station and less pretty than the civilian areas.<br />
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3.) Passenger Docking Bay -- At the top of the station. It's a more elegant docking area, where yachts and whatnot dock.<br />
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4.) Shops -- I want to build some of the generic shops. These can be modular in design so that I can make a bunch of 'em if I want.<br />
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5.) Ol' Baid's Bar -- A bar in my <i>magnum opus, Armranath</i> (a colossal film project which will never be made), but it would be cool to have the bar.<br />
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6.) Hotel Area -- An outer ring of the station is a massive hotel, with windows facing space or the inner core, depending on what you desire. It'd be cool to see that actually completed.<br />
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At any rate, that's the goal. Probably will take the better part of a year to complete.<br />
<h4>
<br /></h4>
<h4>
<i><b>Plagarus, Part 3</b></i></h4>
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<i>Plagarus</i>... :\ I'm still working on Part 3. Got a bit of work done on it this month! But it's slow going simply because being a one-man animation machine is tough. I may have recruited a real life friend to help me out on some of the animation, but he's still hammering out school over in Full Sail, so it might take a bit of time, unfortunately. So I apologize that this time around, you'll still probably be dealing with my crappy animation skills. :(<br />
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I'd just like to say that the stills look a lot better than the actual action. :( I'm dreadful at character animation, and try to avoid full body stuff at all costs. But, I've chosen to focus on modelling mostly. Movies are, by far, the most complex art form out there, and it takes more than one person to make one.<br />
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At any rate, I'm expecting <i>Plagarus, Part 3</i> some time this late spring/early summer, depending on how much I get done.<br />
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<h4>
<i>Adamant</i> Command Deck</h4>
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Also, there is the Command Deck of the <i>SSC Adamant</i>, which I still have to complete. I'm planning on getting that thing done pretty soon, as I was thinking about incorporating a scene on the <i>Adamant</i> in <i>Plagarus</i>. We'll see how that goes, though.<br />
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------ <br />
<br />
So, there will hopefully be more updates coming on this page now that I'm through the woods and get to start putting attention on my own projects again. I'll definitely try to put up a link to the <i>Star Wars</i> fan projects I was privileged to assist with for the <a href="http://www.starwars.com/star-wars-fan-film-awards" target="_blank"><i>Star Wars</i> Fan Film Awards</a> that are scheduled to be released in a few months. Also, huge shout out to <a href="http://fractalsponge.net/" target="_blank">Ansel Hsiao</a> who was gracious enough to allow me to use his awesome Star Destroyer model for the space scenes in one of the films. I finally got to meet a personal inspiration--the guy that got my butt into gear with spaceship modelling in the first place--and it was awesome.<br />
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Well, that's about it. Hopefully everyone is doing awesome and that things are going well. If not, I hope things get better for you soon!<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-12365349039919558572016-03-06T13:52:00.001-08:002016-04-07T03:06:26.232-07:00Commissions for Book ArtHey all,<br />
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I know it's been a while since I posted anything, but I'd like to show what I've been working on.<br />
<br />
A few projects early this year. Two <i>Star Wars</i> projects beginning this week to hit. One, hopefully, to win the Fan Film Challenge on starwars.com. We'll see. It's pretty awesome to be included in those projects.<br />
<br />
As for paid client work, continuing process of making high resolution print-ready images for a novel, "Reality", by Daniel Liut. Since it had to mimic preexisting artwork that was made in a traditional paint medium, I had to add a somewhat "painted look" to the images in post-production. The client has been happy so far, and so I'm pleased.<br />
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I'm pretty proud of this stuff.<br />
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The images had to be full-page printable 6" x 9" at 300 ppi. That means it was necessary to render up images at 1800 x 2700 pixels to accomplish this. <br />
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My personal favorite thus far, first:<br />
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<b>"Facing the Knights"</b><br />
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<a href="https://3.bp.blogspot.com/-mLEY-NEwbUM/Vtyf27OV6TI/AAAAAAAACnA/2GKrwn92I3o/s1600/plate_z_public.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://3.bp.blogspot.com/-mLEY-NEwbUM/Vtyf27OV6TI/AAAAAAAACnA/2GKrwn92I3o/s640/plate_z_public.jpg" width="426" /></a></div>
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Final version of what is temporarily called "Plate Z", and I call "Facing the Knights". The directions for this piece indicated a scene where three of the main characters stand in an open hatch of their starship looking out at an army on a planet that has achieved only medieval state of development. It was encouraged to emphasize the difference between the two worlds, so I decided to use luminary contrast: the darker interior of the super advanced starship's airlock against the lurid sunlight and fog of the natural forest beyond. Also, the harsh, non-organic nature of the ship's interior against the softer, more natural designs of the alien armor was used to highlight this contrast.<br />
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Several elements to this image. The first is the foreground elements, which included the starship interior, which is standard 3D modelling for me and was completed extremely quickly.<br />
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<a href="https://1.bp.blogspot.com/-SuP5mqUihKo/Vtyhpn0brsI/AAAAAAAACnM/HeYH6AktaMg/s1600/foreground2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-SuP5mqUihKo/Vtyhpn0brsI/AAAAAAAACnM/HeYH6AktaMg/s320/foreground2.jpg" width="213" /></a></div>
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The characters in the foreground plate were preexisting meshes I had laying around. They're just the same 3D models I've always used for any project I need to use characters in--Daz Studio Michael 4 and Vicky 4 models that were imported into Blender years ago and still hold up under scrutiny to this day, so I continue to use them. The fox-like alien was the most challenging. I had to go ahead and purchase a fox body model and then place the head on the top of the humanoid model. This took several days of prep work and weighting, but I was relieved the same armature worked for both models pretty simply. It's not pretty, but we were under a crunch time, and it worked.<br />
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The background is the same story about the characters, but the forest scene was constructed using plant models I had laying around the computer and several assets downloaded off of Blend Swap.<br />
