Go Back   Lightwave Community at SimplyLightwave > Your Work > Finished Work
Register FAQ Members List Calendar Mark Forums Read

Reply
 
Thread Tools
Old 21-03-2004, 08:58 AM   #1
NanoGator
Registered Member
 
NanoGator's Avatar
 
Join Date: Feb 2004
Location: West Coast, USA
Posts: 27
Default Ferion :: Particle Cannon Type I (Mechanical + Enviornemnt)

*EDIT: I updated this image Sunday evening. Reload it if you don't see 'R2' in the credits.*

Hi All, I finished the environment for the cannon!



So what's this for? There's a web-based game called Ferion (http://www.ferion.net) that's a little like Master of Orion. In this game, there is a technology tree that you can develop weapons from. The model for this cannon was built in order to illustrate "Phaser Cannon Type-I". I finished the cannon itself a while ago for the illustration, but for that I only needed a floor, no rails or anything.

I'm job hunting now so I thought this guy would look cool in my demo reel. Problem is, it really needed a room to reside in. So I spent the last week and a half working like mad to get the environment built and textured. It is such a relief to have this thing ready to go. *whew*

Got any questions? Fire away.
__________________
Maestro -- Character Rigging and Animation plugin for Lightwave. (MAESTRO DEMO available for download.)

Last edited by NanoGator; 22-03-2004 at 05:08 AM.
NanoGator is offline   Reply With Quote
Old 21-03-2004, 09:10 AM   #2
Scarvin
Full Access Member
 
Scarvin's Avatar
 
Join Date: May 2003
Location: Austria
Posts: 82
Default

wow,

nice texturing, nice lightning

well done NanoGator
Scarvin is offline   Reply With Quote
Old 21-03-2004, 09:34 AM   #3
kumar
Full Access Member
 
kumar's Avatar
 
Join Date: Sep 2003
Location: Singapore,
Posts: 913
Default

WOW..... no prob about jobs,,, you have some cool skill.
kumar is offline   Reply With Quote
Old 21-03-2004, 10:43 AM   #4
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

I'm curious. Is the texturing all Lightwave's own, or do you use shaders in there such as Darktree or IFW?
Mark is offline   Reply With Quote
Old 21-03-2004, 01:55 PM   #5
Kevin
Guest
 
Posts: n/a
Default

wow thats great... fantastic detail, plus the enviroment looks great to.. I hope you have submitted this to the gallery?
  Reply With Quote
Old 22-03-2004, 12:56 AM   #6
R4s1n
Full Access Member
 
R4s1n's Avatar
 
Join Date: Aug 2003
Location: Manchester, PA
Posts: 1,319
Default

Awesome stuff, I've seen the start of this project over at CGTalk.com
__________________
Johnny was a chemist's son, but Johnny is no more.
What Johnny thought was H2O was H2SO4.
R4s1n is offline   Reply With Quote
Old 22-03-2004, 04:20 AM   #7
Johnny9ball
Super Moderator
 
Johnny9ball's Avatar
 
Join Date: Jan 2003
Location: Reno,Nevada
Posts: 1,099
Default

I second the gallery submission.
__________________
www.ThreeDCG.com

Johnny9ball is offline   Reply With Quote
Old 22-03-2004, 05:01 AM   #8
NanoGator
Registered Member
 
NanoGator's Avatar
 
Join Date: Feb 2004
Location: West Coast, USA
Posts: 27
Default

Alrighty dudes, I updated the image. If it doesn't say -r2 in the credits, try reloading the image. (I overwrote the old one because I sent a couple of emails out...) You can see the original here: http://www.reflectionsoldiers.com/re...inished-r1.jpg

I just wanted to say that I got GREAT feedback from everywhere I posted this. I made a list of all the criticisms and addressed them. (If I missed one, please feel free to remind me. )

- Anti-aliasing refined a bit. Unfortunately, there's still a little bit at the knuckle of one of the claws. I think that's a result of the new lighting. I'll re-investigate that when I go to do the demo-reel animation.

- The lighting is a little more dramatic. I didn't want to go overboard here because I want the camera to be able to fly around the rig without having to do too much tweaking for each scene.

- Added a subtle diffuse glow in order to improve atmosphere of the imagery.

- I've been asked a couple of times to make the cannon look more 'worn'. The reason I havent' done this is that it's a brand-new prototype. (Sorry, I didn't mention that before!) I wanted it to look a lot like some of the machinery I saw while researching particle accelerators etc.

- Hazard stickers have been refined. I also fixed the back, but you can't see that in this render. I had a problem with them on the other end. Well, no more. I've grown a lot in the UV space in the last couple of months.

- Shadow map resolution's been improved for the reddish 'malibu lights' at the bottom. (Sadly, I think I introduced a small problem here. Will reinvestigate soon.)

- It was mentioned to me that there were too many warning signs at the bottom. In the original design, those signs were meant to be there so that if somebody was standing at the guard rail, they'd see the warning that they should stand back. However, it cluttered things a bit so I removed 4 of them.

