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Saucer, untextured

Imagine 3D (none) posted on Oct 27, 2002
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Description


Quite a simple flying saucer modeled in two evenings. Lighting done with a square-shaped light-array. Rendering takes only some minutes with an old Celeron running at 450 mHz. Hope to get it textured soon. Hannu Parviainen www.saunalahti.fi/~hpparvi hannu@astro.helsinki.fi

Comments (8)


dickbill

11:54AM | Sun, 27 October 2002

Compare with what we have it's an old model but I like to see antiks, it reminds me of the good ol' time. (great model BTW).

)

M3G

3:01PM | Sun, 27 October 2002

Good work! Should look really great when textured. I think it would look better estheticaly if it were squished down a bit - i.e. not so thick.

HP

3:59PM | Sun, 27 October 2002

Maybe, but I specially wanted to go for the retro-style. This isn't meant to be a big ship like most of the others.

)

bobbystahr

7:39PM | Sun, 27 October 2002

wow...this is cartoon meets high tech,fantastic modelling man,are those stepped areas booleaned in,amazing stuff,you could do a tutorial on the building of this model and i'd bet a lot of folks would try it,....me for sure....

)

stealthman

10:01PM | Sun, 27 October 2002

Really great modeling. Nice detail.

)

Burnart

1:52AM | Tue, 29 October 2002

Lots of nice little details - well done. What does the underneath look like?

BlackGas

1:59PM | Tue, 29 October 2002

Class model HP. I don't suppose you could post a small tut on how to get the lighting the way you have. I am terrible at setting up lighting for my models and this is exactly the look I am going for. :)

HP

5:19PM | Tue, 29 October 2002

Thanks :) The lighting is done with shadowcasting lights arranged into a 6x6x2 square-shaped matrix. Each having intensity around 7. It renders rather fast, it's easy to set up (you can reuse the old grouped setup over and over again with only minor adjustments), and looks quite nice :) One thing is, that objects need to have zero specularity, specular highlights look really bad with this... anyway, you can do specular-pass with a better light-setup and compose it afterwards... Or you can use HDR-hack, which gives very, very good looking specular reflections, but takes longer to render. It's also harder to control (you'll have to render with very high antialiasing to get a bit softer specular highlights) and may need a bit more of extra setup (eg. model the lightsource). You might get the idea from some tests I've done http://www.saunalahti.fi/~hpparvi/testaa/tests.html , you can see it best in the yellow sphere.


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