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This was a few days of work to get it to look at least partially right.<br />
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After post production, using Cycles' mist setting:<br />
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<a href="https://4.bp.blogspot.com/-ilvguYu4ffs/VtyjV695ZTI/AAAAAAAACnY/NChHhQ_IG5M/s1600/background.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-ilvguYu4ffs/VtyjV695ZTI/AAAAAAAACnY/NChHhQ_IG5M/s320/background.jpg" width="213" /></a></div>
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Not much to look at without the corridor hiding all the bad stuff, but there's little point to filling out stuff that won't be seen in the final product, so I just put this out there.<br />
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The final product was this, before the post production paint effects in Gimp:<br />
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<a href="https://1.bp.blogspot.com/-2Izrc8RXfcQ/Vtyj5hseslI/AAAAAAAACnc/jMEqdWkWNtI/s1600/comp8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-2Izrc8RXfcQ/Vtyj5hseslI/AAAAAAAACnc/jMEqdWkWNtI/s320/comp8.jpg" width="213" /></a></div>
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A strong vignette effect was added to amplify the darkness of the interior sections of the scene, and direct the viewer's attention to the center of the scene, where the alien commander and his standard-bearer stand on the rock. This was intended to highlight the impression the character's line of sight and where their attention is--the unknown threat.<br />
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The second shot was actually the first I did for the book project.<br />
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<b>"Falling Towards the Intrepid"</b><br />
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<a href="https://4.bp.blogspot.com/-_n8AGHBubsk/VtylJ684nEI/AAAAAAAACnk/PCAGZp5IKh8/s1600/plate_a_public.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://4.bp.blogspot.com/-_n8AGHBubsk/VtylJ684nEI/AAAAAAAACnk/PCAGZp5IKh8/s640/plate_a_public.jpg" width="426" /></a></div>
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This involved something I enjoy doing: starship modelling. The design of the starship was already complete, so all that was necessary was the actual modelling itself. While not exactly the shape of the original, it was effective for the shot and the angle we see it from sufficiently masks any issues with the over all shape of the ship.<br />
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The client requested that the scene depict the main character falling toward the starship in the background. This is difficult to accomplish in any still image, but in space it's even more complicated because things are so far apart and appear static. Therefore, a subtle motion blur was added to the background ships (but not the planet or the character) to impress the idea of plunging toward the ship below. While not 100% effective by itself, I am grateful that all the images will have small captions underneath in the final book.<br />
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The background, of course, was a simple planet model I adjusted from an earlier project. The character model was the same as the model in Plate Z, but, of course, was modified because it represented a different character. The capsule was also a model I built. A subtle blur effect was added to give the impression of falling toward the ship.<br />
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Hopefully everyone enjoys this. I appreciate the client allowing me to show this work on my portfolio. Hope everyone is doing awesome.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-28319348167001514592016-01-18T07:50:00.003-08:002016-01-18T07:51:14.391-08:00Adamant Command Center WIP UpdateSo, an update is in order for the <i>Adamant's</i> command center (CC)<span id="goog_711835974"></span><span id="goog_711835975"></span>.<br />
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So far, the majority of the heavy modelling is done. But numerous details have to be added.<br />
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<h4>
Floors:</h4>
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<a href="http://2.bp.blogspot.com/-_EtjTdk0wPU/Vpz25X9r2wI/AAAAAAAACjM/jY6q8aEarJM/s1600/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://2.bp.blogspot.com/-_EtjTdk0wPU/Vpz25X9r2wI/AAAAAAAACjM/jY6q8aEarJM/s640/4.jpg" width="640" /></a></div>
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Most notably, the areas I think could use some love are the floor surfaces (which seem pretty low-fi compared to the rest of the room). I'm thinking of adding some kind of visual appeal to them, although I'm not entirely certain what direction I want to go there. I definitely would like to model some access panels and whatnot, in case maintenance has to be done on any equipment stored under the deck plating. It seems unlikely that the floor would be completely solid, without any access.<br />
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I was thinking of using boolean operations and simply cutting into the floor, due to the floor's poor geometry. Or I may remodel the floor from scratch, but that would mean throwing away a <i>lot</i> of work. :(<br />
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The materials have gone back and forth, too. They were originally polished metal, then went over to two-tone carpet, and now have gone back to polished metal. Polished metal does look cool, but it shows up so many defects and flaws. It also looks very drab and flat, so the floor is begging for detail greeble-y bits. Problem is, it's a floor. We don't want our poor crew tripping over their own floors while they're fighting off pirates. :D<br />
<h4>
<b> </b></h4>
<h4>
<b>Aft Section: </b></h4>
<h4>
</h4>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqjYyQbOZ4pRrR_MPJZ5cs9p463GH-OQI-_X93MCQkiXnl1JNaLfyXExZfSDw45HXRKSIFh9oomk0oZ8Q3L9EFhvYUmrFg7fP-D7Uwp7yhZeNYai6kiJfI_HfCil7fSU4DyKxFAQSwgEm5/s1600/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqjYyQbOZ4pRrR_MPJZ5cs9p463GH-OQI-_X93MCQkiXnl1JNaLfyXExZfSDw45HXRKSIFh9oomk0oZ8Q3L9EFhvYUmrFg7fP-D7Uwp7yhZeNYai6kiJfI_HfCil7fSU4DyKxFAQSwgEm5/s640/2.jpg" width="640" /></a></div>
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I'm going to tear out the aft consoles altogether, and may also take out those walls and add some kind of different design there, I'm not sure on a direction for that, yet, only that I'm not happy with that area of the bridge. The aft corridor, of course, needs a great deal of love. I'm completely in the dark about how to go about how I want to do a corridor for that. I may decide on a mix of the <i>Viminal</i>, and the <i>Adamant</i> motifs, simply because that seems the most reasonable.<br />
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<h4>
<b>Front Section:</b></h4>
<h4>
</h4>
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<a href="http://1.bp.blogspot.com/-6CoPk9P2Tl0/Vpz28AhVtSI/AAAAAAAACjU/VKbutNJvGNM/s1600/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://1.bp.blogspot.com/-6CoPk9P2Tl0/Vpz28AhVtSI/AAAAAAAACjU/VKbutNJvGNM/s640/3.jpg" width="640" /></a></div>
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The front is my favorite part. Those windows provide a nice, big view of space, which is the direction I wanted to go in. So that's good. The problem is, if you're going to show the crew's faces, then the camera is primarily going to be facing toward the aft. :\<br />
