Showing posts with label corridor. Show all posts
Showing posts with label corridor. Show all posts

Thursday, October 20, 2016

Nero's Fire Freighter Interior Corridor WIP

A 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.





Still to do: Add doodads and props and fill out the rest of the rooms.

Substance Painter and Blender.

Hope everyone is doing awesome.

Dan

Friday, January 31, 2014

New Nem Gate Work

New modelling work I've been doing for the film Nem Gate.

 
Modular corridor sets.  Client specifically asked if the corridor could be kept as modular as possible so that it can be possibly reused or set up differently, depending on the scene's requirements.


Conceptualizing some technical control consoles.  Modelling has gotten quick enough that I can concept out work in complex 3D in much shorter periods of time than it used to require.  Usually is good if you can give the client some choice in the matter.  Whichever isn't chosen, I will store in my own library so I can easily incorporate it into my own work.


Work still very much in progress on the scanning machine.  Notice the lack of supports for the scanner bars and the lack of symmetry on some parts.  Still work to be done.

Items which require interaction with real life people are extremely touchy and need to be done pretty much according to how the original plates were filmed.  This can be one of the most time consuming aspects of the process.

Dan

Monday, December 16, 2013

Viminal Update

Update on the work on the interior of the Viminal gunship.





It's funny as you go along in the process of making one of these things, where your eyes are drawn.  These areas are usually ones that stand out as different from the rest.  In this case, my eyes are drawn to the place where there are no greeble details.  It's really annoying to see those big, open spaces.  Will probably have to go through once I'm all done and see one last time where everything needs to be filled in.

Dan

Tuesday, November 19, 2013

Viminal Gunship Interior

Started working on elements for the interior of the Viminal class gunship.  The key is to create interesting shapes which are very modular.  The more these shapes can be copy/pasted throughout the model, the quicker the modelling process goes.

For the rooms and compartments next to the outside hull (especially with windows/portholes), more specialized modelling has to happen, but usually most of the same bulkhead modules can be put into most of the room.  This greatly speeds up modelling time.



 
 After that, I just hope it all fits inside the ship when it's done.

Dan

Wednesday, May 2, 2012

SSC Adamant Details

SSC Adamant is still in production.  I just took a hiatus from her for a bit.  Now she's getting the love and attention she deserves once more! So I've started working on the interior, and adding working turrets!

The turret's parts are parented to empties, which all track via pivot points to a target empty.



The two empties on the barrels are used to control the barrels' recoil when the cannons fire. Two empties for four barrels. The cannons fire in pairs, so there's only a need for two empties instead of four.

All of these empties have constraints added to them which either prevent the empties from rotating on a certain axis or restrict them from rotating too much. The turret currently turns 360 degrees on its main axis, with the gun placement able to pivot 40 degrees on the x axis. All of this uses local transforms, and all the empties are ultimately parented to the base of the turret, which, in turn, is dropped anywhere on the ship I please. Quite a useful set-up, if I may say so, myself. =D

An AO render from Cycles.


I've also been working a little on modifying an old interior I made for another ship and making it for the Adamant instead. I figure since she's a naval vessel, she would be maintained to a very high standard. I assume Captain Lostra is also very meticulous about the upkeep of his ship as well, which would explain why the interior is quite immaculate. =)



All rendered in Cycles, obviously not with perfect results, but I prefer a bit of grain to my images as it gives a sense of organic film instead of perfect digital artificiality. =D

Hope you're all doing great!

Dan

Wednesday, February 15, 2012

Gunship Redux

Reworking the gunship.  Not happy with how untidy the hull plates are in some spots, so I've got to work on that.




Rendering a walk-through of the corridor set as well.

A still frame from the animation:



I was forced to use the Blender internal renderer for the video simply because it takes 30 minutes per frame using Cycles.  At that rate, it would've taken my computer 6 or 7 months to finish the animation.  I don't know about anyone else, but I don't have time for that. =D

I don't like the red lights and haven't since the beginning.  They're not working the way I want them to and it's frustrating. =\

Hope everyone is doing fine!

Dan

Thursday, February 9, 2012

Working on the Corridor Scene

Still working on the corridor scene!





Still have a long ways to go, detail wise.  But we are getting there. =)

Dan
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