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May 18, 2011
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Hyper Gate Satellite by SHaDoW-WHiSPERER Hyper Gate Satellite by SHaDoW-WHiSPERER
My first 3D model in 3DS Max 2012, I really like how it came out. A nice and shinny, brand spanking new Satellite right off of the assembly line ready to drill holes through space and time.

3D model To Gage Bush
Satellite To Bioware
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:iconsgthk:
You've been improving. The attention to detail here is excellent and the rendering quality looks pretty good as well.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Jun 3, 2011  Student Digital Artist
Thankyou very much for that comment!:) One thing I took into account was how you mentioned to someone that an HDR map is not a good idea for a space scene. I think I found the perfect image that can be converted into an HDR map. [link]
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:iconsgthk:
Lol. You don't seem to understand what "HDRI" means. I suggest you do some more research on that. On the other hand, the image you linked is perfect for a panoramic background. But it's in JPG format, entirely unsuitable for use as reflection or lighting data.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Jun 4, 2011  Student Digital Artist
High dynamic range is essentially the extreme contrasts between light and dark. :( What do I not understand? Nvidia once summed it up as 1. bright things can be really bright. 2. dark things can be really dark. 3, details can be seen in both.

In a space scene when close to the sun I would think that this would be very apparent. Another example that would be used much less in a space scene is where the contrasting light in an enviroment results in areas being occluded (like a dark window in a desert being completely dark but the enviroment outside being one complete glare from inside the house. The one thing I do not understand is what makes a good HDR map. I could read all about it and never get it, I am a visual. :P
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:iconsgthk:
You're missing the important point where the JPG image only records dark/light values from 0-255, while an HDRI image can be anywhere from 0-infinity.

Since you also mentioned you'd just "convert" that JPG into HDRI, I reckon that you also don't know how an HDRI image is taken, especially lightprobe images for use as reflection/lighting data.

(But hey, if you could actually "convert" a low dynamic range JPG image into HDRI (high dynamic range image), then that would be fantastic!)

I strongly recommend that you do more research and understanding of this subject if you want to make full use of HDRI in your renders. Not all things in 3d graphics are visual :PYou're missing the important point where the JPG image only records dark/light values from 0-255, while an HDRI image can be anywhere from 0-infinity.

Since you also mentioned you'd just "convert" that JPG into HDRI, I reckon that you also don't know how an HDRI image is taken, especially lightprobe images for use as reflection/lighting data.

(But hey, if you could actually "convert" a low dynamic range JPG image into HDRI (high dynamic range image), then that would be fantastic!)

I really recommend that you more research and understanding of this subject if you want to make full use of HDRI in your 3d renders.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Jun 5, 2011  Student Digital Artist
I did not say that, I asked if it could be used since I actually cannot find a decent tutorial about creating HDR images that assumes I know nothing about the process. I have never created my own HDR bitmaps, I read it can be done easily with photoshop but I have never found out how to. Do you know of any such tutorial, and by doing so possibly inform me more about the finer dynamics of high dynamic range images?


P.S. I got bronze at Skills Canada National Level in 3D animation. :) While from a technical standpoint my theme, animation, and story telling where superior to all but one who more or less tied me but my environments were relatively sparse with simple but articulate characters. That cost me gold. Another thing was my story boards and character sketches were veritably weak thus for that reason alone I lost silver to an inferior animation. I have uploaded it to deviant art but it has been processing for quite some time, I will upload it to youtube if you want to check it out. Mind that I had only an hour for story boarding/character sketches and another 13.5 hours for the total modeling, animation, renderering, and compositing over a period of two days. ^^;
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:iconsgthk:
"" I think I found the perfect image that can be converted into an HDR map.""
Yes you did say that. LoL.

[link]
There. I'm spoonfeeding stuff to you again. I don't require gratitude for this so don't bother thanking me, seriously.

And congrats on the animation. I'd be delighted to check it out to see how you've improved.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Jun 5, 2011  Student Digital Artist
:? Oops, what I meant to say way "Hey could this be converted into an HDR map to be used in space?" Sorry, did not realize that, that was how it was being interpreted. :shrug:

Now with the animation I first need to upload it but please go in expecting to see something shitty. I will quickly list off the main problems with it. (I guess you would not want to read them first as to see if they are really as visible as I say they are thus you might have missed them had I not told you them.)






The first is that the final render and test renders were inconsistent. The first scene has spotlights panning around the circus arena and when doing test renders I could not see the characters at all but after the final render they were plainly visible and static before the main scene light turns on and they all start moving.

Next keyframes were also inconsistent, they would jump around the timeline slider after doing a test frame render thus a character would move too fast or too slow every other render thus due to the time limit I could not fix them, this appears much less after the second scene. The most noticeable was when the clown slams his face into a bowl of makeup and the emitter starts a second afterwards sending makeup all over the place, the clown simply was moving faster in the final render than the test render.

Additionally pivot points would often be warped when merging scenes thus I would often have to reset their Xform and experience taught me that the xform modifier when left during the render period would often create bizarre and unpredictable results so I converted circles which I use as grapple points for bones to editable polies as collapse to did not work properly. In the end I once forgot to turn off their renderability thus they appeared in one scene. I tried converting them back into editable splines first but then the Xform reset would be deactivated at the same time, buggy asshat.

Just do not ask about the trampoline, never animated anything like it before and I now know why, painfully shitty.

Finally my unfamiliarity with aftereffects caused me to accidentally crop the image down from 800x600 to 748x460 or something like that anyway.

Trust me despite only having 13.5 hours to make it I still feel that if there were not so many more minor bugs to work out that it could have looked a lot better.

In fact there is an animation I have been working on for a couple days as practice for Skills. It is far superior, the last thing I need to do is to have the box the character pick up explode using FUMEFX. So far my results have been pretty poor but a recent tutorial I found before going to bed will make all the difference. :D




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(2 Replies)
:iconlyonchello:
Lyonchello May 31, 2011  Hobbyist Digital Artist
Damn, for your first model this is really good! :o I could not achieve something like that even if it was my 20th model. ^_^;
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:icon100seedlesspenguins:
Excellent! Did you follow the design of a specific satellite, or is this total imagination?
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