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Also, those panel details underneath the windows are screaming for some attention. The color seems wrong, for one thing, and they could really use some attention to detail. Some more little nooks and crannies are in order.<br />
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<h4>
Color Scheme:</h4>
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<a href="http://2.bp.blogspot.com/-7NiMBcokuUU/Vpz6dxy8D-I/AAAAAAAACjo/QTdmoaTIPvY/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://2.bp.blogspot.com/-7NiMBcokuUU/Vpz6dxy8D-I/AAAAAAAACjo/QTdmoaTIPvY/s640/1.jpg" width="640" /></a></div>
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The room's color palette is very bland and gray right now. I'm thinking the consoles will have some color to them, which will spice up the room a bit, visually. But there's the fact that the Thrass do not see red. Their vision is shifted into the ultraviolet range, so everything will have to be left of the red end of the <a href="https://en.wikipedia.org/wiki/Visible_spectrum" target="_blank">visible light spectrum</a>. I'm thinking yellows would be pushing it quite a bit. That's a challenge... especially to come up with an alert color. No "Red Alerts" on Thrassi spaceships, the crew would never see it coming.<br />
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The original <i>Adamant's</i> color scheme was quite beautiful. It was a dark magenta / brown / tan combination with blue lighting. The impact was quite pleasant to the eyes. But it looked too "pretty". Something that bothered me about <i>Star Trek: The Next Generation</i> (TNG) was that the ship's interiors were so beautiful. This is, after all, a starship, not a luxury yacht. Now, I understand that Starfleet was more of a science expeditionary force than a peacekeeping organization (well, discounting <i>Deep Space Nine</i>, seasons 5 - 7). My Thrassi Navy is a bit more like the U.S. Coast Guard than <i>Star Trek's</i> Starfleet. So, grays and blues are probably the best option. Finding the right color correction settings for the post-production may be the best option, instead of going in and changing the entire color treatment for the entire ship. <br />
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<h4>
Consoles:</h4>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-zypnKnPkTs4/Vpz9lG3Jn9I/AAAAAAAACj0/vTqn7-JsZbo/s1600/5.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://1.bp.blogspot.com/-zypnKnPkTs4/Vpz9lG3Jn9I/AAAAAAAACj0/vTqn7-JsZbo/s640/5.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The defensive/weapons stations. This is where the <i>Palatine-class</i> cruiser's massive destructive power is controlled from</td></tr>
</tbody></table>
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Definitely going to finish out the consoles. At first, I thought I was going to go the route of TNG, which had back-lit flat panels made of clear plastic. But I think that's a bit too Trek for the direction I want to go in. I'm going to go back and add buttons and sliders. This will have the advantage of adding visual interest and, depending on the color scheme of the buttons (note to self: no reds/oranges!), it should add some color interest, too. Of course, it has the downside of adding even more geometry to an already substantial mesh... but oh well. I'm not making a game, here. :)<br />
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In addition to the button-y consoles, I was going to do holographic displays for at least two consoles:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-EpsxOTKKOJU/Vpz_t6r_b0I/AAAAAAAACkE/EAR4P3lPmxE/s1600/6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://3.bp.blogspot.com/-EpsxOTKKOJU/Vpz_t6r_b0I/AAAAAAAACkE/EAR4P3lPmxE/s640/6.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The CED (pronounced "sed", rhymes with "bed"). Thrassi <i>Palatine</i> crews unofficially call this console "The Altar"</td></tr>
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1.) The Central Engineering Display (CED, a.k.a. "The Altar", which is that table-like console in the aft). The CED is the place where the engineer stands if he's on the command deck, to monitor all ship's systems. There is an interactive holographic representation of the ship hovering over it. The CED can also be configured to show mission specific things, like interactive maps of planets or star systems, if they wish. I may change that and provide additional holotables like this one on port/starboard sides of the CC.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-3G1neH0QQh4/Vp0DhQiTyAI/AAAAAAAACkM/tgkU82l08J8/s1600/7.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://3.bp.blogspot.com/-3G1neH0QQh4/Vp0DhQiTyAI/AAAAAAAACkM/tgkU82l08J8/s640/7.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two officers man the CONN. A Chief Conning Officer (CCO) and an ensign who assists</td></tr>
</tbody></table>
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2.) CONN. The conning station (a.k.a. "helm"), where the ship's pilot actually flies the ship from, was originally going to have a hologram of the ship which can be manipulated via the conning officer's fingers. I don't know if I'll keep that, but it's in the lore, and I wanted to keep faithful to it as much as possible. So I may just put it in.<br />
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The issues with this, is that the model of the ship I have right now for the hologram is actually the real <i>Adamant</i> exterior model, with all the trimmings, sans the turrets and some minor details too small to see. But it still is extremely heavy and was the cause of some serious crashes. :(<br />
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So it looks like I'll have to just use a simply stand-in for the <i>Adamant</i> holograms. Of course, most of that work may be done in post anyway.<br />
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<h4>
Command Chair:</h4>
<h4>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-ZPIMGmAw0D4/Vp0Hfz5gXaI/AAAAAAAACko/zx6WhgaYptc/s1600/9.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://4.bp.blogspot.com/-ZPIMGmAw0D4/Vp0Hfz5gXaI/AAAAAAAACko/zx6WhgaYptc/s640/9.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Big Chair. The captain sits here</td></tr>
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</h4>
I'm happy with the command chair for the most part, but the area around it could use some love. The floor, again, is pretty flat and boring, and the stanchions around it are pretty drab and flat. I may adjust the materials on those. The floor really needs some care. It's embarrassing to show this. :(<br />
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<br />
And here is a overview of the Command Deck Complex so far:<br />
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It fits pretty well inside the upper deck of the <i>Adamant</i>...<br />
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So, that's the update. Pretty wordy and I apologize. :(<br />
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Hope everyone is doing well!<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-31615000826029917732016-01-12T08:56:00.002-08:002016-01-12T08:56:15.747-08:00Your One-Stop Shop for all SSC Adamant RendersNothing new, really. Just did up some renders for Art Station, so I'll put them here, too.<br />
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And all the <i>Adamant</i> videos thusfar:<br />
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Hope everyone is having a good day.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-18549578888574404102016-01-08T15:12:00.000-08:002016-01-08T15:12:04.200-08:00Adamant Command Deck Modelling<div class="separator" style="clear: both; text-align: center;">
