| Created at | August 16, 2009 |
| Created by | Thierry Gschwind |
| Deadline | Not set |
| Shots given | 13 |
| Wreckupations | 3D Artist, Composer, Graphic Designer, Cinemato- and photographer, VFX / SFX Artist |
| Reference media |
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The Star Wreck 2pi: Full Twist, now! -team is looking for your ideas and comments. Join and show your support for Star Wreck 2pi: Full Twist, now!. Effect feedback
DescriptionIn this task I will add shots of new effects, which can you can comment and give some feedback. Software used:
ShotsStation Ops 2.0Since we will see the station ops from all side, I had to model the other side with the entry elevator, the big screen and obligatory toilets. There is also a coffe-o.matic and little elevator to access the gallery. This the home of Admiral Nuganen (Antti Hukkanen), Commander Stracciatella (Angela Ruggero), Lt. Häkkinen (Mikko Lintula) and Ensign Räikkönen (Väinö Kurki ). Landing GearHere is a first preview on Landinggear for the Twister-1 which land on the Dramakulian planet. Also they might be used on the crash scene. Should I add some ultra long extending legs, which expand from the saucer section ? It would look at least, not like the ship would tip over. Added: Animation of the Lnading sequence. CommentsOk. But I think it would be a really funny scene. :) Imagine having it land just as in your animation, then, a few seconds, or minutes, or an hour, later, it just tips over. :) Actually it also seems that Voyager would tip over when landed. But the eniggering section could be much more heavier, so that it would still beeing able to stand. Also the landing gear will only see shortly in the movie. When the ship leaves the Dramakulian planet and when it crashes in Pirk's planet, will be ripped of so that ships tipps over. I can't shake the feeling that the ship will tip forward... Considering this is Star Wreck, will it? Personally, I don´t really see an issue with the current landing gear, if you look at Voyager, bird of preys etc from star trek, you will notice that they are pretty similar to yours without that being an issue. If anything it can be added that there is a forcefield involved in landing stability. What you potentially can do, is to move the "legs" to the 4 corners of the engine section, instead of on the sides, and make the feet bigger.
I don't think an insectoid style would fit to the ship, even it might be more stable. The whole design has been inpired by the Voyager design. Now they look like legs of a bull or bulldog - meant to carry a heavy weight but not good for stability. If you had them wider and more like insect legs, it might suggest better stabillity: http://www.geekologie.com/2009/07/01/ants%20taking%20over%20the%20world.jpg Hmmm I think the legs look a bit funny, but that isn't necessarily a bad thing... why not even give it some feet or goofy shoes ;P BTW great that you have a wreckamovie browser tab open in the screenshot ;D Reverse engineFirst try on the reverse engine of the Twister-1. It's used in the scene where it crashes on Pirk's palace. CommentsThis shot doesn't have comments. Folk cheering at PirkHere is the first version of the folk cheering at Pirk.
There is still alot to do on that shot. Specially there was a guy waving an Iranian flag in front, so the flag has to be removed, since Iran doesn't exist anymore in that timeline (didn't wanted to uncondionally surrender to Pirk). Waving such a flag in front of Pirk would mean shoot on sight. (In the shoot it's covered by the P-Fleet flag.) Added: Animated version CommentsThat's cool! Thierry that's good, I especially like the way you've used the camera flashes to make the banners feel part of the scene. :) I've added the animated version of that effects. toooooo funny....I can't wait to see this in animation... Looking great! Pirk needs to be desaturated by about 10 or 20 though. That and the flags and your there. Niceeeee!!! Will made a poster on my new A3 laser :-) Absolutely brilliant! Thumb up! You've worked out the merging of Pirk and the new balcony excellently as far as I can see! I'd however also try and rework the flags slightly, as they seem a bit too perfect and strike in contrast with the building.. Sweet! I'd add some subtle grunge or textile texture to the flags, as they seem a bit clinical now. The Handycams would be a nice gimmick, but there are many other effects to do, so that hasn't an high priority. Agreed, good shot! :) I was wondering, if some of the handy cameras would show a) close-up Pirk
That's fantastic! :) Twistspace EffectHere is the effect for the Twistspace, when the ships are using their prototype drive.
