Bridge Commander Central
Recreational Forums => Art Forum => Topic started by: Nighthawk on June 13, 2007, 05:37:10 PM
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what kind of shockwave would fit more on a ship explosion?
sphere or ring?
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Plumes/sphere.
Some parts of the ships hull will breach/break faster than others. So the pressure seaks the path of least resistance resulting in a plume.
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I'm not even sure if a ring blast is possible in space. You'd get a ring if a sphere with a weak equator exploded and failed along the hemisphere, I think, but not in any other case.
The Ring portion of explosions is derived from the ground shock of an explosion I think, where the shockwave stirs up dust at ground level and looks like an expanding ring.
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If I'm not mistaken, the "ground shockwave/ring effect is actually a sphere. The effect is visible as the sphere expands along the ground from the epicenter.
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That's what I meant. Thanks for clarifying.
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yes in zero gravity, the blast would expand out in all directions with equal force, thus resulting in a sphere
here is an example from ST: II
(http://movies.trekcore.com/gallery/albums/twok/ch14/twok1147.jpg)
in order to simulate this effect in movies, the explosion is filmed from below
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thanks. I'm on the go of building the effect.
any ideas on how to apply a shaking to the camera in Max? I tried using a noise controller but I don't get it right.
is it possible to keyframe where and when the noise will affect the movement and make the shaking?
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thanks. I'm on the go of building the effect.
any ideas on how to apply a shaking to the camera in Max? I tried using a noise controller but I don't get it right.
is it possible to keyframe where and when the noise will affect the movement and make the shaking?
I always thought that could bu great to add some shaking to BC cameras, not only the bridges...
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small approach......
slowly, things are starting to have shape.
http://www.sendspace.com/file/ly8603
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small approach......
slowly, things are starting to have shape.
http://www.sendspace.com/file/ly8603
Looking good! Keep it up!
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nice, but why is it a .bik?
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.avi, as it came out of Max: 246MB :(
.avi, after compression: 135MB :D
.bik, after compression: 4MB :shock:
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Neat, awesome job there Nighthawk.
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tnx all.
just had time to make a little preview: Defiant's evasive action
you'll notice a single shot from the cruiser; actually, behind the Defiant, there's supposed to be two bugships chasing it.
http://www.sendspace.com/file/znie5v
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Looks good on all fronts, what program do you use to view the Bik?
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tnx all.
just had time to make a little preview: Defiant's evasive action
you'll notice a single shot from the cruiser; actually, behind the Defiant, there's supposed to be two bugships chasing it.
http://www.sendspace.com/file/znie5v
I think you MUST make a new intro for BC whit this technique... Looking great
Looks good on all fronts, what program do you use to view the Bik?
RAD TOOLS
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I think you MUST make a new intro for BC whit this technique... Looking great
tnx.
actually, this will be an intro. but not in a near future.
Looks good on all fronts, what program do you use to view the Bik?
http://www.radgametools.com/bnkmain.htm
or BC itself, for that matter ;D
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Thanks, oh yeh I prefer the Sphere style explosion myself too, more accurate and also just looks really so much better.
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better to put more time on this, if I want it to be my Uni tesis for a 3D 3rd-grade course
updates this far
..sort of... storyboard....
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WoW these are nice
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what kind of shockwave would fit more on a ship explosion?
sphere or ring?
Question...in this post you have pictures ...I was wondering how you get a picture like that?, with all the tiny pics in it like that?
good job btw
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it's edited on a graphic program.
you can't get that arrangement here.
anyways, those pics are not mine, but from the guy who wrote the tutorial for the explosions
had a rush of free time, so a new scene is growing on the drawing board
EDIT:
cannonical matter question: After Nemesis, the Enterprise (and we can count the Sovereign and any other Sovereign-class the Federation could have) is likely to suffer a small refit in weaponry.
in addition to the aft torpedo launchers added above the shuttlebay, did they add any Quantum lauchers behind the bridge, above the shuttlebay, or anywhere in the aft part of the saucer? (or the hull itself, for that matter?)