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Command Deck for the <i>Adamant</i> still under construction. Loads of details to add, and I'm not sure about that ceiling... <br />
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And beginning the lighting test. Will need to put some more highlights in it. <br />
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Dan<br />
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<br />DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-59641836831035657832016-01-05T10:54:00.000-08:002016-01-05T10:55:08.532-08:00Adamant Command Deck ConceptConcept work beginning on the <i>Palatine-class Adamant's</i> command center.<br />
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I recently was asked via email why I didn't have more starship "bridge" sets. The answer, in a nutshell, is command centers/bridges are stinking difficult to concept and finish out. I always run out of steam before they're completed. But, seeing as there's a significant lack in my portfolio for suitable command decks, I decided to move to the <i>Adamant's</i> Command Center.<br />
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<blockquote class="tr_bq">
<i>SIDE NOTE: I kind of don't like the term "bridge" to describe a starship command center, for the simple reason that that level of retention of naval etymology really seems silly in a far advanced society. I doubt that the Thrass, an alien race, would have had the same word etymology for their naval traditions as humans do.</i><br />
<i><br /></i>
<i>In the case of the naval ships having a command deck called a "bridge", it is called that because originally an ocean going vessel had literally a raised platform which connected the wheelhouse with another part of the super structure of the ship, and it was called the bridge. It stuck from then on. Why a starship so far in the future would still have its command center called a bridge, I don't know. But oh well...anyway, enough of that silliness.</i></blockquote>
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Consoles. Starting with the consoles this time, because they're the most challenging aspects of bridge designs.<br />
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Placement. I knew the command center of the ship would be near the front, inside a heavily armored portion, with some bunker style windows looking out. I've got to put the general placement of the various split levels. I know I want the captain's chair and the aft sections to be raised up, with a lower level toward the front where the various lower hands operate their various stations.<br />
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Here, I simply mirrored the finished conference room to show where the captain's cabin would be. The conference room is on the port side, the room with the table. The captain's cabin will be somewhat adjusted to accommodate an office/ready room area and a partitioned private sleeping area for him.<br />
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The command deck itself will have three window banks at the front, with possible duty stations along the sides where there are no windows. A central corridor will provide access from the back. All in all, we're looking at a pretty spacious command center which should be able to house five or six duty stations comfortably.<br />
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Hopefully...<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-4840195449860876272015-12-30T08:31:00.002-08:002015-12-30T08:31:33.127-08:00Viminal Fast Attack Gunship Rework and Nero's Fire Release PrepWell, with the completion of the <i>Palatine-class</i> remodel, it's time to update the <i>Viminal</i> attack ship. <br />
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The <i>Viminal</i> gunship was designed by the Thrassi Republic for escort duty of larger ships (<i>Adamant</i> is accompanied by two of them almost all the time), and for fast interdiction of small targets. But they've also been used as orbit-to-surface shuttles for capital ships, too. <br />
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So, without further ado, the update that needs to happen for the ubiquitous Vimmy.<br />
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Fortunately, it seems the update to the Vimmy isn't as much work as the Pally. The Vimmy model is much more modern, and so doesn't require a complete remodel like her big sister did, so that's good. But, still, it does require some TLC. <br />
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After finishing up the changes, I'll probably release this one on Turbosquid. At the very least, the interior should be made available. It's sat on my hard drive long enough, being neglected... We'll see. Think I'm overly attached to these silly ships of mine. Perhaps a therapist is in order. :)<br />
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Also, the <i>Nero's Fire</i>, a freighter I worked on about a year ago also needs some TLC. Since I have a tad bit of free time, I'll probably hit this one and get her finished up. The only thing that really needs to be done is to finish modelling the landing gear and the loading elevator, and then she'll be ready for public release.<br />
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So that's about it for now. Just thought I'd throw another update on here.<br />
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Hope everyone is doing well. Have a safe week.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-62969013158724306852015-12-28T07:08:00.001-08:002015-12-28T07:10:38.625-08:00Conference Room Set Finished<div class="separator" style="clear: both; text-align: center;">
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So, finally finished the public edition of the conference room set and uploaded it.<br />
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<a href="http://www.turbosquid.com/3d-models/3d-starship-interior-conference-room/990340" target="_blank">Starship Conference Room B</a><br />
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And here is the text description:<br />
_____<br />
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A highly detailed starship interior, suitable for use as a conference room, observation lounge, or officers' mess hall.<br />
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All
previews rendered in Cycles or Blender internal engines, with
post-processing nodes. UV mapping only guaranteed in .blend, .obj, and
.ma versions.<br />
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Features:<br />
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--Included 25,000 px across equirectangular background image (1080p version included for low ram)*<br />
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--
Included props: 2 types of meeting chairs, easy chairs, a conference
room table with a built-in holographic projector, decorative plants and
planters<br />
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-- UV unwrapped screens, ready for video textures<br />
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-- Optimized for physical based render engines like Cycles or Octane<br />
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-- Maya version includes scene hierarchy and primitive light set up. (See presentation image for Maya hierarchy set up.)<br />
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*Note:
Blender scene is automatically set to 'GPU Render'. The background is
extremely large and may exceed graphics RAM. If so, select 'CPU Render'
