In my canyon animation I found something I didn't like after 500 frames, and now I restarted the renderjob after the correction.
But meanwhile I had a little study, what is possible with objects, how to convert from several formats to OBJ, where to get nice objects, and.. and.. and...
I hope you enjoy my playfulness ;)
Part one is a study with death star behind clouds (real object! No postprocessing with photoshop!):
[attach=1]
And this one is a test with the two suns of Tatooine:
[attach=2]
The terrain is just the default terrain after starting TG3 + many fakestones ... the stones in the right under the platform is a rock population.
And to not to forget -- the objects ( all for non commercial use only):
scifi3d.com:
Speederbikes
by Karl Stocker (Pixeltek) (Original Model)
converted from LW 8.x to OBJ
Imperial Lambda Class Shuttle (Tydirium)
by Troy L Edelmayer (Kyprus) (Strata conversion)
Olivier Couston (Dr.Jones) (Mesh)
Jose Gonzalez Pareja (Maps)
George Mezori (ZOO) (Conversion)
Bradley Bristow-Stagg (shaderWolf) (LW conversion)
Converted from 3DS to OBJ
AT-ST
by A Wiro (Original Model)
Tobias Schmidt (Zorbi) (Max Conversion & Texturing)
Bradley Bristow-Stagg (shaderWolf) (LW conversion)
Converted from 3DS to OBJ
Both types of Moisture Vaporator and Mos Eisley Building
By Willi Hames (Willi) (Original Model)
Converted from 3DS to OBJ
Platform (from ROTJ)
by Willi Hames (Willi) (Original Model)
Bradley Bristow-Stagg (shaderWolf) (LW conversion)
Converted from 3DS to OBJ
Shield Generators
by Tobias Schmidt (Zorbi) (Original Model)
Bradley Bristow-Stagg (shaderWolf) (LW conversion)
Converted from 3DS to OBJ
Plants by XFrog
I certainly enjoy this. Terrific job, looking very real. I was just complaining about how few pro's post their work, and here you are. Thanks!
Oh thank you so much. But I am far away to be one of the pro's :)
I have just stayed playful (despite my almost 50 years ;) )
I always dreamed to create things
I like to create great things with small means
...and usually I prefere watching the making of's than the movies themselves ;D
The Search for Ewok - pic series is already in mind to be animated...
As I read in some wikis, unfortunately OBJ-files can only be moved but not really be animated in their parts...
Much to learn..
Looks sweet.
I like them.The textures could use a little more work.
The second one hides them more but i still like the first image more :)
Any chance for an animation with this images ? Would be nice.
Thanks Kadri, in fact, the animation is planned...
When the vehicles move around the pic will not look so overcrowded.
The textures will be different. These pics were only the result of my first studies this sunday. At the moment I first want to finish my interrupted last render job... you know which I mean... :)
:)
Very nice stuff. :)
May I introduce? My first little road...
.. because our new guest on the search for the Ewoks cannot fly 8) ;)
[attach=1]
The robot was a R4-D2 by Karl Stocker (Pixeltek) (Author) Format: LW 7.x (0.47Mb) found on scifi3d.com
I recolored the red shaders to blue and added some reflective shaders.
Plants are all from the xfrog south western USA-set
Rendered slightly overexposed and used the automatic photoadjustment of my corel photo paint.
Pretty cool render! Like it.
That looks excellent! Rocks are maybe a little too sharp/angular, but otherwise it's great.
- Oshyan
I have followed your advice Oshyan and spent 30 instead of the preselected 20 surfaces for the rocks. I don't want set the amount too hight because I want the rocks look a little like manually broken:
[attach=1]
As you can see in the file name, there's a 3D version too. If someone wishes, I can upload the jps or mpo later (too big file for now)
here is just the red cyan halftone version:
[attach=4]
...and the robot is soooo slow... the sun goes down while he stumbles along the gravel path:
[attach=2]
..and it gets later and later...
[attach=3]
Yes, I think that's improved. A better light/shadow balance too. I like the last image at sunset with the light from the right!
- Oshyan
Very nice. Some wear on the path stones would be nice, like the robots, or whatever has passed before them, have worn the path into tracks. They're very evenly distributed, and usually the larger stones get shoved to the side more. Just an idea.
Looks good.
Thanks :)
@Dune: I exactly understand, what you mean. Until last night I had priority to my boat in the lake animation. But now I will care about the r2d2 again...
I always had he feeling like something disturbs me and its the look of the path: somehow like a french castle garden :)
I already checked out some photos of gravel paths.
I hope the links work - because of copyright I don't want to copy the pics and upload)
One step will be to have a mixed colored / mixed sized and somehow fractal broken up stone-population.
