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Beyond Reality No matter what the subject - be it Sci-Fi - Fantasy or Real Life / 3D - 2D or web design - this is the place to post your finished artwork for review by the forum members!
To post art for Battlestar Galactica, go to our sister site- Colonial Fleets |
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February 23rd, 2011, 09:15 PM
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#1
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Where No Man Has Gone Before
I decided to do a new texture treatment on this ship. It’s similar to the revamps I’ve done on a few of my other meshes. And, any time I complete a project, I have to do some renders, even if it’s just a quick retexturing project. So, I rendered a couple homages to one of my favorite episodes, Where No Man Has Gone Before. I have three more pictures planned, one from inside the barrier (I’m currently working on the insides of the barrier) and a couple with the planet, my version of Delta Vega (about version 10 or so that I’ve done since I started doing CGI. ) Anywho, here are the first couple images, stay tuned for the others as I get them done.
The barrier approach, one of my favorites. I decided to do a 9:16, as oppose to my usual 16:9, to kind of give it a poster feel.
Leaving Delta Vega orbit. This is another of my favorites, I've done it several times over the years. It should technically be last in the Delta Vega series, but I couldn't resist doing it first.
After I get done with WNMHGB, I plan to do some more Space Seed inspired stuff and some stuff from my all-time favorite episode, Mirror, Mirror. Though, the Mirror, Mirror shots will require some new textures and Terran Empire markings for the ship.
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February 24th, 2011, 01:21 AM
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#2
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,944
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Re: Where No Man Has Gone Before
Brilliant work ,,,,,, your Trek images are always inspiring and I still think they your refitted Enterprise is one of the best. very deg3d
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February 24th, 2011, 08:01 AM
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#3
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Guest
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Re: Where No Man Has Gone Before
Nice render. I like how you have the color blending in.
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February 24th, 2011, 10:48 AM
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#4
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks a lot guys.
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February 24th, 2011, 11:43 AM
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#5
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Inside the Galactic Barrier.
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February 24th, 2011, 12:04 PM
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#6
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,944
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Re: Where No Man Has Gone Before
awesome ..... love that effect
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February 24th, 2011, 01:11 PM
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#7
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Guest
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Re: Where No Man Has Gone Before
WOW ....... you've got me here.
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February 24th, 2011, 11:53 PM
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#8
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks a lot, guys.
Approaching Delta Vega.
Orbiting Delta Vega.
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February 25th, 2011, 02:44 AM
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#9
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,944
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Re: Where No Man Has Gone Before
great .... I like the delta Vega planet , yours ??
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February 25th, 2011, 08:33 AM
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#10
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Mine/LunarCell. I set the colors and what levels of ground texture, clouds, etc. I wanted and let the plug-in do the rest.
Thanks Ger.
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February 25th, 2011, 11:54 AM
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#11
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,944
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Re: Where No Man Has Gone Before
I like the look of it....
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February 25th, 2011, 08:50 PM
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#12
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks bro.
I'll try to render some more stuff this weekend, though I make no promises. I ordered an XBOX 360, two games (Halo 3 and GTA IV) from Amazon the other day and those arrived today, just in time for the weekend. So, I imagine I'll be pretty busy, though I'll try to throw some scenes together and render while I'm playing.
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February 26th, 2011, 02:39 AM
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#13
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,944
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Re: Where No Man Has Gone Before
Quote:
Originally Posted by evil_genius_180
Thanks bro.
I'll try to render some more stuff this weekend, though I make no promises. I ordered an XBOX 360, two games (Halo 3 and GTA IV) from Amazon the other day and those arrived today, just in time for the weekend. So, I imagine I'll be pretty busy, though I'll try to throw some scenes together and render while I'm playing.
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Cool. I can understand that .... have to play too
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March 5th, 2011, 04:29 AM
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#14
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Guest
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Re: Where No Man Has Gone Before
Wow, nice. really high quality renders!
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March 5th, 2011, 08:20 AM
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#15
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks.
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March 22nd, 2011, 06:23 PM
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#16
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Shuttle Pilot
Join Date: Mar 2011
Location: West Valley City, Ut.
Posts: 48
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Re: Where No Man Has Gone Before
incredible work
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April 2nd, 2011, 12:59 PM
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#17
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Guest
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Re: Where No Man Has Gone Before
Wow, excellent retexture and renders
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April 2nd, 2011, 01:33 PM
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#18
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks a lot to both of you.
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April 2nd, 2011, 01:36 PM
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#19
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Guest
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Re: Where No Man Has Gone Before
Nice retexture job. I've been doing a similar thing with mine and converting to using MR materials.
I will never use scanline again to render my Enterprise.
I'll have to post some stuff over in the WIP thread for you guys.
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April 2nd, 2011, 01:42 PM
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#20
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Thanks. I stopped using scanline a few years ago in trueSpace 4. I find it's really not a good rendering mode (at least it's not in trueSpace.) I use what tS calls raycast rendering, it's much more accurate for light and shadow simulation. There's another rendering mode called radiosity which is supposed to be more accurate but it just creates a mess, so I just stick to raycast rendering.
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April 2nd, 2011, 02:00 PM
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#21
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Guest
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Re: Where No Man Has Gone Before
Quote:
Originally Posted by evil_genius_180
Thanks. I stopped using scanline a few years ago in trueSpace 4. I find it's really not a good rendering mode (at least it's not in trueSpace.) I use what tS calls raycast rendering, it's much more accurate for light and shadow simulation. There's another rendering mode called radiosity which is supposed to be more accurate but it just creates a mess, so I just stick to raycast rendering.
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Well as I understand it in Max, scanline fakes things, where Mental Ray calculates light and shadows more realisticly.
I can't argue with the results. I just need to wrap my head around the MR A&D mats and their settings. They are a bit different than standard mats and have quite a lot more map slots and settings available to them.
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April 2nd, 2011, 02:21 PM
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#22
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Re: Where No Man Has Gone Before
Quote:
Originally Posted by Acidstorm
Well as I understand it in Max, scanline fakes things, where Mental Ray calculates light and shadows more realisticly.
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I think it's the same thing in tS. I'd have to look at the manual to be sure, which is installed in Windows and I'm currently using Linux. But that sounds about right. Then for an even better render, I use raytracing for art renders. For WIPs, I just use raycast without raytracing.
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