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Thread Statistics | Show CCP posts - 1 post(s) |

Biff Steel
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Posted - 2005.09.26 20:31:00 -
[1]
Recently we added the talents of a fantasic modeler, his name is Shade. With him as part of our team we are now able to create shots in the movie that were not previously possible.
Early on we really wanted to show off the scale difference between ship classes but to do that we needed to get real close to the battleship hulls and of course when we did the mesh detail and textures just didn't hold up. After all these are game models and weren't built for this sort of presentation. In order for frigs to fly along the hulls of these massive battleships a lot more detail was needed than what we had to work with using the game models. As a result we are creating our own high detail battleship models. Here are the first four models. We decided to show these models off without the textures to give everyone a sense of the mesh detail. Enjoy!
Apoc Apoc Detail
Tempest Tempest Detail
Scorp Scorp Detail
Mega Mega Detail
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Biff Steel
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Posted - 2005.09.26 22:04:00 -
[2]
Currently:
Apoc - ~103k Temp - ~75k Mega - ~55k Scorp - ~34k
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Biff Steel
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Posted - 2005.09.26 22:41:00 -
[3]
Originally by: Dreez Edited by: Dreez on 26/09/2005 22:23:18
. I am... impressed to say the least, and take your time doing the movie - cuz when it gets released... ohh my.
/Edit: I noticed that the gunemplacements on the Apoc aint "correct", care to explain ?. Not being a critic but...
The models are WIP. One of the last things we will do is compare these models with the game models to make sure we stay as true to the game as possible. Of course we reserve the right to use our rather large artistic license. Good catch though 
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Biff Steel
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Posted - 2005.09.27 04:50:00 -
[4]
Originally by: NoLock LetsNegociate Don't be stupid.
Several 30k to 100k polygons groups is impossible to animate in live. Unless you want somethin' like a cray calculator in your livingroom...
Been there done that. FYI it's not impossible. 
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Biff Steel
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Posted - 2005.09.28 16:17:00 -
[5]
Originally by: Lowa MY EYES! IT STINGS!  Fekkin razor sharp stuff dude! Hat's off to Shade! Now when can we see trailer #2? 
Cheers, LOWA
We'll be releasing a quick little trailer during fanfest this year. We'll then decide if we will release the trailer to the forums after fanfest.
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Biff Steel
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Posted - 2005.09.28 21:17:00 -
[6]
I'd like to make a quick little comment about all the posts in this thread that deal with CCP. First off please don't compare the work in this movie with CCP's work in a game, it's like comparing apples to oranges, and it's useless. CCP IS the reason this movie is being made. Everyone of us working on this movie are subscribers to the game and have been for a long time. This game has given us incredible inspiration and the will to try to pull off such a huge goal.
Second, reproducing model concepts is one thing, coming up with the original design concepts for these ships is much different and far more difficult. I'm not insulting Shades ability because I've seen some of his original model concepts and they are just as good if not better than anything your seeing here in this thread, but I'm sure he would say the same thing in regards to the two skills. We are making this movie because we love what CCP has given us in a game and the community that supports it. Bashing CCP to compliment us hurts and is unwanted.
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Biff Steel
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Posted - 2005.10.01 17:59:00 -
[7]
Originally by: Omithar Very impressive modelling Shade, I especially admire the features added where the game models have less definition, and the alternative designs for the command bridges. If your project needs additional help modelling/texturing/animating I may be able to assist.
Ammar Shuttle sample
Do you maintain the model pieces as sub divisional polygons or collapse them to an editable polygon to detail?
Hi Omithar, can you please send me an ingame mail with some contact info and I'll do the same. I would like to talk to you about this project please.
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Biff Steel
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Posted - 2005.10.02 19:03:00 -
[8]
Originally by: SpaceCleaver
Wonderful. just wonderful.
Don't wanna think about the render time of the movie thou 
Haha, me too, that's why were using NASA to render 
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Biff Steel
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Posted - 2005.10.03 18:48:00 -
[9]
Originally by: SpaceCleaver Oh btw... what do you use to make this?
The models are being made in Studio Max and later converted over to Maya for finishing.
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Biff Steel
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Posted - 2005.10.07 19:36:00 -
[10]
Edited by: Biff Steel on 07/10/2005 19:37:47
Originally by: Lord Takani As a 3d Artist i have to give you credit shade. Those are some nice meshes. :) But why move it over to maya for further detailing? What are you guys gonna render the final with, menthal ray?
For the most part we are creating the models and UV sets in Max and then porting them over to Maya. The reason for this is Shade uses Max for modeling and I use Maya to animate and create all the effects. It's simply a matter of two people knowing two different applications.
There are 8 people at the core of this project. I've done my best to try and create a seamless pipeline for a number of applications and even operating systems (yes we are even using a Mac). We have had a few bumps in the road but overall things are working fine and using multiple applications to suit everyone's skill set has not been a problem. It's also been a great learning experience!
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Biff Steel
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Posted - 2006.04.21 16:05:00 -
[11]
Originally by: K1K1R1K1 If any topic, this topic deserves a bump...
Great job Shadowlands team. The meshes are excelent, but how's the texturing going? UV mapping is a bit*h and far too often do I see projects stop dead when it comes to this step. I'm happy to see some of the ships have textures on your site though so hope is well and alive from my perspective :)
If you would like to see all the battleships fully textured they can be seen in issue #2 of E-ON magazine.
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