- The warning signs haven't changed. The reason for this is that they're supposed to look like a light up LED based sign. I think that'll look more apparent when you see an animation of it. (There will probably be some refinement of them when I get there, however..)

- I brightened the flares on the end of each particle emitter a bit. I wasn't quite happy with the way they originally came out.

- Fixed a mesh error at the tip of each 'claw'. I think it's a little hard to tell from this angle, but there was definitely some nastiness there. I'm kicking myself for not fixing it sooner.

- Slightly altered the camera angle.

*whew* Big update heh.

Thanks dudes, I *really* appreciate the feedback, it's been very helpful. More ideas? Throw them at me!
__________________
Maestro -- Character Rigging and Animation plugin for Lightwave. (MAESTRO DEMO available for download.)
NanoGator is offline   Reply With Quote
Old 22-03-2004, 06:01 AM   #9
NanoGator
Registered Member
 
NanoGator's Avatar
 
Join Date: Feb 2004
Location: West Coast, USA
Posts: 27
Default

Thanks guys. Yep, I uploaded it to the Gallery. (err I think i did... does it take a bit for it to show up?)

@Mark: I didn't use anything special for texturing other than using some gradients on the metal to give it a futuristic look. The rest of the room was all done via photographic textures in Photoshop. If I ported this scene to other apps, they'd probably render out the same.
__________________
Maestro -- Character Rigging and Animation plugin for Lightwave. (MAESTRO DEMO available for download.)
NanoGator is offline   Reply With Quote
Old 22-03-2004, 07:41 AM   #10
Kevin
Guest
 
Posts: n/a
Default

Originally posted by NanoGator
Thanks guys. Yep, I uploaded it to the Gallery. (err I think i did... does it take a bit for it to show up?)
Yep we check them first to make sure everything was uploaded ok - then we publish!

Many thanks

Great image
  Reply With Quote
Old 22-03-2004, 07:47 AM   #11
NanoGator
Registered Member
 
NanoGator's Avatar
 
Join Date: Feb 2004
Location: West Coast, USA
Posts: 27
Default

No problemo, enjoy.
__________________
Maestro -- Character Rigging and Animation plugin for Lightwave. (MAESTRO DEMO available for download.)
NanoGator is offline   Reply With Quote
Old 22-03-2004, 11:12 PM   #12
morghen
Registered Member
 
morghen's Avatar
 
Join Date: Dec 2003
Location: none
Posts: 217
Default

i think this immage would look awesome with some volumetrics... what say you ?
morghen is offline   Reply With Quote
Old 23-03-2004, 12:31 AM   #13
NanoGator
Registered Member
 
NanoGator's Avatar
 
Join Date: Feb 2004
Location: West Coast, USA
Posts: 27
Default

Somebody made a comment earlier that I thought about a little bit more, and I realize what he was saying now. He said that the guard rails + the observatory windows indicated different scales. I decided to tackle that a little bit more. I made the guard rails smaller + I raised the cieling above the portholes. I think it looks a lil better now. Comments?

__________________
Maestro -- Character Rigging and Animation plugin for Lightwave. (MAESTRO DEMO available for download.)
NanoGator is offline   Reply With Quote
Old 23-03-2004, 10:47 AM   #14
R4s1n
Full Access Member
 
R4s1n's Avatar
 
Join Date: Aug 2003
Location: Manchester, PA
Posts: 1,319
Default

Nice! I like the little add-on with the people. Certainly brings out the size of the Particle Cannon.
__________________
Johnny was a chemist's son, but Johnny is no more.
What Johnny thought was H2O was H2SO4.
R4s1n is offline   Reply With Quote
Old 23-03-2004, 11:14 AM   #15
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

looks great, nice modeling and verry good lightning.
With the people in the picture I think it gives a verry realistic view!
__________________
3d animation
moenzi is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Setting: Advanced Ore Refinery (for the game Ferion) NanoGator W.I.P 15 18-01-2005 01:28 PM
Cannon Blast of light pixelone Rendering, Lighting, Texturing and Effects 1 23-08-2004 12:43 AM
Cannon Blast effect pixelone Rendering, Lighting, Texturing and Effects 0 22-08-2004 01:46 PM
Character/Cartoon type guy ShadowFox W.I.P 5 17-08-2004 11:53 PM
02 Civic Type R jester76 W.I.P 5 22-10-2003 08:49 AM

Thread Tools

Forum Jump




Online since 2001
A good place to start for a newbie
Catch up with SimplyLightWave
SimplyLightWave was first started in London 14 years ago, and we've been dedicated to producing quality software training ever since. Faithful to the principle of learning by doing, our project based courses aim to give you the practical skills to quickly start creating your own work in LightWave. More...
Copyright © 2001-2018 SimplyLightWave | Terms & Conditions | Privacy Policy
/* Contact Form */