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Topic: [[CGI for UQM]] - Please send model files. // Submit your animation idea. (Read 50343 times)
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Amiga_Nut
*Many bubbles*
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Posts: 208
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Thanks for the concern Koowluh.
Modeling is tough work IMHO. I spend most of my time working on architectural and landscaping CGI. It's slow going building the ships. Holding to the original look of SC has been daunting as well as educational. I still haven't received any usable model files from anyone. I may be doomed to create all this myself. Anyways…. Here’s the first WIP pic of the Illwrath.
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Valaggar
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Hey Amiga! A recent post made on the SCDB gives us someone who has some models of Star Control ships. I also think it would be worth contacting Slylendro and Tsing for their models (why haven't they sent any?).
EDIT: Model creator just posted!
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guesst
Enlightened
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Ancient Shofixti Warrior
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Your Chmmr is the most true to the game graphic version of the Chmmr that i've seen, although I always thought the blue in middle was one crystal with a bridge over the middle. But in truth I kinda like the smooth ivory whiteness to it. When you get to a final animation for it, tho, you don't need to have all it's zap sats fire at once. Stager them a bit.
Your samatra is... interesting. I like it when it's glowing, but in the light is just seems too... plastic. Not sure what I was expecting, but that wasn't it.
Your Ur-Quan, however, was dead on. I don't think I would have put that much bumpyness to the ship if I had done it, but looking at it I really like it. The only thing I'd say is film it so that you get some sense of the shere size and ominous presence that the Ur-Quan would like you to feel. I'm thinking something like Galvatron in the Transformers movie from 1987.
I'm going to ignore that spathi.
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zenzmurfy
Zebranky food
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Posts: 20
WIP forever...
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Your Chmmr is the most true to the game graphic version of the Chmmr that i've seen, although I always thought the blue in middle was one crystal with a bridge over the middle. But in truth I kinda like the smooth ivory whiteness to it. When you get to a final animation for it, tho, you don't need to have all it's zap sats fire at once. Stager them a bit.
Your samatra is... interesting. I like it when it's glowing, but in the light is just seems too... plastic. Not sure what I was expecting, but that wasn't it.
Your Ur-Quan, however, was dead on. I don't think I would have put that much bumpyness to the ship if I had done it, but looking at it I really like it. The only thing I'd say is film it so that you get some sense of the shere size and ominous presence that the Ur-Quan would like you to feel. I'm thinking something like Galvatron in the Transformers movie from 1987.
I'm going to ignore that spathi.
Thanks! and thanks for the feedback!
chmmr: Good point about the simultaneous firing of the sats; i'll have to try out the various combos to see what i like. And best of all we got youtube now... no more bandwith concerns as far as these short test animations are concerned. Now I wont restrict myself to stuff under 10 seconds long, but then again tests tend to be short regardless.
Sa-matra: Yup! plasticy... Going to change that very likely. I am aiming to make the ship look bigger than I had previously planned and that requires working on the visual cues for scale and shiney plastic is probably not in the mix.
Urquan: I thought the dreadnaught was analogous to the battlestar galactica(original one) with some trek thrown in, it had to be bumpy. So I made the runes be the bumpy parts. But the version you see in the video is the older one. The newer is REALLY covered in "stuff". I still haven't determined if it's going to work out better that way.
Spathi: I based mine to look kinda like a jumping jack, which i assumed the design is based on originally. Some of ships i build are based on what I interpret from how they look from the sprites themselves. The Urquan Dreadnaught is an amalgam of all the urquan sprites; thats why it looks like all 2or3 versions. The Kohr-Ah I will be building will be based on the drawing i made based on what the sprite looked like to me and not the one in the manual.
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Valaggar
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I'm not sure if this was ever addressed or not, but were PRR3 or FF consulted on the ship designs for SC3? I'm 100% certain that they were not, as even in top-down view, those ships barely resembled SC2 ships (especially the Dreadnought, the Eluder and the Jugger).
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zenzmurfy
Zebranky food
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WIP forever...
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Thanks! Glad you enjoyed them! As for the difficulty of making them, I intend to someday eventually make a cartoon with own story/characters and making fan art is a good way to practice and learn 3D animation to gain more experience without working in a shop. It also has the advantage of being stuff I can show others while I continue development of personal projects or working under secrecy on other peoples projects.
As for game play, I think it should be 3D EVEN if it's strictly top down view. There are a lot cool effects possible with 3d games. Also, the ships can do all kinds of cool stuff that is harder to do in 2D than 3D, like eject 3d debris, billowing smoke trails, engine thrusters, manuvuering jets etc.
As for what else I am doing with Star Control related stuff, here are some more old animations( Sorry... been idle for last few years): http://www.youtube.com/watch?v=wecC2GWkulo http://www.youtube.com/watch?v=cEvxl8lJRD4
I don't know what Guesst's issue was with the Spathi (the spinchter releasing the missles?), but I thought all those videos rocked. Maybe I'm just not "in the know" as far as how easy it is to produce renderings like these, but it's pretty awesome to see the ships in 3D like this.
I'm not sure if this was ever addressed or not, but were PRR3 or FF consulted on the ship designs for SC3? With the '3/4' view it may be possible to discern the shape of ships better than the media from SC2 alone, if they were accurate converted within the artists original intention.
Can't wait to see what else you guys come up with!
-Kwamp
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