The 3D science fiction art of a starship captain born too soon. Hope you enjoy it!
Wednesday, July 31, 2013
Adamant 7/30/13
Tuesday, July 23, 2013
Friday, July 19, 2013
Adamant Redesign
Well, not being pleased with the old Adamant, nor with Adamant II, or Adamant III, we're onto Adamant IV. She's almost a kilometer long, now, but her lines are more pleasing and she's quite unique in her design, now, hopefully. I like the flow of the lines, now. She's less bulbous and more sleek. Concave curves galore!
Wednesday, July 17, 2013
Putting Salt On the Inspiration
Salt is a preservative. But it also is a flavor enhancer. When inspiration strikes, I find a great way to make it sweeter, or preserve its longevity is to write fictitious encyclopedia articles about what I'm working on. I know. It probably sounds like the stupidest thing you've ever heard of. But try it one day, and you might find you like it.
This does two things: it gives me an idea on what the project's character includes. Makes it more personal, making it more appealing for me. It also keeps my interest in the project going further. Why is that detail there? What does that particular greeble do? So I add a bit of exposition in an encyclopedia. If it doesn't work, I change it. If it still doesn't, get rid of the detail on the 3D model.
I call it The Encyclopedia Lathkosia. It's about 100 pages, I think, now, and features pictures of the topics. Most of the headings are still under construction. Here is an excerpt from my most recent addition, which was an article about Captain Lostra I wrote while working on "The Starship Captain".
------------------------------------------------------
This does two things: it gives me an idea on what the project's character includes. Makes it more personal, making it more appealing for me. It also keeps my interest in the project going further. Why is that detail there? What does that particular greeble do? So I add a bit of exposition in an encyclopedia. If it doesn't work, I change it. If it still doesn't, get rid of the detail on the 3D model.
I call it The Encyclopedia Lathkosia. It's about 100 pages, I think, now, and features pictures of the topics. Most of the headings are still under construction. Here is an excerpt from my most recent addition, which was an article about Captain Lostra I wrote while working on "The Starship Captain".
------------------------------------------------------
Commanding
Adamant
Lostra's
command of the Adamant has the distinction as one of the
greatest missions in Thrassi naval history. Time and again, while in
command, Lostra proved to be a cunning, quick thinking starship
commander, with a particular knack for staying cool and calm under
extremely dire circumstances and in the face of intense provocation
and persecution. His cool demeanor under pressure earned him the
nickname “Ice-cold Lostra”. His legendary levelheadedness
permitted him the uncanny ability to make brilliant command decisions
despite incredible pressure in both time and space.
It
was during Lostra's command of the Adamant that that vessel
took part in the search for the Drannica, the infamous star
liner which disappeared in 1,912 M.E. Adamant discovered the
wreck of the Drannica, but was nearly lost in the process.
Lostra himself describes their harrowing crash entry into the same
rogue asteroid field which had claimed Drannica 100 years
before:
“I remember
being awoken by a call from the command deck at about 1 hour ship's
morning. When I arrived on the bridge about a click later, I
discovered that the ship had automatically scrammed out of warp speed
due to a large gravity well directly ahead.
“I ordered a
scan directly forward, but Scan [the sensor department] could not
make sense of the readings due to general lateral movement along
multiple trajectories. I ascertained from this report that we had
happened upon a rogue asteroid field and quickly ordered the ship to
reverse direction and to fire the aft engines as hard as possible to
slow our approach, as we were moving toward the field at about 40,000
killos per hour—residual speed from Adamant's general
post-dropout inertia.”
Commander
Tosham, the first-officer, was on the bridge and adds:
“I remember
the tension on the bridge at that point was starting to mount. The
general sense one got was that we were in trouble, but we didn't
anticipate how much trouble, though the captain knew. He never lost
his composure during the entire thing, and never even gave a hint of
fear or uncertainty. He simply addressed each threat in a very
mathematical and dispassionate manner.”
Lostra
continues:
“We fired the
main engines for as long as we could, and then turned the ship
forward again, to bring her full weapon systems to bear on the
encroaching [asteroid] field. Our velocity at this point was still
around 15,000 killos per hour. I ordered all forward thrusters to
full stopping power, simultaneously commanding Gunnery to direct
laser cannon on all lateral collision threats deemed higher than 30
percent. The lateral threats were deemed more pressing as Adamant's
forward destructive potential at the time was nearly 20 times that of
her lateral potential. I intended to destroy any rocks flying at us
from the side first before directing all weapons forward to deal with
the front threats, as these could be dealt with in as few as 2 or 3
volleys.