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found the way to make a sort of .... hand....
kinda borg...
but serves for testing character animation. I'll include bridge scenes once I get used to bones and bipeds
http://files.filefront.com/handavi/;8136609;;/fileinfo.html
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did they add any Quantum lauchers behind the bridge, above the shuttlebay, or anywhere in the aft part of the saucer? (or the hull itself, for that matter?)
nope....
(http://i6.photobucket.com/albums/y226/nebula1701/enteuppgrade.jpg)
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How are you going about with the shields? Do you have any idea on how to do skin shields?
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How are you going about with the shields? Do you have any idea on how to do skin shields?
opacity masked bubble with a noise diffuse and a gradient opacity ;-)?
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How are you going about with the shields? Do you have any idea on how to do skin shields?
opacity masked bubble with a noise diffuse and a gradient opacity ;-)?
more or less.
actually, I just add a plane or mesh where I want the shield to glow, add a material with the shield texture and an alpha map, then just keyframe visibility and glow.
the pic up there ^^, with the intrepid firing on the bugship, was the test bed for that tecnique.
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No, I actually mean hull-tight shields. Does anyone know how you could do that?
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No, I actually mean hull-tight shields. Does anyone know how you could do that?
that's the mesh I was talking about.
it will be added to the cruiser's shields.
EDIT: here is the test bed on the cruiser. those white edges are the mesh of the shield. they will look right once I add the opacity map.
although, after watching some DS9 episodes, I don't remember seeing those cruisers with shields lol.
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Interesting. I was thinking more a long the lines of the shielding on the Enterprise from Nemesis.
I you're interested, you might want to look into this alternative: Video and screen provided.
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Interesting. I was thinking more a long the lines of the shielding on the Enterprise from Nemesis.
I you're interested, you might want to look into this alternative: Video and screen provided.
Same technic can be used. You just need to add the proxy mesh closer to the final mesh.
As for the opacity, i would use a procedural one, so i could animate it easily from inside max.
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Interesting. I was thinking more a long the lines of the shielding on the Enterprise from Nemesis.
I you're interested, you might want to look into this alternative: Video and screen provided.
Same technic can be used. You just need to add the proxy mesh closer to the final mesh.
As for the opacity, i would use a procedural one, so i could animate it easily from inside max.
yep, in the end, it's the same effect but without that "splash" effect on the texture. I mean, it doesn't expand away from the impact point. it just appears, flickers a bit and fades out.
kinda mix of Nemesis and Generations shield style.
in the Sovereign, I'm putting a bit of Insurrection-style shields. close to the hull but not wrapped around it. mainly because it will take some hits away from the cruiser, so I want it to be visible.
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Heh. The shield effect I did was done using a direct light and using the projector aspect of that light. The shield texture was just an .avi I rendered before hand and projected it onto the hull. There is no physical mesh there for the shield.
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Heh. The shield effect I did was done using a direct light and using the projector aspect of that light. The shield texture was just an .avi I rendered before hand and projected it onto the hull. There is no physical mesh there for the shield.
could do, but with the mesh I can make it glow without actually emmitting light.
also, using keyframes, I can loop the glow if there is more than one shot over that point. In fact, I'm timing the animation using a sound track as base. so no matter the amount of shots over a point, or how fast they move, or how hard they seem to hit, I can handle the time of the glow at will, make it shorter, longer, make it flicker back and forth, vanish it, etc...
I just place the mesh and the material, add two keyframes at the endpoints of the impact sound, adjust the effect in the middle (fade, flicker, hold, whatever) and render.
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How are you doing your phaser effects?
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a line as placeholder with object ID.
I add the glow and sparks in Video Post.
there's also a tecnique with a plane, a noise map and Glow and Glare shaders, but I didn't use it yet. it would require using a constraint to make the plane face the camera.
it can also be done with particles, but if you move it, it will "bend". but for still shots it's much better.
the first serves perfect for battles. the second, for close-ups and the third for beauty shots lol
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posting and not editing 'cuz I want this to be visible.
anyone willing to do an uniform texture for this project?
