| | | Joel Tamblyn | | Final Scene | | | Defeat | |
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| | Inspiration
As I had stated from the beginning of the semester I was interested in doing a space scene. One perspective I really wanted was to have realistic looking planets in the scene. A graphics artist named Greg Martin has made many backgrounds that I have adored for a few years. I wanted to capture a certain element of the massive expanse of space and the decimation that is occurring in the scene.
The actual story and elements I wanted in the scene to connect to a certain thematic settings. The design for the main battleship is based off a small World War II boat. But the actual story I wanted to base off of a civil war element. After I had watched a Sci-Fi series called Firefly which stylized a setting in the future to be like post Civil War America; I wanted to capture what a struggle like that would be. Where the outlying planets rebelled against a government they believed was biased. But to show that to divide such a nation would be near impossible and only results in catastrophic consequences.
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| | | Objects | Planet-Surface | Joel Tamblyn | | | Planet-Clouds | Joel Tamblyn | | | Planet-Atmosphere | Joel Tamblyn | | | Spaceship 2 | Joel Tamblyn | | | Alien fighter 2 | Joel Tamblyn | | | Actual stars | Lightwave |
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| | Object Construction
The main planet I made myself using a few tutorials found online. The stars in the scene are a Lightwave object. Both ship designs were fully done by me. The battleship was created using a geometric process with a great amount of the bevel tool. The fighter was created using the knife tool and the sub patch tool. Both processes took several hours to get the details desired for the ships. I also created the confederate flag, using an image off the internet.
Problems and Solutions
The main problem I ran into while starting this project was finding a texture that could fit my planet. The planet was going to be a very big object, and risked being pixilated. But everywhere I searched on the internet I couldn’t find either correct type of image or the resolution was way too small for what I was looking for. In order to fix this, I had to redesign my scene so the planet was as up close but still had a dominant roll in the scene. By placing the camera and ships a good distance from the planet, the realism of the planet was saved, and little pixilation occurred. Second problem I ran into was finding a good blend of textures to fit my ships. One texture wouldn’t do, and most textures didn’t go well together. In order to solve this, I used some of the preset textures to fill in the gaps on the ships where the texturing just didn’t fit. | |
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