“In 10
volleys, we had reduced the lateral threat to less than 20 percent,
with only one small rock getting through to strike the forward
section armor. We entered the field under full reverse power
shortly after the first forward volley had cleared enough of the
rocks to avoid any catastrophic collisions. I ordered clearing of
some additional lateral threats until Commander Tosham
enthusiastically directed my attention to a very large asteroid
directly forward which was deemed a 100 percent collision threat, and
I ordered full weapons-free on that target. I remember Tosham's eyes
in that moment. They were the widest I'd ever seen them. I never
saw Tosham—usually a very levelheaded fellow—as frightened as I
did on that day.
“The
Adamant's full destructive might split the rock—which was
the size of a 20 killo high mountain—clean in two. We shaved as
much as we could from the nearest edge as the two halves moved apart,
but it was not enough. I therefore ordered 'collision alert' and had
the hands brace for physical impact.
“She
[Adamant] struck on the starboard side at 210 killos an hour
relative to the collision object, crushing and obliterating the fifth
through seventh decks in the forward sections. 10 of the crew were
unable to escape in time and perished instantly upon collision. Had
the rock been moving toward us instead of away, she would have struck
head on at least going 10,000 killos per hour. It would have
completely destroyed the ship. We were actually very fortunate that
the rock was moving at the speed and trajectory it was. I ordered a
standard porting maneuver around the rock to avoid damaging the
delicate equipment on the aft, and we cleared the remainder of the
ship without further appreciable damage.
“After
passing this ordeal, the ship finally achieved full stop relative the
field, and I ordered a clearing of the general vicinity using the
lasers to give us some breathing room. It became clear upon scanning
the field that we were trapped. The entire entry into the asteroid
field transpired in less than what I estimate to be 2 clicks.”
Captain Lostra
received the Meritorious Service Star for his actions in this
incident. It was the first of 4 times he would be awarded this
particular honor, each time saving the Adamant from what should have
been almost certain destruction. Each time, the citation prominently
credited his cool, methodical approach to his successfully handling
the situation.
------------------------------------------------------
What does this do? Look at the picture of Captain Lostra again. Now there's something more about the character that we didn't know before. Now the room he's in, his office on the Adamant, takes on new meaning. Plus, I'm interested enough in the project still to do more work on revamping the Adamant model again, which is an ongoing project for me and one I've abandoned due to disinterest more than once.
It's also a great diversion from TV and YouTube, where my mind is forced to do the work instead of letting someone else think for me, a fate I deplore worse than death.
Dan
Wednesday, June 19, 2013
The Starship Captain
What makes a good starship captain? What drives him to get the ship and crew safely back home dangerous mission after dangerous mission? Integrity to principle? A daunting command presence? A quick and brilliant mind?
None of those things compare to the drive a man has when he has a wife and kid waiting for him back home.
The picture of the whale uses a model I got from a cool guy named P33P on BlenderArtists.org. I promised him I'd put "Wubby" in a work of mine. :)
Dan
None of those things compare to the drive a man has when he has a wife and kid waiting for him back home.
The picture of the whale uses a model I got from a cool guy named P33P on BlenderArtists.org. I promised him I'd put "Wubby" in a work of mine. :)
Dan
Friday, June 14, 2013
Adamant Cruiser Command Deck WIP
Friday, May 3, 2013
The Misanthropic Retreat
- Of, or relating to a misanthrope
- Marked by a hatred or contempt for humankind
Retreat: (v.)
- (a) The act or process of withdrawing, especially from what is dangerous, difficult, or disagreeable; (b) The process of receding from a position or state attained
- A place of privacy or safety: REFUGE
A good old classic space scene with a spaceship, the Misanthropic Retreat, Lethgoshis's private spacecraft from Plagarus. A spaceship is a great way to get away from it all, isn't it?
Dan
Thursday, March 21, 2013
Plagarus Animation Blues
Character animation remains the singularly hardest aspect of this movie I've run into. I think the problem stems from the fact that we see real life people moving all the time, so when a CG character starts doing it on screen, any irregularities immediately start popping up all over the place.
Take this animation I did:
Weighting seems off, as far as I can tell. There is definitely potential, here, but it just seems very embarrassing, to be honest. I've asked for help on Blender Artists. Waiting for any clear advice that'll help me improve on there. Hopefully by the time the more sophisticated character animation comes along in the film (Parts 3 and 4), we'll have some pretty solid animation ready for the heavy stuff.