I need a new version of the uniform (remapped) because the one I have (stock) is way too crappy and I need a new layout of them to place it on a high-poly model
I'll send anyone who volunteers the mapping I'm using to build the texture over it.
this is how it looks like, despite my efforts lol
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well im making nemesis uniforms so i can probably try and use them instead of your current ones. there 100x better than stock
~Jb06
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would do if you can re-arrange the texture.
do you want the mapping template?
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bump mapping (or if you're smart enough to use vray for interiors, vray displacement mods) are your friends for fed uniforms. :arms:
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yeh if you want me to il try re-arrange the texture... just giv me the current one your using so then i no were to arrange it lol
yes please... what do i need to view it?
~Jb06
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any viewer should open it.
this is how it's mapped
the "hands" are on the left of the "arm". so the ring should be on the left.
leave the department colour in 0,0,255 (plain blue) so I can mask it and replace it with any colour.
EDIT: there's NO collar.
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first try with JB06's work.
by far, much better.
as we say here, in layman's terms, "una buena textura chamuya todo" (a good texture masks any gap) ;D
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indeed good progress.
Good thing on CG is that you can use other stuff than only diffuses, and replace that comm badge.
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voila!
this is splitted on color changes, but is barely noticeable.
it's way too high-poly for BC, but maybe if Nano finishes his engine, it could be used there.
other characters are coming soon. I'll start shooting bridge scenes ASAP.
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nice job! :D
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That's pretty darned neat. Awesome work Nighthawk. :D
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...you may start wondering.....
(http://img410.imageshack.us/img410/6647/untitledjd3.jpg)
(http://img508.imageshack.us/img508/668/untitledna5.jpg)
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Why not use a program like faceGen to create completely new faces?
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Why not use a program like faceGen to create completely new faces?
you mean new textures or new models?
Felix's and Miguel's head for this project were done in facegen.
Brex's, for example, was ported right off a HL2 model.
Kiska's was also ported but I had to edit it manually to fit BC. same with Saffi's (but this one looks like a woman, at least.)
EDIT: early pic of Miguel re-facing. and that's all for today.
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night shift extra work
I hope this cause the effect I expect.....
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Now that looks good. 8)
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wow!! very nice!!
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lol, kinda movie poster.
I'd like to see it on BCFiles POtD board, but they don't take edited pics :(
there's another logo surfing the net on its own. if the recipient doesn't take it, I'll post it here.
bridge scenes coming, maybe, the next week. just finished the set and with this new characters, well... just wonder... 8)
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hey nighthawk, awesome work. One thing though, i just discovered this thread out of curiosity. Maybe you want to rename it and move it over to BC Bridge Modding?
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hey nighthawk, awesome work. One thing though, i just discovered this thread out of curiosity. Maybe you want to rename it and move it over to BC Bridge Modding?
this not planned to be in BC..... yet..
I PM'd LC for some advice on porting and animation, so if there's a chance to modify the characters and put them into BC, they will surely be ported right after I recieve LC's "OK".
this thread was about a movie, a space battle movie. but since I saw it a bit "empty", I decided to add bridge takes. previous replacement of that blocky crew, of course.
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ah okay slaps head for not reading entire thread
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ah okay slaps head for not reading entire thread
meh, Jimmy was right lol
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Just a few questions to ask...
How long is this animation going to be? Is it planned for 5 minutes or 25?
How are you going to animate the characters? With the biped figure in 3dsMax or some other method?
And finally, what about physical ship damage? How will you create holes, explosions and debris?
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meh, Jimmy was right lol
LOL! :D
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Just a few questions to ask...
How long is this animation going to be? Is it planned for 5 minutes or 25?
How are you going to animate the characters? With the biped figure in 3dsMax or some other method?
