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Old 28th Jul 2009, 09:43 AM   #61
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I have data caps so I will have to be careful when to download it.
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Old 28th Jul 2009, 11:47 AM   #62
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Here's a fun little "family portrait" I whipped up for this thread showing the relative sizes of the Enterprise, Constellation and the "guest star". Depending on how you feel about spoilers and being surprised, you might want to hold off on embiggening the image until you've seen the clip.
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Old 28th Jul 2009, 12:24 PM   #63
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I've tried downloading a few times but Firefox can never seem to complete it. I'll try again with another browser.
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Old 28th Jul 2009, 12:27 PM   #64
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Quote:
Originally Posted by Professor Moriarty View Post
Here's a fun little "family portrait" I whipped up for this thread showing the relative sizes of the Enterprise, Constellation and the "guest star". Depending on how you feel about spoilers and being surprised, you might want to hold off on embiggening the image until you've seen the clip.
I particularly like the "Guest Star" design .. its really a step forward in the design
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Old 28th Jul 2009, 02:07 PM   #65
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Is that your final version of the doomsday machine? I really think you could do better with the texturing, as it is the whole thing is very obviously just one or two fractal noise procedurals and it ruins the impact somewhat.
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Old 29th Jul 2009, 11:45 AM   #66
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Yes, that's the final version.

The Enterprise
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Old 29th Jul 2009, 12:02 PM   #67
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Downloading now, can't wait to see it...
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Old 29th Jul 2009, 12:10 PM   #68
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Seeing it in profile I can look at it and instantly recognize the "Sinclair blueprints." Although the bottom of your saucer isn't nearly as large, which always threw me off.

I got the Download to work in Chrome, I have to say I was disappointed. There are not enough effects shots in Act I.

Isn't there a Shuttle/Shuttlebay shot in Doomsday Machine? That I anticipate.
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Old 29th Jul 2009, 12:22 PM   #69
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Yep, Alan's blueprints with some "adjustments" where I think he was a little off (the shape of the lower saucer and the impulse engines, mostly).

The hangar deck sequence where Decker steals a shuttlecraft is at the conclusion of Act III, but those models are already built and ready to go.
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Old 29th Jul 2009, 01:05 PM   #70
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Hey Professor,

Nice work on Act 1. You did an amazing job! And the Enterprise model looks amazing as always!

Can't wait to see more.
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Old 29th Jul 2009, 01:19 PM   #71
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Nice work... I would love to see a HD closeup of the damage on the Constellation.
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Old 3rd Aug 2009, 06:49 PM   #72
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Nice work Prof..
I really like the damaged enterprise shot..
Looking at these feels like looking at stills from the original series
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Old 4th Aug 2009, 07:38 AM   #73
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toeB and IRML have been kind enough to give me lessons in Lightwave post-processing techniques... here's some of the fruit of that labor.
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Old 4th Aug 2009, 07:47 AM   #74
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Quote:
Originally Posted by Professor Moriarty View Post
toeB and IRML have been kind enough to give me lessons in Lightwave post-processing techniques... here's some of the fruit of that labor.
lol not me any more sorry, check your thread

your ship looks great anyway, I'd love to see you make those panel maps a bit more subtle and use reflection instead of specular, keep it up the good work
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Old 4th Aug 2009, 07:48 AM   #75
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stunning .. love this design . but you know that
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Old 4th Aug 2009, 08:30 AM   #76
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Quote:
Originally Posted by IRML View Post
lol not me any more sorry, check your thread
Yeah... um... right! (Obviously I posted the screencap before checking that other thread.)

Quote:
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your ship looks great anyway, I'd love to see you make those panel maps a bit more subtle and use reflection instead of specular, keep it up the good work
Thank you--that means a lot to me coming from the creator of the best Enterprise-D model I've seen. And it's funny you should mention the reflection-vs.-specular tweaks, because at this very moment I am running an alternate render that fiddles in just that direction. I still think the spec needed some tweaking, but you're right about the reflection--or should I say the lack of reflection--none of the hull surfaces have any reflectivity until late last night when I started fiddling again. Stay tuned...
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Old 4th Aug 2009, 08:45 AM   #77
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yeah spec is just faked reflection from a light source, I turn spec off and stick a bright poly over the light to be reflected in the scene instead, I've almost stopped using spec completely because I find real reflection looks more realistic than fake reflection....... obviously

since the new cameras and antialiasing came in it's much more possible to render heavy reflections now, still slower than spec of course, but if you can spare the time I think the results are worth it
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Old 4th Aug 2009, 09:00 AM   #78
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Yeah, I definitely noticed the slowdown in rendering speed when I was doing some small-scale tests last night, but it's hard to tell what the overall hit will be without a full-blown test, which is what is running right now.

