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Another Traveller Mini-Movie

It is dirty! Okay, so, maybe it doesn't have great big dents in it or holes rusted through, but then I don't think bonded superdense rusts...
 
Here's the latest version. Just got the drives and a few details to finish.

ftpic6.jpg
 
It really is a beutiful model. Very impressive work but as Cpt Bob mentioned and I have before, the surface is too clean. It's too plasticky.
You don't need to ruin it. It certainly doesn't need rust holes and it doesn't even need to be dirty as such, but some sort of specular noise and variety on the surface would greatly enhance the realism and add scale.

Crow
 
It's not a subtle or as evenly spread as I was thinking. It's just added some black and white blotches to the surface.

What I had in mind was this:

Get yourself some nice natural textures. Nature does this stuff far better than any algorythm ever will.

Here are some samples of the sort of thing I'm thinking of:

tex_samples.jpg


I've got dozens and dozens and dozens of these things so if you want any, let me know and I can e-mail some of the better ones. The ones I use tend to be thousands of pixels square too.

Try to avoid using Blinn or Phong shaders too. They're one of the biggest culprits for making something look plasticky. I tend to use Oren-Nayar Blinn which has a diffused, matt finish to it and can look more convincing on larger objects.

blinn_and_oren_nayar.jpg


Blinn is on the left. Oren-Nayar Blinn is on the right:

I take my noise texture and if I'm using it for a texture effect rather than colour, I'll grey-scale it like so:

specular_map.jpg


The result is a perfectly flat colour but with a noisy surface. Like so:

specular.jpg


What this means is that yes you have a perfectly even green finish with no black and white blotches - giving it that just out of the shipyard look but the natural specular noise and the use of a non-blinn shader means it also doesn't look like it's made of statically charged vinyl. Another old trick is to slightly lighten or darken the specular map for each individual panel on the hull too. It adds more interest and also makes it look like it really is a seperate piece of the hull.

Crow
 
I tried about half a dozen versions - some were subtler and more even but at this size render you couldn't see them.

"Try to avoid using Blinn or Phong shaders too. They're one of the biggest culprits for making something look plasticky. I tend to use Oren-Nayar Blinn"

Doh! I always forget that. Changed to O-N. I'll go away and play some more...
 
I really like the design of the turrets. Maybe give them a a "scratch ring" around them on the hull paint. The effect around the hull plates is very nice. I think most of the weathering on a ship like this would be blast marks around underside VTOL bells and the like or the areas around thruster quads, etc...

Perhaps vary the color tone/shade of some of the plating on the engine cowls to give them a "worked on" look...

Ramp is nice but looks sort of structurally flimsy, maybe a tank-tread like affair, with hinges that reinforce the ramp in the middle and to each side...

Maybe a panel-like reinforced door for the airlock instead of the visible Iris, Like a superdense outer cover...
 
Originally posted by Andrew Boulton:
I tried about half a dozen versions - some were subtler and more even but at this size render you couldn't see them.
That's fair enough. It just needs something to give the large, flat, green areas some subtle variations in tone and texture. As I say, that doesn't need to be rust or battlescars - not everything needs to look like it's from Star Wars, but it needs something to remove that vinyl sheen.

Crow
 
My only problem is that it's still obviously CG. If there were a way to make it look totally real I'd be happy (I don't expect it though).
 
Can you use a cloud effect on the light source?

Or can you have 1 strong light source with 1 or 2 sublight sources?

Rarely do you have a clear single light shining down on a subject.

The shadows will add to the realistic look of an object


Dave Chase
 
The thing to do first is to get the surface texture of the object sorted and worry about lighting when you're setting the scene and background.

Crow
 
Originally posted by Scarecrow:
The thing to do first is to get the surface texture of the object sorted and worry about lighting when you're setting the scene and background.

Crow
Might be right, but the shadow effect on the person standing in the hatch is wrong.
He has light on him from the hatch yet there is shadow from outside with no blend. Some fade on the shadow but if the lights are that bright there would be shadow on the ground from the hatch light.


Also I agree with having some texture. I never meant that it should only be shadow that needs some adjusting.

You all were doing a good job of suggestions on texture.


Last note about me and suggestions:
I was responsible for finding, hiring and working with artists for Fleer Trading Cards and at WizKids, I did the same except the hiring part. Nope, not an Art Director but one whom learned from working with artists.
(of course that does not make my suggestions the correct ones. My opinion does not count any more than the next persons unless I am paying LOL)

Dave Chase
 
Originally posted by DaveChase:
Might be right, but the shadow effect on the person standing in the hatch is wrong.
He has light on him from the hatch yet there is shadow from outside with no blend. Some fade on the shadow but if the lights are that bright there would be shadow on the ground from the hatch light.
Fair enough, but the lighting at this stage is largely irrelevant. Shadows and lighting become a concern when finally setting up the scene. At the modelling and texturing stage it's better to keep the lighting simple and neutral.

Crow
 
Originally posted by Scarecrow:
It's not a subtle or as evenly spread as I was thinking. It's just added some black and white blotches to the surface.
Glare, or bright spots. Even modern military vehicles that are camoflagued have some areas that bounce light. An extreme example is driving down the road and seeing water or the road shimmer from the heat and sun.

Another idea similar to Scarecrow's is worn out spots. Reentry and docking rings will wear spots on the hull/paint.

Of course for all our help(critiques), I just want to say THANK YOU for DOING all this WORK. It looks awesome and cool.

Dave Chase
 
"I really like the design of the turrets."

I can't take credit for that - I borrowed the design from Jesse DeGraff's pictures.

"Ramp is nice but looks sort of structurally flimsy"

Yeah, I'm still not sure what to do with that. It doesn't look right with soft shadows so it'll probably change.

"If there were a way to make it look totally real I'd be happy"

Me too! Lighting and background are important factors.

"Might be right, but the shadow effect on the person standing in the hatch is wrong."

It may look wrong, but it isn't. Lighting will change when I get everything else sorted out.
 
To improve on this image, it would be a holo.


I like the chrome on the fuel scoops. Nice touch. The clear windscreen is likewise very good.
 
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