And finally, what about physical ship damage? How will you create holes, explosions and debris?
it's planned to be more or less 2 or 3 minutes.
and, if it ends as I want it to be, intense.
either biped, bones or any other skeleton is basically the same. biped has motion editors, so maybe I'll use bipeds when the crew moves and morphing and skeletons in close takes.
as for the damage, there's not much time to damage a ship, I'm planning to do a new take where those two ships I showed earlier ^^ (the saber and the intrepid) face the Dominion cruiser (in the sequence with the Sovereign) and it destroys the saber and leaves the Intrepid derelict with a few shots. and I intend to take the shot in a wide angle to cover as much action as posible in one shot.
the only take where you can see the damage just lasts two or three seconds, so I think I'll use some post-production tricks.
explosions won't be a problem. I can build up a sequence from NanoFX's textures. I got some templates from Detonation Films as well.
for debris, a crappy low-poly model, some basic texturing, PArray, Glow and some fast changes on the scene so you can't see that I remove the ship and place the model I'll blow up :D
I've already built up a test of it: the scene with the bugship. it doesn't have debris, tho. but that's the procedure.
EDIT: I'm including a captain in the stock crew. (the player, whoever he is, it's someone, so someone usually has a face)
I posted a poll to decide which face you like the most.
pics of each one included
1-Gregory McCray (stock BC)
2-Barney Calhound (HL2)
3-Wallace Breen (HL2)
4-Random capt.1 (facegen)
5-Random capt.2 (facegen)
6-Random capt.3 (facegen)
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been busy lately.
a test run of new materials and lighting.
http://www.sendspace.com/file/6pfnbf
.bik player required
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That's amazing dude. :D Keep up the awesome work you're doing.
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it wouldn't be a good battle without good fireworks lol
(http://img249.imageshack.us/img249/8359/torpeh7.th.jpg) (http://img249.imageshack.us/my.php?image=torpeh7.jpg)
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Nice... I'll be talking to you about those flares. :)
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setting up the chase scene in GMax, before copying it to 3d studio.
http://files.filefront.com/0028avi/;8431091;;/fileinfo.html
as far as completion goes, one space scene is finished, three need some tweaks, and the characters are almost fully animated.
the bridges are ready and awaiting the crew. gotta line up the lighting, tho.
EDIT: pics of that scene. LC's Defiant is, IMO, a masterpiece.
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new update: finished the cap'n and will merge it with the scene hopefully this evening.
there are chances of that uniform to appear, but that's highly unlikely
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You know, that defiant looks cool under lighting.
Two things, perhaps add some motion blur at the scene, specially if it's dynamic.
Second, why not use real cG models? just a question anyway, looks good with those models.
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Two things, perhaps add some motion blur at the scene, specially if it's dynamic.
indeed, indeed.
the final movie will be with blur. those are just still pics I took in the meantime.
Second, why not use real cG models? just a question anyway, looks good with those models.
I'm not sure I got your point.
what you mean with CG models? those are CG. you mean the characters or the ships?
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High poly CGI models for ships instead of ingame models.
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High poly CGI models for ships instead of ingame models.
that's not completely necessary.
with the correct lighting and materials, any BC model, like those in KM 1.0 can be used.
in fact, the bugships are those from DS9FX, which were edited by p$ych0 to be "light", poly-wise. the cruiser is the KM 0.9 one.
the sovereign I'm using is CG's sovereign, with Creative's advices on texturing it looks like a studio model rather than a BC ship.
and in the other hand, they're faster to render ;)
I'm in a rush, gotta finish this for the end of this year so I can pass the course.
if I had more time, I'd make a real BIG cgi movie, with more detailing. but considering that I started using stock BC and non-KM (not even 0.9) models, this is far better than what I could ask for.
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the good guys come to aid.
scene 3 ready.
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You better hope to god you render this thing in wide screen :P
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On the previous page, Miguel looked like a young Ringo Starr and Felix looks like Shaquille O'Neal. LOL
Great work.
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You better hope to god you render this thing in wide screen :P
I want to, but I don't know if setting 16:9 in the render options will stretch the frame or cut it
it should cut it.
On the previous page, Miguel looked like a young Ringo Starr and Felix looks like Shaquille O'Neal.
LOL
blame Facegen.