CommentsThierry, that looks excellent... :) Looks great! The picture with the ships really helps and makes it easier to see how cool this will look in the final release. Added picture with ships inside Twist-Space. That little bug is going to be fixed.... Looks nice! Maybe it would be even more spectacular if the "outside clouds" would move a little faster? That should look good... :) The ships are inside this tunnel.
Looks nice. :) Would the ships be inside those loops then, or is that what we see from the ships' viewscreens? First battleHere an animation of the first space battle test, using Yann's model and the Potkustart. The shields are not yet designed.
CommentsTHat was done before the ship were textzred a size corrected, so that specific shot won't be used.
loved the shot! don't change a thing Oskar, that's an interesting scenario. Yeah Kris true that would work also nicely. What about when the small modules start to build up they actually build a cage around the Potkustart. That would enable some nice crash effects. Oskar, one of the possible jokes is sort of the opposite: The Potkustart sees the modules on their own and thinks they can be easily beaten because they're much smaller, but then the modules join together to form a powerful ship. When looking at this sample I started to think about the scales. What if the Dramkulian ship would be really huge compared to potkustart. Potkustart could easily fly trough it etc. I do not know if this fits to the script or for the concepts, but it would really give some impressive scenes. Something like battles in Starwars when small ships were flying trough the Death star type of thingy. Battlestar galactica used a whole arsenal of tricks to hide the relatively cheap cgi, and to make the battles look more rugged and human: Shaky-cam, quick zooms, cutting and camera movement, grain, reflections, flares, etc. It's a testament of ITP's level of effects that it didn't need to hide the effects by using "cheats".. I think you should take all the cues you can from Star Wreck, so that the films have as much similarity as possible. That way they'll feel more like belonging in the same family of films. Thierry, one of the things I liked about Star Wreck was how they used two different styles of camera movement for two different situations. -When the ships were flying normally, the movements were very classical, a lot like those in Star Trek, Star Wars etc. -When Fester Bester was watching the Potkustart through his monitor, the camera did a fast zoom, just like the battles in new Battlestar Galactica. I never liked the zooms in BG, but the way Star Wreck used them in battles seen through monitors was absolutely perfect IMHO. The camera movement for this shot is not yet important, since it won't be used in the movie. Also I'm going to study camaera movement from other science fiction films/series. Some feedback: I believe you need to put the camera further away from the ships so that the ships have a bigger space to move in screen. Especially if the scene entails the ships going in opposite directions. You could always do a Battlestar galactica trick and zoom in just as the ships are about to pass each other. Also, I know that the concept of high relative speeds are keyed down in space opera, but I think you need to let them pass each other a little bit faster or it will look silly. No new design, we're using the Imperial Edition models. Will the model be the Potkustart, or will you make a new design? Well I'm excited. 'Professional.' (yey.) Picking up on theme of the Dramakulians being 'light beings' and the possible presence of asteroids; maybe the Dramakulian ships could run of asteroids or comets? Like trapping them and grinding them up? Might that account for their design? Seppo, that was what came to my mind when I watched this video. The alien ship looks so impressive and every aspect of it was created through teamwork on WAM. From first concept to first render, it's all happened so smoothly and quickly, and without any money changing hands. It's really very exciting. I didn't know this was possible. Yan, (and everyone else on SW2Pi) I have to admit that for me especially this process of making spaceships from ideas to concept drawings and CGI -models that are used in the film, has been very interesting teamwork to follow. It is like a good lesson of film making process in itself. Respect. Also, I think it was Angela who first proposed using a modular system? Everyone will credited for their work. *sigh* Just a reminder that Yann's model was based on my model. I did not think it would be nescessary to point it out, but I guess I was wrong. :) Since the battle will ply arround Earth there will be no fancy stuff in the sky. First short battle will be either in planetary ring or an asteroid field. But the first one seemes to be visually more interesting Nice!