in the Render settings, or switch to the lower resolution version of
the background.<br />
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As usual, have fun! <br />
_________<br />
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This is the first time I've put up a triangulated mesh instead of one that tried to stick to quads as much as possible. Which was a bit of a stressful thing, because tris are...well, rebellious at times, especially with UV unwrapping. But I think it ended up okay. I relied on triangles this time because of the modelling approach I did, which was much faster. I figured that most people who purchase ready-made scene models like this aren't totally obsessed with topology. We'll see how that goes...<br />
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It's also the first time I've uploaded a Maya version from the start. I'm trying to go back and redo the older products to Maya, too. But there are a lot of them, and converting them over to Maya can take the better part of two or three days, with all the elements that are in these scenes. Ah, oh well. :)<br />
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So, I put this up here just in case someone on here might be interested in taking a look.<br />
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Hope everyone is doing well!<br />
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P.S.: And... as soon as I post this, Turbosquid goes down, thus killing my link! Isn't that just the way it works? Well, hopefully they get the issues ironed out soon!DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-21120683327635282042015-12-14T13:23:00.000-08:002015-12-14T13:23:24.183-08:00Adamant Interior Conference Room WIPContinuing work on the Conference Room on board the <i>Adamant.</i> Nearing completion, but still have a few details to add here and there.<br />
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By the way, if only I had a real life version of that golden <i>Palatine</i> to put in my room...ah, that would be wonderful.<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-33032431288822086472015-12-10T14:16:00.000-08:002015-12-10T14:21:26.785-08:00Adamant Interior ConceptsStarting to work on the new <i>Adamant's</i> interior.<br />
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The bridge shell has changed shape to this, with a human model to give an impression of scale:<br />
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<a href="http://3.bp.blogspot.com/-d4T3QcxGu6I/VmnxSyGEWHI/AAAAAAAACaY/dbCQU8n45Dk/s1600/bridge.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://3.bp.blogspot.com/-d4T3QcxGu6I/VmnxSyGEWHI/AAAAAAAACaY/dbCQU8n45Dk/s640/bridge.jpg" width="640" /></a></div>
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It's necessary to redesign the interior of the Command Deck so that it fits.<br />
<br />
I also wanted to take this chance to redesign the ship's interior motif,
too. I wanted something a bit more menacing and muted. Since the
outside looks tougher. To that end, I came up with this test motif:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicNVclhRM27ruognd8Ha1tjmIuX06nT8LKKFWqNOam987fcnL76d76t95dpldkI9JoYqKI4H46rN96upSur-KN22B7ZHcovyhuI-yNla0QahxIGI9hsGj5kl6_B-j8ND3o8X8g7VYTRBye/s1600/bridge_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicNVclhRM27ruognd8Ha1tjmIuX06nT8LKKFWqNOam987fcnL76d76t95dpldkI9JoYqKI4H46rN96upSur-KN22B7ZHcovyhuI-yNla0QahxIGI9hsGj5kl6_B-j8ND3o8X8g7VYTRBye/s640/bridge_1.jpg" width="640" /></a></div>
<br />
I'm still not thrilled with this design, and may address some of my
concerns. The most notable one is...there's something about it that
doesn't look good...I don't know. I know I don't like the baseboard
lights. I'm going to get rid of those...the support struts also don't
look quite right to me...perhaps they should follow the rounded edge
motif of the rest of the design more.<br />
<br />
Here is the Officer's Conference Room, directly aft of the Main Bridge,
now, instead of to the side like the old design. This is looking to
starboard. Left is forward, and that door on the left is the door to the
bridge. It is shown in the old <i>Adamant's</i> interior color scheme. I'm seriously considering changing it.<br />
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<a href="http://1.bp.blogspot.com/-ML92gbcyR0c/VmnxmhKNlJI/AAAAAAAACao/KT6UPo4B3BI/s1600/bridge_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://1.bp.blogspot.com/-ML92gbcyR0c/VmnxmhKNlJI/AAAAAAAACao/KT6UPo4B3BI/s640/bridge_2.jpg" width="640" /></a></div>
<br />
I will definitely be adjusting the windows of the ship for the interior.
I'll leave them the same on the exterior, because they're so small that
they're fine the way they are. But close up, they're too angular. I'm
going to round the edges for the interiors so that they provide more
detail for the close-ups they'll be subjected to in any interior scenes
on board the ship. <br />
<br />
And here is the final color scheme, I think. I need to add some stuff on the walls, including handrails, displays, door control panels and perhaps a display case for a model of the ship. <br />
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<a href="http://2.bp.blogspot.com/-8zWw2dpdUn4/Vmnxq_W8EFI/AAAAAAAACaw/oD1LT_K3Q5M/s1600/bridge_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://2.bp.blogspot.com/-8zWw2dpdUn4/Vmnxq_W8EFI/AAAAAAAACaw/oD1LT_K3Q5M/s640/bridge_3.jpg" width="640" /></a></div>
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<a href="http://4.bp.blogspot.com/-ArbWnzaadUs/VmnxqztsTzI/AAAAAAAACbA/5x4sd3BNmz4/s1600/bridge_5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://4.bp.blogspot.com/-ArbWnzaadUs/VmnxqztsTzI/AAAAAAAACbA/5x4sd3BNmz4/s640/bridge_5.jpg" width="640" /></a></div>
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All that's left is adding some detail on the wall, including getting rid of the door in this image and adding a table. I'm thinking on a circular table, with a holographic display in the center for presentations. If that's the case, I'll change out the ceiling to fit the table. Instead of the door to the left in the following image, I want to put a display of a model of the <i>Adamant</i> (probably in silver or gold). Right now the room has 3 doors. The door to the left just leads out into the central corridor leading from the bridge, and 2 doors is more than sufficient for this room.<br />
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<a href="http://1.bp.blogspot.com/-DzD4tQpaZ_4/Vmn4Y9diB-I/AAAAAAAACbQ/q5XNIKK1SWw/s1600/bridge_6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://1.bp.blogspot.com/-DzD4tQpaZ_4/Vmn4Y9diB-I/AAAAAAAACbQ/q5XNIKK1SWw/s640/bridge_6.jpg" width="640" /></a></div>
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<br />
The table here is probably a bit too big around. The bridge crew consists of 6 people--the captain, first officer, helm, comms officer, gunnery, and sensor officer. The chief engineer would likely be included in meetings, too, so, at most, I'd need room for just 8 - 10 seats.<br />
<br />
Dan<br />
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DanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-43876384639553394432015-11-26T06:32:00.000-08:002015-11-26T06:32:23.998-08:00Adamant Completed! And a New Demo ReelHi all, <br />
<br />
The (major) work on the <i>Adamant</i> is done. :D I suppose I'll always be tinkering, making her better. I suppose this could be chalked up to the fact that the ship always is in for refit as new technologies become available, right? :)<br />
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<center>
