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”
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.
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
One of the frustrations of working with CGI is that you sometimes find a brilliant free model, but it’s not for your software. And a specific example that has frustrated me is that there are some great models available in Blender format on the NASA 3d object library site:
After chatting to Matt, co-author of “N1 for the Moon and Mars“, I decided to dig out the meshes I did for that, and come up with some new renders. It was a mad dash to get it all out in time for publication, and I didn’t have time to explore all the options.