One thing you could do is a Tex Avery-style sequence where the P-Fleet tries to ram one of the Dramkulian vessels, but the Dram vessel splits apart around the P-fleet ship and then comes together again. Very impressive. I can imagine how nice it looks like when the Dramkulian ship during that space opera splits into many segments, that are independent space ships starting their own independent movements in the battle! Looking good! Yann's model works really well, it looks menacing as it comes towards the camera. It was the right choice. I also like the way you can see the other ships through the gaps in the modular craft, it makes the battle more interesting visually. Bridge 1.3Changes:
CommentsAha, okay Thierry. If it works in the finished product then that's fine. :) I think the floor trouble come from the image of Stöcklin itself and not of the bridge, since it might have been recorded on a slightly different camera angle. It's great but I'm still a bit worried about the floor under the captain's chair, it seems to be at a very odd angle. Can this be fixed in some way? Maybe you could hide the problem by placing something in front of his feet (like the raven lamp in SW:ITP?). Lighting, color, and placement are definitely better, but i think the higher rear consoles were better. Keep in mind how far you have to crane your neck forward and the angle of wrists if the console is placed too low. Since the console isn't at head to upper chest level it is actually better to keep it as horizontal as possible since the more slant it has while low the more you have to angle your wrists. Keeps getting better! Dramakulian WeaponsCruiser firing its main weapon. There are 4 additional pulse weapons on the back to get enemy from behind. CommentsIt's missing something, perhaps a certain sense of depth. I don't feel this is a cylinder of light, it looks more like a 2D beam, or a tear in space to some extent. The light around teh Hangar doors is the illumination, so that pilot cvan see it. Due to the Dramakulian UV vision, they appear violett for us. Looks really good Looks fine!
Perhaps a little displacement map around the laser beam? Bridge 1.2Here on more try. I tried to add more dirt a little. BUt at this point the ships is brand new and never used to it is clean, but it will get dirtier during the film. CommentsThe perspective seems wrong on the captain's platform, to me it looks like the chair is going to roll downhill? It's a new ship. It should be darn near immaculate in the first scene.
Hydraulic fluid: Red (cherry juice)
Or the crew could march all over it with muddy boots? Looks nice! Great job with the character integration. Maybe they should be just a tad darker to fit the lighting. - The captain's console comes some pixels off the edge of the pedestal. - Kalle's comment on the low res textures on the console stands is correct. The closer to the camera something is, the higher the textures need to be. - Also, the floor still looks too clean for my taste. But that might be just my dirty nature saying that! Maybe you could add something like "mind the step" -texts, warning stickers or other random stuff to make it look more lived in.. Looking good, once you colour correct the live action footage and fake some Depth of Field it'll look great. For the texture I will look, it didn't saw bad on the rendering from the other sides.
I took the door from the Potkustart Bridge, but maybe the console in the back is too high, I will lower it a bit, should solve maybe the issue. Looks great! The only thing I notice look-wise is that the textures on the console stands in the front still look kind of low-res. Or maybe the bump mapping or watchacallit is rendered in low-res? I also think the right one looks a little too shiny but that's personal taste I guess :-) Anyway, another thing apart from the look is, aren't the doors a little low in relation to the crewmen? Or is it a running gag that they bump their heads all the time? ;P Bridge 1.1Update on the bridge:
CommentsVery cool, but it needs something extra: Dirt. Cracks or chinks. Stains on the carpet. Random elements (photos on the wall or consoles, coffee cups on the handrail, etc). Whatever to make it a bit more "grungy" to make it look like someone's been there and lived on this bridge. You know, the original Toy Story crew hired extra people to add dirt to the scenes, just so that they look "lived in". That's exactly the idea: Every human surrounding has imperfections that make it look alive. Otherwise it'll just look too clinical. Great job so far, though! Both thumbs up!
silly thought : apologies :
!! The cups can be moved and put on the floor. During battle or other event. But good point anyway. I will add a water dispencher or fountain.
love the white mirco-wave...
Looks nice! With the cups though, maybe it could cause continuity problems if the bridge shakes from a torpedo hit, everyone falls over, but the cups are still there on the table? |
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Comments
Hehhe ^_^
No lensflare, after the abuse of that in the new Star Trek we don't do it. Also since we use video camera, we would have to model the vertical smear.
That's pretty well done! Kewl! :P
Nice work! If you like, you could easily make it look like the new Star Trek... by adding a ton of lens flares ;D
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