I have some bad news tho, my comp is dead and I have to halt all machinima and modding work for at least until next friday.
luckily, it's just a system upgrade.
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well, so my compy is back online. sort of.
I could finally put my hands back in the sovvy bridge, and decided to restart it, texture-wise.
so thanks to the niftools plugin, I could skip the modelling work and center on the textures.
these are the latest pics. this far, gotta fix some textures and composite the lighting. outside that, it's almost ready.
and since time is short, the Intrepid bridge is also coming....
EDIT: a .bik preview of the red alert sequence. the ceiling differs in color, cuz the pics are ealier than this
http://www.sendspace.com/file/95022a
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thats amazing :shock:
so cool, i cant wait to see the fnished thing
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Looks good. well... as good as that thing can look.
Of course my sig looks better.. J/K
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Looks good. well... as good as that thing can look.
Of course my sig looks better.. J/K
I was wondering about yours and Marks siggies. Are they brand new models or retextures of the stock models?
This also looks great.
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You can definitely tell they are new bridges, high poly count aswell by the looks of it.
~Jb06
JL Studios
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You can definitely tell they are new bridges, high poly count aswell by the looks of it.
~Jb06
JL Studios
Actually Mark's the stock bridge, strongly redone to our custom standards, mine is completely new, but it`s something to be discussed later.
Let's get back on topic, shall we?
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Actually Mark's the stock bridge, strongly redone to our custom standards, mine is completely new, but it`s something to be discussed later.
yours looks more canon than the stock one.
the XO and guest chair are where they are supposed to be.
as I said, I would do a better movie if I had time, but for starting it's ok, I think....
EDIT: playing around with lighting. I ALWAYS wanted to make a launching sequence myself........
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quick test of FX skillz :P
surprisingly, I couldn't get the same thing in max 9. this is in max 3.
.bik format
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I ALWAYS wanted to make a launching sequence myself........
.... and I finally did it!.
once this is complete, converted and uploaded, it will go straight to BCFiles as intro mod. so stay tuned.
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wow, looks amazing :shock: well done!
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Hows the progress coming along on this?
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Nice work man, altho I do have one small suggestion. make the camera movement more hectic, expecially in the Defiant scenes. And you could also implement a la BSG battle scene typo camera movement too.
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Nice work man, altho I do have one small suggestion. make the camera movement more hectic, expecially in the Defiant scenes. And you could also implement a la BSG battle scene typo camera movement too.
tnx.
it's been a while since I made much progress in this. lately, it's on hold while I deal with work issues and school.
I never saw BSG, tho. what you mean by hectic?
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I think he means that the camera should like be moving quickly, dashing from one scene to another, zooming in and out and stuff - to give a sense of speed, and everything dashing about etc..
BTW.. cant wait to see the final thing :)
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I think he means that the camera should like be moving quickly, dashing from one scene to another, zooming in and out and stuff - to give a sense of speed, and everything dashing about etc..
well, it actually does.
in fact, that's one of the reasons for the slow-down. I can't get a nice take for having to change the angles on every preview I do. every time I get a nice framing, a better one comes to my mind.
also, once I get to render a nice take, like that on the defiant, I find a nice effect to add and I have to re-render what I did, so.. :(
I spent several nights watching DS9, TNG and TMP videos to learn how to frame takes.
BTW.. cant wait to see the final thing
so do I, LOL!!!
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*ahem*
8)
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Wow, that's excellent. :D You get a cookie sir.
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Wow, that's excellent. :D You get a cookie sir.
You can add my cookie to that.
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have a cookie for that awsome piece of work :D
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oh, cookies has a tasties lolzorz :D
had to remake the crew for the freakinthousandth time, but it's turning out fine this time.
and yes, I got rid of the annoyance. look how a nose lifting improves the looking. still not a top model, but much better than TG's, that's for sure.
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excellant work indeed,
i really appreciate a nice battle animation :D.
have another cookie!
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da shekshay ensign with a facelift, and an aproach to Miguel.
and I'm off to bed.
