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Nuclear Launch Test Room (Environment Model/Shading/Lighting/Anim)

Endcar
polycounter lvl 5
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Endcar polycounter lvl 5
It's a new month and that means a new class!

Visual Effects class is up and around the corner and I decided to try and do something a little different. As always it will require lots of time to complete but, I aim for the best and a slight pinch of ambition.

Here's some reference images of the nuclear launch testing room I'm currently modeling for my staging ground for visual effects.

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Here I did some quick sketches for the overall scene's that will take up this anim/composite but, hopefully it'll do some good and I'll learn a lot from this.

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  • Endcar
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    Endcar polycounter lvl 5
    Quick block-out of the scene. Lots of modular pieces so shouldn't be too bad to model.

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    Cut a whole in the back wall to add in some light and added in a few more models.

    672041c3cff84dab.jpg
  • Endcar
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    Endcar polycounter lvl 5
    10685571_10203630948200294_44681022069292281_n.jpg?oh=1a0e84838513206cfef4354d78753575&oe=54D4FF7B

    Playing with some lights and almost done doing the high res version of all the models inside the scene. Currently having to work on Passive/Active rigid bodies for the project. Will post some play blasts of that soon.

    You can check out more of my stuff on my website at http://www.jakem-cg.com
  • iconoplast
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    iconoplast polycounter lvl 13
    Looks like you're off to a pretty good start! I love the look of the older consoles with the seemingly infinite knobs, dials, and levers, so I'm quite interested to see how this goes for you.
  • Endcar
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    Endcar polycounter lvl 5
    95% complete in my modeling phase. After I'll work on my lighting and then my shaders. At the moment it's really hard to stop modeling. Having a lot of fun with this scene. Hope you guys like it so far!

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  • pixelpatron
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    pixelpatron polycounter
    loving these sample renders, your gonna have a lot of work to do.....now comes the hard part, what to texture first?
  • Sebeuroc
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    Sebeuroc polycounter lvl 13
    Nice progression so far, it's looking good! It's looking like people are actually using/interacting with the environment, which is great. I think if you made the books more messed up and maybe the file cabinet doors weren't all closed tight it would pushed the "lived in feel" even further.
  • Endcar
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    Endcar polycounter lvl 5
    Sebeuroc wrote: »
    Nice progression so far, it's looking good! It's looking like people are actually using/interacting with the environment, which is great. I think if you made the books more messed up and maybe the file cabinet doors weren't all closed tight it would pushed the "lived in feel" even further.

    Yah I'll definitely give that a go. Shouldn't take long.

    And thank you guys for your comments. It help's a lot.
  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 11
    Those test renders already give it a super creepy feeling, reminds me of DEFCON. Nice work!
  • Endcar
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    Endcar polycounter lvl 5
    Hey guys!

    Just finished the page on the details of the overall project for this month. I'll be updating it periodically explaining some of the things I have to do and what I have to deal with. If you guys would like to check it out and voice your opinions on this forum page, I would be most grateful.

    www.jakem-cg.com

    Cheer's ;)

    Here's a picture of some of the particles I'm having to deal with at the moment for the scene...
    4e398a3bb31127cf.jpg
  • Endcar
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    Endcar polycounter lvl 5
    Thinking about splitting this project in two, since I have two separate scenes that focus on a specific task. One mainly for rendering and the other for compositing. Either way here's an update to the rocket effect I was working on.

    (Playblast)
    https://www.youtube.com/watch?v=X0138fu2CTI

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