I special like this pic as a template for my plan:
http://www.derkleinegarten.de/images/phocagallery/Haus-Garten-Wohnen/Wegebau/19-wassergebundene-wegedecke-tragschicht.jpg (http://www.derkleinegarten.de/images/phocagallery/Haus-Garten-Wohnen/Wegebau/19-wassergebundene-wegedecke-tragschicht.jpg)
Here I think you can see the effect, you're describing. Stones crushed and displaced by wheels...
http://laufblog.files.wordpress.com/2008/10/img_0039.jpg (http://laufblog.files.wordpress.com/2008/10/img_0039.jpg)
Think I understood right?
OK... let's start the work... ::) :)
Right, that's the idea! Curious to see whether and how you get this done. If you need any help, shoot.
1500 Roadside posts later...
I hope I can meet your expectations a little :)
I needed some trials, because after first success, I found more details I wanted to improve... ::) ... 5 hours rendertime later I call this part of the project "R2D2 on the desert slope"
[attach=1]
I have some more Ideas but for today my creative power is exhausted ;)
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.
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[attach=2]
a small low resolution and low detail/AA render just to not lose overview ... and to check, whether it is worth an animation one day ;)
Merry Christmas everybody
Update 09:36 am
... sorry
I have already changed my opinion... more Ideas... work goes on...
That is a great improvement, Nils. If you need the lines to be more irregular, you can add a little warp to them. And for the sidestones; a little extra subdivision and displacement would do them good as well. And don't meet my expectations, but your own ;) And maybe a little more patchiness in the larger off road stones. I like the skeleton, by the way. Very subtle.
Thanks, Ulco :)
in fact, two of your suggestions were in my mind in my "update" from 9:36.
I didn't like the sidestones and the large blocks in the far any more. That is already the next plan. The sidestones will need some more experiments - perhaps you can see, that I already experimented with changes via mesh displacement... I'll go on...
And something disturbed me, what I could not identify first - you have brought it to the point: I need the lines to be more irregular. In my experiments I did not find a way to warp a painted shader - a second ago I had a idea: I put a warp shader to the OUTPUT of my painted shader and then I connect the integrated warpshader to the mask shader-"input" of my layer (fakestones / surface or whatever)?
I'm about right so? - I just try to think in the layer-logic as I know it: top down every new shader has influence to the previous.
Be sure to set the painted shader to position in terrain.
I think for today I am satisfied :)
[attach=1]
and the red cyan anaglyph version:
[attach=2]
Good night for today, everybody - now I need a little sleep :)
So you should be!
:) Äääh ... should be tired or satisfied .. or both? :)
It was a quite difficult way to come to this result.
My experiments with warping or breaking up the sharp edges of my painted shaders were catastrophic...
Fortunately one of my painted shaders (the one for the random grass-objects) had a good falloff and irregular edges, as I wanted. I changed the order of some of my surfaces and fake-stones layers, connected their nodes to this "good" painted shader and there it was! I like it now.
The road is a combination of 3 layers of surfaces and 7 layers of fakestones: I kept them separated to have influence onto each of them. So e.g. one of the latest layers is the small black stones. Additionally there is a new layer of small - mhh - something like fragments of pottery. You cannot see it consciously but it adds a little more realism. With the surface shaders I just defined the area of the road and smoothed the terrain.
Perhaps there are better ways to create a desert slope, but for me it worked. :)
For a new animation-idea I will have to check up the whole 1.6 km of slope to add some random plants (cactus or Agave). I also must be careful not to do too much... it's a desert 8)
I curious how I can simulate a camera path with the feeling of a jeep.
Besides the next rendertest is running... "later" and "much later" to check different light conditions.
PS: So, now I must have a look at your Iron Age -- I have the big need to a little bit civilization after so much desert now ;)
Well, civilization and Iron Age... it was pretty rough back then I suppose.
You can also break up edges (greys) more in a surface shader if you work with the fractal breakup (amount and pf itself).
Star Wars! This is amazing. Love it. I have some ship models I was going to have, this gave me new inspiration. If only my computers PSU didn't die last night x.x
This has come a long way. It looks much more natural now (though I liked it from the first image post too). Well done!
- Oshyan
Thanks, Oshyan :)
I think, all creative members here have long ways to their final pics -- I must admit that I perhaps talk too much about every step ;) But that's me...
There is something in the bottom-left corner. Is that a skeleton?
Jepp - free TRex by Turbosquid... Sorry, I forgot to mention the Author.
I couldn't go closer, because it's low-poly and very simle, but I used a little displacement and a kind of stone-texture, so it doesn't look too bad.
This is outstanding. Can't believe so many years have gone by since the introduction of Star Wars when I took my kids to see the first movie.
Your work is superb and we can see that you keep on keeping on with your project until you get it right ...that's the way to go!
Thanks choronr :), keep your fingers crossed, that I keep my patience to try and error and try and try again...
Yes - The Star Wars movies are perhaps not what a film critic would call perfect movies, but they will always have a special sentimental value. These days I'm obviously intersted in the making of's --- and then see the movies again from a different view :)
All these images are excellent...great work !
Your models are very nice indeed !
The work on the grounds is awesome !
Paul