<iframe allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/kfHXyJEAPPo" width="560"></iframe></center>
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<a href="http://2.bp.blogspot.com/-CanlZY1cTE0/VlcXZlUjgnI/AAAAAAAACZ0/QwxPYnVFLh8/s1600/DR_title.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-CanlZY1cTE0/VlcXZlUjgnI/AAAAAAAACZ0/QwxPYnVFLh8/s640/DR_title.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-FHk7t8Xd0C0/VlcW93-DigI/AAAAAAAACZs/8oYG42LXW1k/s1600/dr_adm_chs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-FHk7t8Xd0C0/VlcW93-DigI/AAAAAAAACZs/8oYG42LXW1k/s640/dr_adm_chs.jpg" width="640" /></a></div>
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<br />
Also, a new demo reel for 2015, featuring the new ship! The old demo reel was really starting to show its age, so I decided to bite the bullet and make a new one. Not much room for stuff in only 2 minutes of video, so I had to be choosy. I decided to show the work for <i>Gingerbreed</i> and a possible future concept web series I've been tinkering with called <i>Starship: Adamant</i>, which would feature short little snippets of various missions the <i>Adamant</i> goes on in her voyages. :)<br />
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<center>
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-51770579084079291062015-11-18T14:01:00.000-08:002015-11-18T14:01:39.937-08:00Adamant Work Nearly DoneJust a little post today, showing work done so far on the <i>Adamant</i> refit. Got the new warp winglet pods animated and ready. I also bit the bullet and completely remodeled the wings and the thruster pods on the wings, as the curvature was a bit funky. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-oO0y8IsHbMA/Vkzxj-GvlRI/AAAAAAAACYA/thjIDolgmOc/s1600/adamwinglets.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://4.bp.blogspot.com/-oO0y8IsHbMA/Vkzxj-GvlRI/AAAAAAAACYA/thjIDolgmOc/s640/adamwinglets.gif" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Reduce speed, bring us out of warp." -- Every nerd sitting in the bathroom at one point or another in their lives...</td></tr>
</tbody></table>
The ship's mesh is extremely heavy, now...3.4 million faces. :| I've
got to bring that down considerably. The gun turrets add a whole 1.5 - 2
million faces by themselves. Alas, it can't be helped. Reducing back faces on the extruded hull plates will help somewhat. The finalized mesh will probably use triangular faces because of the difficulties of combining quads with tris.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh_gA1PrtRsUQR6UXkgxOTkOP4yI8RVunpq_TG0yJC3aXPgO8YeVtUqmXY8wZxgtxhKu3l3RXL3uu2VcHJ1lqgW9cqKvNsrYe9e7ARFQqUDYS40VQnYhhtfwy_35yw8FwrKJ_OrcxkFqiW/s1600/untitled.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh_gA1PrtRsUQR6UXkgxOTkOP4yI8RVunpq_TG0yJC3aXPgO8YeVtUqmXY8wZxgtxhKu3l3RXL3uu2VcHJ1lqgW9cqKvNsrYe9e7ARFQqUDYS40VQnYhhtfwy_35yw8FwrKJ_OrcxkFqiW/s640/untitled.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">She's a beauty, even unoptimized :)</td></tr>
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<a href="http://2.bp.blogspot.com/-GE3N9MrkNTQ/Vkzzs_x69oI/AAAAAAAACYU/Ji-79fnnj1Q/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://2.bp.blogspot.com/-GE3N9MrkNTQ/Vkzzs_x69oI/AAAAAAAACYU/Ji-79fnnj1Q/s640/1.jpg" width="640" /></a></div>
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The new cowlings over the aft wing thrusters are purposely drawn back and less obtrusive so they can show the thrust nozzles more prominently.<br />
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Pretty much all that's left is finishing out some minor details, killing backfaces, creating the new interiors of the main sublight engines, animating those, and finishing out the forward deflector dish. Then she'll be in great shape for film!<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-84025489863383411902015-11-13T07:20:00.001-08:002015-11-13T07:26:32.654-08:00Finished Gingerbreed Sample WorkSo, continued work on <i>Gingerbreed</i>. The guys over at <a href="http://hifi3d.squarespace.com/" target="_blank">HiFI3D</a> sent me some finals yesterday featuring one of the digital sets I built for them.<br />
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Here are some original OpenGL versions of the Colony set as it was being built:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-zjMFYHkLaoU/VkX88i50xEI/AAAAAAAACWI/4Pi_uBgpllY/s1600/1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="http://1.bp.blogspot.com/-zjMFYHkLaoU/VkX88i50xEI/AAAAAAAACWI/4Pi_uBgpllY/s640/1.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Since this set was to be different from the rest of the sets built previously, I started with a single panel to get an okay from Jon and Szymon</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-jl6wO2meybE/VkX88sPJPyI/AAAAAAAACWQ/dZQviMJfabc/s1600/2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="http://3.bp.blogspot.com/-jl6wO2meybE/VkX88sPJPyI/AAAAAAAACWQ/dZQviMJfabc/s640/2.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The set was to be heavily damaged and distressed, but I started from a pristine state to get an idea what the location looked like before its demise</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-2h8SfI7ikSw/VkX9-RUDn6I/AAAAAAAACXE/HEucpzV5gic/s1600/7.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="http://1.bp.blogspot.com/-2h8SfI7ikSw/VkX9-RUDn6I/AAAAAAAACXE/HEucpzV5gic/s640/7.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jon and Szymon would give me helpful feedback on the project. Since the scene was to include live action shots already completed, certain geometry had to be placed correctly to accommodate the paths of objects as they moved through the digital environment. Some of these changes may stay, others may be removed at virtually any time in the production</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-6dMxF0lVyEg/VkX9-K5zVgI/AAAAAAAACW8/ChxGTOBVdqo/s1600/8.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="http://1.bp.blogspot.com/-6dMxF0lVyEg/VkX9-K5zVgI/AAAAAAAACW8/ChxGTOBVdqo/s640/8.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The central core of the set was left for last. Again, due to shooting constraints, the over all floor plan had to be followed closely</td></tr>
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<a href="http://2.bp.blogspot.com/-dFG3LkvlATo/VkX88jj4JaI/AAAAAAAACWM/Vim9TW2p-7U/s1600/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-dFG3LkvlATo/VkX88jj4JaI/AAAAAAAACWM/Vim9TW2p-7U/s640/3.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-rDwibI7_eBk/VkX89P-OzzI/AAAAAAAACWg/bbRJwSeYfWM/s1600/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-rDwibI7_eBk/VkX89P-OzzI/AAAAAAAACWg/bbRJwSeYfWM/s640/4.jpg" width="640" /></a></div>
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<a href="http://3.bp.blogspot.com/-dDwOJgh6MmY/VkX89Scs6NI/AAAAAAAACWc/ow7PQ2cImFw/s1600/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://3.bp.blogspot.com/-dDwOJgh6MmY/VkX89Scs6NI/AAAAAAAACWc/ow7PQ2cImFw/s640/5.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-bvVaeU8lW-E/VkX89fqyxJI/AAAAAAAACWY/IL76xxOoJ8Y/s1600/6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-bvVaeU8lW-E/VkX89fqyxJI/AAAAAAAACWY/IL76xxOoJ8Y/s640/6.jpg" width="640" /></a></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-kQla3g-Pmd4/VkX9-V2xC5I/AAAAAAAACXA/PKyxlAR3_zc/s1600/9.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="http://3.bp.blogspot.com/-kQla3g-Pmd4/VkX9-V2xC5I/AAAAAAAACXA/PKyxlAR3_zc/s640/9.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I model in Blender, because I find the modelling suite there to be easier and faster to work with. But the film uses Maya, so the sets have to be exported to Maya scenes and set up in a certain hierarchy to facilitate lighting, texturing and shooting.</td></tr>