Otherwise, I think the film will sag under the weight of the failure at animation, and probably collapse.
Hopefully that doesn't happen!
Dan
Take this animation I did:
Weighting seems off, as far as I can tell. There is definitely potential, here, but it just seems very embarrassing, to be honest. I've asked for help on Blender Artists. Waiting for any clear advice that'll help me improve on there. Hopefully by the time the more sophisticated character animation comes along in the film (Parts 3 and 4), we'll have some pretty solid animation ready for the heavy stuff.
Otherwise, I think the film will sag under the weight of the failure at animation, and probably collapse.
Hopefully that doesn't happen!
Dan
Labels:
3d,
animation,
blender 3d,
cgi,
film,
independent,
indie,
movie,
plagarus,
WIP
Monday, March 18, 2013
Plagarus Part Two Update (Again)
Working on a movie by yourself can be pretty daunting. The biggest problem seems to be discouragement, believe it or not. The general quality of all aspects of the film seem to suffer when one person has to work on basically everything. And when you're a perfectionist who must send stuff out without being up to your standards...
Unfortunately, it actually may take more time and effort to coordinate with others than to simply do it all myself. In the end, Plagarus won't be the best movie out there, but it'll be the best I can produce in the time frame we're looking at. :)
Unfortunately, it actually may take more time and effort to coordinate with others than to simply do it all myself. In the end, Plagarus won't be the best movie out there, but it'll be the best I can produce in the time frame we're looking at. :)
Considering that it's my first movie I've ever actually made, I'd say that's saying something.
Dan
Thursday, March 14, 2013
Plagarus Part Two Update
Just one more shot of the conversation scene in the Plagarus Part Two. Then we're onto a nice, fairly easy musical interlude. Hopefully it works well.
New rendering techniques have made the rendering times much faster. For instance, the original Plagarus scenes were extremely noisy due to the fact that I had to use CPU rendering, while keeping render times reasonable. Now that I've got a pretty good graphics card, GPU rendering has allowed render times of less than a quarter what it used to be on the i7.
Also, I've discovered that I don't need to have the background geometry involved in many scenes. The shot above is taken with a simple equirectangular background image. The advantage of this is that there is nearly instant rendering time for background elements, as well as the camera can pan, letting the background image move with it.
The downside, of course, is that it's almost impossible to completely merge it with the real background geometry when rendered for real. So, the room will appear slightly different between shots where geometry is rendered and it's just the character in front of a backdrop.
Also, there is the benefit of having better DOF effects in Cycles than before. This is a huge advantage as well. Additionally, something new since the release of the previous installment of Plagarus is motion blur. This is a particularly useful technique which greatly increases the believability of the animation.
The downside? The next installment of the movie is probably going to start looking visually different from Part One. This is going to be an issue which may involve me having to go back and re-render the entire thing.
There was a chance I had to do this anyway, as I was hoping technology would advance enough to allow me to render a 1080p version of the movie. Right now, it's in 720p.
Hopefully one day this film will be done.
Here's hoping, anyway.
Dan
New rendering techniques have made the rendering times much faster. For instance, the original Plagarus scenes were extremely noisy due to the fact that I had to use CPU rendering, while keeping render times reasonable. Now that I've got a pretty good graphics card, GPU rendering has allowed render times of less than a quarter what it used to be on the i7.
Also, I've discovered that I don't need to have the background geometry involved in many scenes. The shot above is taken with a simple equirectangular background image. The advantage of this is that there is nearly instant rendering time for background elements, as well as the camera can pan, letting the background image move with it.
The downside, of course, is that it's almost impossible to completely merge it with the real background geometry when rendered for real. So, the room will appear slightly different between shots where geometry is rendered and it's just the character in front of a backdrop.
Also, there is the benefit of having better DOF effects in Cycles than before. This is a huge advantage as well. Additionally, something new since the release of the previous installment of Plagarus is motion blur. This is a particularly useful technique which greatly increases the believability of the animation.
The downside? The next installment of the movie is probably going to start looking visually different from Part One. This is going to be an issue which may involve me having to go back and re-render the entire thing.
There was a chance I had to do this anyway, as I was hoping technology would advance enough to allow me to render a 1080p version of the movie. Right now, it's in 720p.
Hopefully one day this film will be done.
Here's hoping, anyway.
Dan
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