EDIT: Eureka. 8) :shock:
test run of both morphing and dubbing
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*ahem*
8)
Quite sweet the ships look perfect. But I think you need to work on the lens flare at the beginning, it's slightly off and these things are fairly difficult to get right, starting staring into a star like that doesn't work unless you make it look like it's really bright and whites out the camera for a bit.
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Quite sweet the ships look perfect. But I think you need to work on the lens flare at the beginning, it's slightly off and these things are fairly difficult to get right, starting staring into a star like that doesn't work unless you make it look like it's really bright and whites out the camera for a bit.
I'll be putting a fade from black in the beginning, most to cover that part with the image steady
I did what you say the first time I made this, but couldn't get it right, it looked cartoonish.
maybe I can make the fading, then make the star appear from the right and continue the scrolling as it is now, so the whiting would last one or two seconds
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oh, cookies has a tasties lolzorz :D
had to remake the crew for the freakinthousandth time, but it's turning out fine this time.
and yes, I got rid of the annoyance. look how a nose lifting improves the looking. still not a top model, but much better than TG's, that's for sure.
Saffi now looks like Dr Mossman. (Half-Life 2)
(http://www.hlfallout.net/images/content/characters/full/drmossman_full.jpg)
But very good so far.
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Saffi now looks like Dr Mossman. (Half-Life 2)
you wonder who I based her off? :P
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Saffi now looks like Dr Mossman. (Half-Life 2)
you wonder who I based her off? :P
Well, TBH i had not even played Half-Life 2 until about a month ago so I didn't know much about its characters.
:P
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Well, TBH i had not even played Half-Life 2 until about a month ago so I didn't know much about its characters.
there should be a picture around here of the original crew I had.
Saffi, Kiska and Brex are Mossmann, Alyx and Grigori, a bit reworked :P
I had to re make them from scratch because of Valve not releasing the morphing tool :(, so I couldn't make them talk.
if I can get a good Defiant bridge to film in, there will be a cameo of one modder, whom I thank a lot.
first part of part 2
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Injecting Quantum blasts to Dominion reactors is not reccomended by Starfleet 8)
Thanks to Creative for the tips on the Sovereign
(http://img168.imageshack.us/img168/4615/g3oh60dh4.jpg)
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HOLY GENESIS, BATMAN!!!
O_O;;; the stuff you're doing here is incredible, to me... *constructs a talent-absorbing apparatus*
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using the blast to BUMP this thread yet once more lol
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Awesome :D I like the way those shields work when hit by a torpedo. *Thumbs Up*
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awsome is the right expression to describe what you have done.
I think it's time for a cookie! :D
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using the thing they used in the studio. the camera around the model
and some torpedo tests. I think the audio is not with the video, but I'm fixing that
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Looking good, btw, did you work on SW:ITP, or are you just a big fan.
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:arms: It would be greatly appreciated if you could cease attempts of seduction via videos of uber awesomeness, as they provide very pleasing audio/visual stimulus to the Terran (human) sub-culture known as the "Trekkies" or, "Trekkers", as they are sometimes referred.
Lol, that's my way of saying you've made a cool vid. :)
Live long and prosper,
~Aeries.
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It would be greatly appreciated if you could cease attempts of seduction via videos of uber awesomeness, as they provide very pleasing audio/visual stimulus to the Terran (human) sub-culture known as the "Trekkies" or, "Trekkers", as they are sometimes referred.
uhhhhh,...... whaaa...? *scratches head*
:D
although, they converted it bad at youtube. that and my lighting is completely wrong, considering the flashes and the sounds.
but, well, that's a starting.
Looking good, btw, did you work on SW:ITP, or are you just a big fan.
no, I just built a brain-eater and stole some of Torsonnen's cuts lol
I wish I worked there. that was a good production, CGI-wise speaking.
more with the imperial, where they built their own fleet, with their designs.
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that was a good production, CGI-wise speaking.
Couldn't agree more. It was they who turned me on to fan-based trek.
Ontopic: Have you uploaded a fixed version of your video?
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Have you uploaded a fixed version of your video?
not yet, in none of the videos with updates pending