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From there, Jon and Szymon take the modelled scene, light and texture it and then render it out for backgrounds for the action. The results look like this:<br />
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<a href="http://3.bp.blogspot.com/-8Hhid870vdg/VkX_FIw4SrI/AAAAAAAACXc/VaH7BFNq9MA/s1600/GB_rc_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://3.bp.blogspot.com/-8Hhid870vdg/VkX_FIw4SrI/AAAAAAAACXc/VaH7BFNq9MA/s640/GB_rc_1.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-SXouhdkuQH8/VkX_Fp-bmgI/AAAAAAAACXo/MrnBMIPWOMo/s1600/GB_rc_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-SXouhdkuQH8/VkX_Fp-bmgI/AAAAAAAACXo/MrnBMIPWOMo/s640/GB_rc_4.jpg" width="640" /></a></div>
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So, that's what I do for a living. :)<br />
<br />
Hope everyone enjoyed this little foray into the world of a digital environment modeller!<br />
<br />
DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0tag:blogger.com,1999:blog-2356898856211719664.post-33698781836385888402015-11-06T08:32:00.000-08:002015-11-06T08:45:47.250-08:00Shooting Spaceships: What Lens Angle Will You Use?Hi all,<br />
<br />
A bit of technical info today! How to shoot a shot of your spaceship that's good looking. This is a text version of a part of the tutorial I made a few years ago called "How I Make My Space Scenes", starting at about 16 minutes in:<a href="https://youtu.be/YqczD44Gf84?t=16m6s" target="_blank"> https://youtu.be/YqczD44Gf84?t=16m6s</a><br />
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/YqczD44Gf84/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/YqczD44Gf84?feature=player_embedded" width="320"></iframe></div>
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<br />
So, you have a beautiful 3D model of your <a href="http://memory-alpha.wikia.com/wiki/USS_Enterprise_%28NCC-1701-E%29" target="_blank">favorite starship</a> in your software and now you want to shoot it effectively in a manner which is as aesthetically pleasing as can be. There is a pretty simple method to make sure that that happens.<br />
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There are at least two main factors to consider when you are shooting your ship: 1.) Lens Angle of View; and 2.) Camera Location Relative to the Subject.<br />
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<h4>
LENS ANGLE OF VIEW</h4>
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As with any form of visual art, a rudimentary understanding of how light works and how perspective affects the appearance of objects is necessary. In this case, an understanding of Angle of View (AOV) in photography is important. Please note the pretty good summation of this <a href="https://en.wikipedia.org/wiki/Angle_of_view" target="_blank">here</a>.<br />
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To sum up, however, use a narrower AOV than normally used in photography of other objects. My theory on why this is is because these starships are designed on orthographic drafting boards and not in perspective. Therefore, the lines are more beautiful with less perspective. That's my working theory on this phenomenon, anyway.<br />
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It should be noted that this phenomenon covers other stuff, too. For example, particularly in the 80's, cinematographers would film actors' faces with extremely narrow angle lenses from far away to flatten the features of the face, making it appear more beautiful. Perhaps perspective affects the beauty of things in other ways, too, but we shall leave that for others to debate. :)<br />
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To demonstrate the difference, the <i>Adamant</i> in orthographic and perspective views, from the same exact camera position:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-DJb-EbS0yek/VjzFOMzdukI/AAAAAAAACUM/mu0XPmug-Xs/s1600/perspective.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://4.bp.blogspot.com/-DJb-EbS0yek/VjzFOMzdukI/AAAAAAAACUM/mu0XPmug-Xs/s640/perspective.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Perspective: 35mm lens. It appears we are directly in front of the ship, viewing it at a slight angle</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-wpzaoNEVQxw/VjzFPjVoBfI/AAAAAAAACUU/RBXAN1Z31n4/s1600/ortho.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://4.bp.blogspot.com/-wpzaoNEVQxw/VjzFPjVoBfI/AAAAAAAACUU/RBXAN1Z31n4/s640/ortho.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Orthographic view from exact same position</td></tr>
</tbody></table>
Note the difference between the two views. In 35mm lens angle, the front of the ship dominates the image, all but completely obscuring the aft section of the ship. Of the two angles, the orthographic view is more visually pleasing simply because it shows off the contours of the design much more clearly. But, the issue with orthographic view is that there is no depth. The ship could be traveling toward us, but it theoretically never will reach us or appear to change shape or apparent size because orthographic view mashes all depth data into a zero sum.<br />
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A happy medium must exist, right? It does! But it's a bit more involved than simply using the same lens angle for every single shot of a starship.<br />
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Most starships appear more beautiful when you make the aft sections look bigger in comparison to the front. So, pick a lens angle which does this for you. If you are looking at the front of a starship, you typically want to use a narrower angle lens, so that the back of the ship appears relatively larger than the front, despite being in perspective. Some trial and error in your 3D software will reap results. I have noted in the case of the <i>Adamant </i>that depending on what angle I'm viewing her from, a different AOV reaps different emotional responses.<br />
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<h4>
CAMERA PLACEMENT</h4>
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Starships tend to have good angles and bad ones to view them from. The placement of the camera will generally is dictated by this.<br />
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Let's take <i>Star Trek</i>, for an example of this. I cannot include images of <i>Star Trek</i> ships on this post because of copyright, but I think you fellow nerds out there will know what I'm talking about. I found several times in my studies that the design of Federation starships has good angles and bad ones. The <a href="https://www.google.com/search?q=enterprise+d&safe=active&biw=1920&bih=943&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIu-yfmZT8yAIViyQeCh2bmQhn" target="_blank"><i>Enterprise D</i></a> had very few good angles to shoot from. The design of the ship was extremely saucer heavy and it was a chore to keep that saucer from dominating the shots it appeared in. The <a href="https://www.google.com/search?q=enterprise+d&safe=active&biw=1920&bih=943&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIu-yfmZT8yAIViyQeCh2bmQhn#safe=active&tbm=isch&q=enterprise+e" target="_blank"><i>Enterprise E</i></a>, on the other hand, had a somewhat more<i> </i>interesting and aesthetically pleasing shape, at least strictly from a cinematographer's point of view.<br />
