I notice that people often post old Apollo era shots of Earth, unprocessed, in some cases reproduced from faded prints.
Well, haze in the atmosphere dulls down all shots from space, but it’s REALLY easy to fix. I’ll be using Photoshop elements, but you can do the same with pretty much any image editor, including the free open source GIMP. Similar options are available on tablets and phones.
The same techniques are a good start in restoring scans of old family photos.
This is a fairly old tutorial, as you may notice by the version of Lightwave used! However, the principles are exactly the same in newer versions, and indeed you should be able to apply the ideas presented with pretty much any CGI software.
I have seen many rather poor attempts to make convincing ringed planets, and thought it might be a good idea to tell you how I do it. I rate it as intermediate in level, as I am not going to explain mouse click and numeric values. You should be familiar with making spheres and disks, and applying image based texture maps. I have done this tutorial as one long page, so it is easier for you to print. It should work with any version of Lightwave from 5.6 onward, and the ideas should also be easy to adapt to any other modern 3D graphics package.
There’s no doubt that it is possible to spend vast amounts on graphics software – many of the industry standard packages run to thousands of pounds, and even image editors like the full Photoshop are very expensive, (and come with monthly fees too).
But provided you already have a computer, it is possible to get going for little or even nothing. This blog post will explore some of your options.
Be aware though, that this stuff is NOT easy, and whatever package you go for, it will take considerable time and effort to master.
This is a seriously powerful 3d package, with some highly advanced features such as fluid simulation, and hair systems. It is completely free, and open source.
An unusual one for me, as I take a crack at an original science-fiction design.
My objective was to get something seriously large, primarily for use in Vue. My thinking is that I notice many great concept art pages have fairly abstract ships that are so big the more distant parts are afffected by haze, giving a great sense of scale. And as volumetric effects are a strength of Vue, I figure model in LW with Vue in mind. In practice this meant:
Keep the number of different surfaces low
Avoid clever effects that I don’t know how to do in Vue, including advanced surfaces
Avoid elements that would give a clear idea of scale, such as windows, hatches, stairs
Make it a long design so it’s easy to get the most distant parts lost in fog