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What a supportive community we have here....
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What a supportive community we have here....
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75 views, 0 comments....
What a supportive community we have here....
Thread deleted.

75 views, 0 comments....
What a supportive community we have here....
Thread deleted.
)
All this was done on one laptop with 8GB of RAM, on a program that only seems to allow for up to 4GB.BillJ said:I just saw the thread a few minutes ago...
I don't think the Klingon ships hold up on close inspection, neither does the cloud or the digitalizing of the Klingon ships.
Looks like a video-game representation of the events from the film.
But it's still a Hell of a lot better than I could ever do.
I think, perhaps with the next version of iClone (the app I use to animate my ships) hopefully they'll have more refined texturing allowances. Also, this was shot in 1080p, so a lot is going to stand out. (That's why politicians hate hi-def tvs
) I am looking into getting this program called Hit Film 2 Ultimate, which can do effects light particles, lighting effects, and film grain to see if I can make the videos look a bit more "movie-like". Couldn't agree more, Axeman. I'm glad you liked certain shots, and I do see where other shots could use a bit more love.Axeman said:The movement is nice, the lighting is ok, excellent work on the Klingon photons (but they dont stand up to close ups), the lighting effects on the V'Ger cloud firing and the timing with the musical score is good. Great effort on the V'Ger weapon too, that's a tough one to get and you got pretty close in some shots.
The models are all too low poly and cant handle close ups, the V'Ger cloud in particular. The V'Ger cloud cant handle much of anything, its transparency and size are way off so that we see the whole thing in some shots and the poly edges and shapes are clearly defined. It's the thing that makes or breaks the scene, and its a real bugger to model and set up properly. The ships look fine from a distance, but that cloud needs a lot of work.
Will look into ways of refining the torpedo effects for close ups. 
Now my conversion app, 3DEXChange, tends to choke on models or components that reach up into the 4 MB range or higher, so I have to strike that balance of high detailed greebling, and memory. All my ships are built in assembled form in Blender, but then I have to port components of those ships over and reassemble them in iClone. The beauty of it is that if I build the model large enough in Blender, it will simply fall into place in iClone (as is probably the case when cross porting from any one 3D app to another). If you have any pointers on how to govern poly counts (which my Blender books and tutorials I've bought/viewed don't seem to cover), I am all eyes and ears. 
Oh, ho! (drops a few small rocks into a velvet glove and slaps Axeman across the chops with it) Forseeth!Axeman said:Oh, and contrary to popular opinion the world doesn't owe you anything. If all you want is instant adulation you might want to post elsewhere.


I even did a lot of that on my old quad-core box, with 3 GB of RAM. 
Hi Martok...
I think it looks pretty good, especially after looking at iClone, and seeing that it is a real-time renderer, much like a video game engine.
My question is this, though... obviously you understand Blender well enough to build nice models, so why don't you render everything there? I bet you would get better quality results, even if it did take longer to render.
All of the videos on my site were rendered with Blender, with only a little bit of After Effects post-work. With my work-flow, I usually would set up everything, start it rendering, and go to bed.I even did a lot of that on my old quad-core box, with 3 GB of RAM.
-Ricky



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