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Your ship may have good angles and bad ones to view from. An <a href="https://en.wikipedia.org/wiki/Shot_%28filmmaking%29" target="_blank">understanding on where to place your shot</a> will give you the tools necessary to make it work.<br />
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Generally speaking, looking <i>up</i> at a starship makes it look more heroic and impressive. Looking <i>down</i> at a starship makes it look more helpless and vulnerable.<br />
<h4>
</h4>
<h4>
MAKING THE SHOT</h4>
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So, combining what we know about AOV and camera placement, how would we form a shot of a starship like the <i>Adamant?</i><br />
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If a shot is a single sentence in a movie, the question you need to ask yourself is: <i>What are you trying to convey in the shot? </i><br />
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For instance, if I had a smaller shuttle craft approaching the <i>Adamant</i> from the front, how much movement I had on the scene, as well as how dynamic it appears, would be affected by the lens angle and camera position.<br />
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If I wanted the smaller ship to zoom by and disappear toward the larger <i>Adamant, </i>and I wanted the <i>Adamant</i> to appear majestic, heroic and large, I might choose a 50mm lens angle and position the camera looking up at the <a href="http://dictionary.reference.com/browse/ventral" target="_blank">ventral</a> <a href="https://en.wikipedia.org/wiki/Port_and_starboard" target="_blank">starboard</a> <a href="http://www.thefreedictionary.com/bow" target="_blank">bow</a>. This angle makes the ship look huge, heroic and impressive.<br />
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Forward ventral starboard: 50mm works best if I want to convey dynamic motion and size difference:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-z22e_8fB9oc/VjzIKE4NduI/AAAAAAAACUg/5cxQNdeF-4Q/s1600/50mmfront.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://2.bp.blogspot.com/-z22e_8fB9oc/VjzIKE4NduI/AAAAAAAACUg/5cxQNdeF-4Q/s640/50mmfront.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">50mm angle of view, front starboard quarter </td></tr>
</tbody></table>
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Forward, ventral starboard: 120mm works as well, but would make the <i>Adamant</i> appear more imposing on the scene, because it takes up more screen space. The aft section looks beefier, less diminutive compared to the front. <br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-AIc7C-G6yes/VjzIuMxYOrI/AAAAAAAACUo/pHYdj-DQrqY/s1600/120mmfront.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://1.bp.blogspot.com/-AIc7C-G6yes/VjzIuMxYOrI/AAAAAAAACUo/pHYdj-DQrqY/s640/120mmfront.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">120mm lens angle: any ship would not move as fast toward the <i>Adamant</i>, and would appear larger than it really is</td></tr>
</tbody></table>
Both shots are effective and either could probably be used, but I would
almost certainly opt for the 120mm angle simply to follow my rule of
narrower angle views from the front. I'd just have the shuttle move faster. :)<br />
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From the forward <a href="https://en.wikipedia.org/wiki/Dorsal" target="_blank">dorsal</a> view, I have discovered that the ship <i>always</i> looks better with a <i>very</i> narrow angle lens. The narrower, the better (even up to 200mm), as it is not a very flattering angle to view the ship from.<br />
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The overall shape of the <i>Adamant</i> is a hammerhead design with very wide reaching albatross wings in the back. This shape does not look good from above in anything perspective except at very narrow lens angles. It's even worse from the front, because it makes that nose look too big again.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-QUIRtI9OcuU/VjzPVlS9OnI/AAAAAAAACU4/VRaBoIbp9D0/s1600/35mmdorsalfront.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://2.bp.blogspot.com/-QUIRtI9OcuU/VjzPVlS9OnI/AAAAAAAACU4/VRaBoIbp9D0/s640/35mmdorsalfront.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Not the lady's best angle...</td></tr>
</tbody></table>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-YX4wGCzRN3A/VjzRyISwcBI/AAAAAAAACVM/5m4a-Dm6VOM/s1600/150mmdorsalfront1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://1.bp.blogspot.com/-YX4wGCzRN3A/VjzRyISwcBI/AAAAAAAACVM/5m4a-Dm6VOM/s640/150mmdorsalfront1.jpg" width="640" /></a></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-ZuDsYi4BVvI/VjzPnenZObI/AAAAAAAACVA/-fqGM-8J19o/s1600/150mmdorsalfront.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://3.bp.blogspot.com/-ZuDsYi4BVvI/VjzPnenZObI/AAAAAAAACVA/-fqGM-8J19o/s640/150mmdorsalfront.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It takes 150mm lens angle to make the view work more beautifully</td></tr>
</tbody></table>
This angle would be used to depict the ship in a more unflattering way. Perhaps if she were damaged, or in a more helpless position. Attacking ships would be shown from this angle, diving down at her. The problem, however, is that to make the ship more pleasing to the eye, I would have to use a very narrow angle lens, which crushes perspective.<br />
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Aft shots require that I use a wider angle lens to make that nose less imposing. Again, if I wanted to establish the ship as heroic, impressive and "good", I would probably show it from a lower angle in the aft.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-ughKZdXZgOM/VjzSRrWrLyI/AAAAAAAACVU/UlbBbgMuAeY/s1600/75mmaftventral.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://3.bp.blogspot.com/-ughKZdXZgOM/VjzSRrWrLyI/AAAAAAAACVU/UlbBbgMuAeY/s640/75mmaftventral.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">75mm aft ventral shot. The ship appears to stretch a little off into the depths of space</td></tr>
</tbody></table>
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Conversely, if I wanted to show the ship from the aft dorsal region, I would use a narrower angle lens because this angle would make the engines appear too small in relation to the upper section.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-t578WSNNqJI/VjzS-CXUL_I/AAAAAAAACVc/6ki_aTlkulE/s1600/120mmdorsalaft.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="272" src="http://3.bp.blogspot.com/-t578WSNNqJI/VjzS-CXUL_I/AAAAAAAACVc/6ki_aTlkulE/s640/120mmdorsalaft.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">120mm lens angle to keep the engines from completely disappearing at this angle</td></tr>
</tbody></table>
Hopefully this admittedly dry post helps a few people understand the fundamentals of shooting starships. Of course, each spaceship has a different shape, and therefore would have different angles which would look good. Trial and error is essential. But hopefully this gives an idea on how different angles affect the choices we make in the mechanical nature of our cameras as well.<br />
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<a href="http://4.bp.blogspot.com/-bqJPSUE055A/VjzVtI63I6I/AAAAAAAACVo/3nqS-h35aAs/s1600/dorsal.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://4.bp.blogspot.com/-bqJPSUE055A/VjzVtI63I6I/AAAAAAAACVo/3nqS-h35aAs/s640/dorsal.jpg" width="640" /></a></div>
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Thanks, and have a great day!<br />
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DanDanBrownCGIhttp://www.blogger.com/profile/11717861144149388581noreply@blogger.com0