Each card in the deck features a spacecraft, modelled for accuracy and detail. We have had test prints done, and the whole thing is ready to go to print as soon as, (if?), the kickstarter completes successfully.
I have seen some rather good work which centres around astronauts being shown in situations they really don’t belong. It occurred to me that I had some rather good spacesuits, and a selection of settings, so perhaps I could have a go at images in the same style.
Then came a request for me to do something similar as an album cover.
This post shows the results so far…
In every case, a LOT of effort went into getting the lighting right. This led to high render times, but nothing too bad for stills. And it has to be done well to make the combination credible. Continue reading “Out of place astronauts”
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.
As it came up in a couple of different circumstances, I thought I’d write a post featuring some of my Lunar renderings. The Moon was one of the first things I successfully rendered in 3d – The simple shape made the modelling easy, and just adding a colour channel texture and a bump map meant I could produce nice views of the Moon from any angle.
The current model.
The current version of my Lunar Model has 46 million polygons, and the craters and mountains are modelled using displacement mapping. In other words, the features are done with proper geometry, so the crater walls cast shadows.The colour texture map is about 1 gigapixel, so really large high resolution views are possible. Continue reading “Lunar Renderings”
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.