Scarab Final

Peter
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Scarab Final

Post by Peter »

Hi,
Been a while but I finally finished it. Hope you enjoy.
http://vimeo.com/24423981
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frame_00224.jpg
a day without orange juice is like... a day without orange juice
v3rd3
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Re: Scarab Final

Post by v3rd3 »

Nicely done
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Dragneye
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Re: Scarab Final

Post by Dragneye »

Very nice work using TS Peter!
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Steinie
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Re: Scarab Final

Post by Steinie »

Nice work Peter. I like the color scheme.
Thanks for sharing with us.
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Finis
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Re: Scarab Final

Post by Finis »

I like that animation. It looks good and it has many features or techniques. Particles, fire, land (Vue? Terragen?), etc.
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bitkar
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Re: Scarab Final

Post by bitkar »

you played alot with that fire/flame effects... very good looking indeed! gratz for job well done :) I definatly like it.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
Peter
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Re: Scarab Final

Post by Peter »

Thanks folks.
Steinie: I really tried to follow a color scheme on this, thanks for noticing.
Finis: Actually, no particles in Truespace, I composited many particle effects in Particle Illusion.
For terrain I used MojoWorld - a very sci-fi look to it's renderings (also it generates one huge world terrain - super convenient). Thanks to all the contributors of plugins to this site - vital to this project.
a day without orange juice is like... a day without orange juice
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trueBlue
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Re: Scarab Final

Post by trueBlue »

Very awesome Peter!
Is this still a realtime Workspace rendering?
Please explain or list the tS7(version?) tools used.
Peter
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Re: Scarab Final

Post by Peter »

trueBlue:
trueSpace7.61 Beta 8 Standalone was used.
All the 3d elements, except terrains were rendered in the workspace "realtime" (actually on average 1 frame/sec).
The final scene had the terrain generated/rendered in MojoWorld. I created billboards in TS that had parts of the Mojo render mapped on them.
sc8.jpg
Terrain flyover used frames from a camera animation in Mojo (took 3 days continuous render time). These were placed on a "D3D Sequence Material" plane filling the TS camera view. I animated the ship motion in front of it.
Parva's shaders were used a lot. "SpecMappedBlinn" was used the most for convenient access to alpha channel. Parva's "Custom" added really nice hints of color to the ship. The "Explosions" animated shader was used for ship exhaust flames. This one uses one bitmap with multiple animation frames side-by-side on it. The bitmap is shifted so each little frame is visible one at a time. This one uses low cpu. The bitmap was made with output from ParticleIllusion.
This shader was also used for the blue landing jets and the fiery reentry scene. 3d Modeling, UV mapping was done in Wings3D.

Other plugins I used (thank you developers!):
spotlight transform widget (great)
parenting tool (a necessity)
visibility toggle button
camera viewer toolbar (super useful)

I used Blender's video editor to do the assembly of all the rendered frames and the transitions.
I used VST synthesizers and a sequencer to do the sound effects and music.
One cool VST plugin plays a thumbnail animation of the whole video in sync with my sequencer. Timing and duration of the sounds was accomplished this little gem.

This whole project was done with free software or magazine-ware, except for the music sequencer which I bought. All the VSTs were free too.
a day without orange juice is like... a day without orange juice
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trueBlue
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Re: Scarab Final

Post by trueBlue »

Thank you very much for explaining your process.
Did you use the Atmosphere shader on the planet?
Peter
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Re: Scarab Final

Post by Peter »

No atmosphere shader, just camera angle tricks and a flared hemisphere shell with a gradient alpha map - this shell surrounds the planet sphere. Low tech 8-)
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sc3.jpg
a day without orange juice is like... a day without orange juice

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