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I turn spec off and stick a bright poly over the light to be reflected in the scene instead
Now that's an interesting trick. I'm guessing you mark this poly as unseen by the camera, but I'm curious about the placement: is it perpendicular in front of the light source, or an oblique angle between the camera and the surface being reflected?
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Old 4th Aug 2009, 09:09 AM   #79
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yeah usually unseen by camera, depends what it is though - if it's a sun and I want the sun in the scene I'll just model a sun and use that for reflections

if I'm rendering with an area light the poly will take up the same size, shape, position, colour and intensity, if I'm doing a point light I'll make it a little sphere or something... just imagine you're giving the light source some sort of physical representation in the scene
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Old 4th Aug 2009, 09:34 AM   #80
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Quote:
yeah usually unseen by camera, depends what it is though - if it's a sun and I want the sun in the scene I'll just model a sun and use that for reflections

if I'm rendering with an area light the poly will take up the same size, shape, position, colour and intensity, if I'm doing a point light I'll make it a little sphere or something... just imagine you're giving the light source some sort of physical representation in the scene
I like doing that too, and sticking the luminosity up (way) past 100.

Quote:
but it's hard to tell what the overall hit will be without a full-blown test, which is what is running right now.
What I do is parent the light and the luminous object to a null, turn spec on for the light so I can see where the hit will be in openGL, turn spec back off, then render limited region and turn off the rest of the raytracing options.
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Old 4th Aug 2009, 09:37 AM   #81
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.....and sticking the luminosity up (way) past 100.
I think that's actually one of the most important things, my renders heavily rely on lots of overbrights and saving as HDR so I can make the most of them in post
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Old 4th Aug 2009, 10:39 AM   #82
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Quote:
I think that's actually one of the most important things, my renders heavily rely on lots of overbrights and saving as HDR so I can make the most of them in post
It is, because it's pretty much the only way you can represent the fact that it's several times brighter than anything else in the scene. The sun, for instance is too bright for us to look directly at most of the time, which is why we can see it's reflection in objects where other reflections aren't even perceivable.
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Old 4th Aug 2009, 12:14 PM   #83
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Looks fantastic Professor!
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Old 5th Aug 2009, 04:39 AM   #84
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IRML, Professor, can you explain some of these discussed techniques in detail, and how it might help me emulate the TOS style better?
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Old 1st Dec 2009, 03:20 PM   #85
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M'kay, it's been a while since I updated this thread so I thought I'd post some new shots. These are from the opening scene of Act II:


Cue the theme from Jaws


Sulu does some fancy footwork in the debris of System L-374


Screen capture from the abandoned "work in progress" version of the Act II opener

I've also attached two videos. The first video (act2_scene01.wmv) is the final version of the opening scene from Act II. The second video (act2_scene01_wip.wmv) is an abandoned earlier effort (which also sports the old version of the planet killer model).
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Name:	act2_scene01_wip.jpg
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ID:	33735  
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Old 1st Dec 2009, 03:27 PM   #86
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Mhmmm... a few changes to the earlier version and that sequence would have been much better
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Old 1st Dec 2009, 03:28 PM   #87
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Way nice, Prof!

Jaws indeed!

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Old 1st Dec 2009, 03:35 PM   #88
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Looking at the animations, one's too cold, and one's too hot, IMO.

The second one has E moving way too fast, IMO, ala Max Rem's (Doug's) work on the now infamous New Voyages/Phase II eps. with E flying like a fighter-jet. Your's is not as drastic, but is still over-the-top, IMO, as compared to how we have ever seen her move in the past. She's a big ship. Big ships look wierd maneuvering like small craft to me, eh.

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Old 1st Dec 2009, 03:48 PM   #89
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Yes, I had visions of Doug dancing in my head when I scripted the final version, I admit it . ST-One's been nagging me about this since Monday, but I really wanted just one scene where the Enterprise's maneuverability was depicted on-screen. Don't worry... that's pretty much the only time you'll see that in this project.
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Old 1st Dec 2009, 03:57 PM   #90
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I like the scope of the maneuvers the Enterprise does in the final, but I agree that it feels just a smidge too snappy. I can't think of any part of the choreography I'd trim off to slow it up, though and extending the shot is obviously out of the question, so I can't say I actually mind it. The only things that really bother me are the relative roughness of the textures on the two asteroids that pass just behind the ship (the texturing makes them feel much smaller than the mile-wide bigness they scale out to. Maybe just a couple of smaller turbulence maps in the bump and diffuse channels to give it some scale), and the fact that I expect to there to be some some bit of business when the planet killer swallows that chunk. A wobble in it's course, the asteroid shattering or glowing as it burns up, a puff of smoke or fire rippling outward, a chinese gong, something. It probably doesn't help that the camera changes direction so sharply at that moment, so it almost can't help but look a little disjointed.
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