STUDIO 1 Process Page
|
BACK
|
For this project, I am planning to build a Huge mother Ship.It has always been my dream to create a photorealistic shot of a huge spaceship. My aim is to challenge myself to be detail. Its always a struggle to be detail in my works. Besides being detail I would also like to use some tools to create the spaceship espacially the minute details of the ship.
|

|
Here is the Latest Render for this project. Just to give you a head start on what I am trying to achieve.
Have an enjoyable time browsing through :)
Click here to see Movie.
|
Reference Images
|
 
 
|
CLICK here for more reference images
|
Concept Drawing
|

|
After seeing many concepts and drawings of huge spaceships. I sketched out one that suits my taste and also one that is achievable.
Well I kind of mix the shell and wings of beattles with the spaceship. Its gives an organic as well as hard surface look to the design.
|
3D Modelling of SpaceShip
|

|
Well here is a base model of the ship. I will upload the higer resolution later. The front portion consists of the engine turbine which is connected to 5 boosters. "Pretty powerful engine", It has top and bottom shields and the front portion is made of some special glass that withstands a vaccum envirionment. The Ships has 6 hind fenders, 3 on each side and rotatable to a certain degree.
|

|
The Details on the ships are created by tools that I have wriiten. One of them is a pyramid generation tool which creates a modern looking pyramid like form. I can define the length, withe and height.
The other tool is a wire generation tool which allows me to generate wires .
This 2 tools have help in speeding up the modelling time.
|

|
So here is the final model of the ship. Looking pretty simple and basic. Due to time constraints thats the best I can do for now.
|
Setting up Textures & Shaders for Multirender Passes
|
|

|
Now we are onto texturing. There were a few things which I learnt in the process. UVs are a pain in the butt. However I manage to get the main portions of the ship unwrapped which are the shields, the boosters and the huge glass screen.
|

|
There was one neat trick which help me alot with the UVs was an Unflod UV button (squared out in Red).

This button helped me solved most of the stretching problems in my UVs.
Also I learnt alittle about UVset which messed up my UVs for a while.
UVsets stored UV layouts within a mesh. So you can have mutiple UVs within a set and able to chose which one you want to use.
|

|
Here are the Shaders that I have set up. I have a master shader which is the original shader network that contains the sourceimages and nodes that I wish to use.
Since I am going to render my ship with the technique called RGB multipass rendering. I would be seperating the renders into Diffuse Pass, Spec Pass, Ambient Pass, Occlusion Pass and etc...
On the Left you can see the various layers.
Below, by clicking the shaders you will see the different shader setup for the different layers.
RgbDiff . . RgbSpec. . SelfReflec
  
RgbShad. . Ambient. . Reflection
  
|

|
Heres the list of master shader that I have created. Click on image or the link below to see what this shaders are.
click image.

Here is a link to a more detail explanation on Multipass Rendering.
"my minispaceship"
|
Lighting the Ship
|
|
|
|

|
Test Render of Ship with Footage in Maya using the track data from boujou.
Here I am trying to establish the placement for the ship and also allow me to have a rough idea how the ship will be coming into shot and how much space it needs within the shot. Also where I will be placing my lights.
|

|
Test Ship with Lighitng purely in Maya. Its making the whole shot so dark because I did a multiply of the Occlusion map.
|
Compositing
|
|

|
First DRAFT compositon of all the 12 or more layers I have rendered.
The glass looks better this time round however the lights on the ships body looks off. I will have to go back and check the lights out.
Click to see
Shake Compositing Network
|

Click here to Play MOVIE!
|
First Draft Version 2
In the previous version there were some problems with the ship's light layer.
I realized that it was blown out when I went back troubleshooting it.
Now those problems are solved, its time to focus on 2 to 3 more ships in the background.
Click here to play MOVIE
Problem: The renderfarm has been giving me alot go drop frames even though I have solved and removed all errors from the file. Will be solved the in the next version . :)
|
Adding Water Effects
|
|
The Splash

The Bubbles

The Mist

|
The water effect are split into 3 different layers. All generated from Maya Particles. I depended mostly on the VolumeAxis field which gave me great amount of control over the particles.All the three are later screened over each other in the final composition.
|
The Final Render
|
|

|
Ok here is the Final Shot!
There is still antialiasing problems, I am still working on that problem. However, I cant control myself in hitting that final render button. JUST want to see how it looks like with 2 ships!!
Click to see Movie.
|
| |
|