This Ain't No LTFC
Posted: Tue Jan 03, 2017 4:05 am
...but it would be a shame not to share the asset prepared for the contest, wouldn't it?
(indeed this was my strategy: I continuously created assets without particular plan, as the mood and fun pushed me; then when a new contest was announced, I scripted a scenario and realised it mostly re-using those assets; this explains why my entries where usually quite early in the month, as the heavy workload was made in advance).
So here are some elements that I prepared to be used in a future competition:
Friendly visit Link to higher definition.
This older image has not the quality of future work (mostly the "spaceship" are ridiculous), but is interesting because of the use of two custom "landscape" functions to create the city and the "alien" vegetation (using a texture with transparency - no I did not have any "ecosystem" at that time ). This is a basis work that led to the cloud city below.
Cloud City Link to high definition.
The city is made using a fractal landscape with a custom function, and there is an interesting material with many layers for the texturing. This is "procedural" in the sense that the only "models" are the spaceships.
Structural Space Station (under attack) Link to very high definition.
This is by far the most complex model realised completely within vue. It contains meta-blobs, lot's of boolean primitives and even some "landscapes" with custom function for the "greebles". The laser beams are volumetric lightings and the explosions are billboards. The green planets is stolen somewhere on the web...
Carrier Link to high definition.
I was trying to start developing different "families" of spaceship for different species. This ship is a carrier for a race where all kids are twins telepathically linked and therefore all structures come in pairs. The carrier can split into two identical halves. The "white" destroyers can leave the structure and the 2x2x2 reddish fighters join the fray.
This ship has been used in the last LTFC as "pirate" hidden in the asteroids.
The other species under development were a "technical" (angular, metallic, see the white fighters/escort in the last LTFC) and a rounded mirror one, that can be glimpsed in the next picture.
Massive Attack Link to very high definition.
This is the latest creation, using vue 2016 and ecosystems for the forrest. The ships are now designed in Wings3D (why did I ever spend so much time modelling with primitive directly in vue?). The city is as usual a custom function and the fires are billboards. The laser beams are glowing material (as opposed to the previously used volumetric lighting). The colours are on purpose washed out. This is an end-of-world ambiance. See the two spectators?
You are welcome to comment but even more to post your own rendering/images/songs/stories here.
This ain't no contest, but who did it for the prize money, anyway .
(indeed this was my strategy: I continuously created assets without particular plan, as the mood and fun pushed me; then when a new contest was announced, I scripted a scenario and realised it mostly re-using those assets; this explains why my entries where usually quite early in the month, as the heavy workload was made in advance).
So here are some elements that I prepared to be used in a future competition:
Friendly visit Link to higher definition.
This older image has not the quality of future work (mostly the "spaceship" are ridiculous), but is interesting because of the use of two custom "landscape" functions to create the city and the "alien" vegetation (using a texture with transparency - no I did not have any "ecosystem" at that time ). This is a basis work that led to the cloud city below.
Cloud City Link to high definition.
The city is made using a fractal landscape with a custom function, and there is an interesting material with many layers for the texturing. This is "procedural" in the sense that the only "models" are the spaceships.
Structural Space Station (under attack) Link to very high definition.
This is by far the most complex model realised completely within vue. It contains meta-blobs, lot's of boolean primitives and even some "landscapes" with custom function for the "greebles". The laser beams are volumetric lightings and the explosions are billboards. The green planets is stolen somewhere on the web...
Carrier Link to high definition.
I was trying to start developing different "families" of spaceship for different species. This ship is a carrier for a race where all kids are twins telepathically linked and therefore all structures come in pairs. The carrier can split into two identical halves. The "white" destroyers can leave the structure and the 2x2x2 reddish fighters join the fray.
This ship has been used in the last LTFC as "pirate" hidden in the asteroids.
The other species under development were a "technical" (angular, metallic, see the white fighters/escort in the last LTFC) and a rounded mirror one, that can be glimpsed in the next picture.
Massive Attack Link to very high definition.
This is the latest creation, using vue 2016 and ecosystems for the forrest. The ships are now designed in Wings3D (why did I ever spend so much time modelling with primitive directly in vue?). The city is as usual a custom function and the fires are billboards. The laser beams are glowing material (as opposed to the previously used volumetric lighting). The colours are on purpose washed out. This is an end-of-world ambiance. See the two spectators?
You are welcome to comment but even more to post your own rendering/images/songs/stories here.
This ain't no contest, but who did it for the prize money, anyway .