Me too:Franklin said:
I'd have thought "backwards designing" a new Enterprise from the STMP refit Enterprise would've been a good idea.
http://www.trekbbs.com/threads/showflat.php?Number=8271212#Post8271212
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Me too:Franklin said:
I'd have thought "backwards designing" a new Enterprise from the STMP refit Enterprise would've been a good idea.
So, essentially do what Wise did in TMP? (How convenient for the transporters to be offline so that we get to play peek-a-boo with the Refit through the drydock structure.trevanian said:
A strategy for revealing the ship occurred to me while rereading this thread. It'd be interesting to see the ship revealed only in closeup details in the first few exterior shots, basically showing interesting detail or very unfamiliar camera angles or even sections that are unfinished with framework visible. You could maybe get by on this by showing wide shots of the ship in dock that obscure the general outline of the ship.
The payoff here would be when you DID get a good reveal on the ship (pulling out of dock, or unwarping into a close flyby), you'd get a moment like the ALL GOOD THINGS future e-d, an intro that was really bold and defining (if done right.)
I Grok Spock said:
So, essentially do what Wise did in TMP? (How convenient for the transporters to be offline so that we get to play peek-a-boo with the Refit through the drydock structure.trevanian said:
A strategy for revealing the ship occurred to me while rereading this thread. It'd be interesting to see the ship revealed only in closeup details in the first few exterior shots, basically showing interesting detail or very unfamiliar camera angles or even sections that are unfinished with framework visible. You could maybe get by on this by showing wide shots of the ship in dock that obscure the general outline of the ship.
The payoff here would be when you DID get a good reveal on the ship (pulling out of dock, or unwarping into a close flyby), you'd get a moment like the ALL GOOD THINGS future e-d, an intro that was really bold and defining (if done right.))
I Grok Spock said:
So, essentially do what Wise did in TMP? (How convenient for the transporters to be offline so that we get to play peek-a-boo with the Refit through the drydock structure.trevanian said:
A strategy for revealing the ship occurred to me while rereading this thread. It'd be interesting to see the ship revealed only in closeup details in the first few exterior shots, basically showing interesting detail or very unfamiliar camera angles or even sections that are unfinished with framework visible. You could maybe get by on this by showing wide shots of the ship in dock that obscure the general outline of the ship.
The payoff here would be when you DID get a good reveal on the ship (pulling out of dock, or unwarping into a close flyby), you'd get a moment like the ALL GOOD THINGS future e-d, an intro that was really bold and defining (if done right.))
trevanian said:
I Grok Spock said:
So, essentially do what Wise did in TMP? (How convenient for the transporters to be offline so that we get to play peek-a-boo with the Refit through the drydock structure.trevanian said:
A strategy for revealing the ship occurred to me while rereading this thread. It'd be interesting to see the ship revealed only in closeup details in the first few exterior shots, basically showing interesting detail or very unfamiliar camera angles or even sections that are unfinished with framework visible. You could maybe get by on this by showing wide shots of the ship in dock that obscure the general outline of the ship.
The payoff here would be when you DID get a good reveal on the ship (pulling out of dock, or unwarping into a close flyby), you'd get a moment like the ALL GOOD THINGS future e-d, an intro that was really bold and defining (if done right.))
Well, no, to me they didn't tease it well enough, and showed way too much before the big music moment. If you'd only seen bits like a nacelle end or the torp part of the engineering hull, or just a supercloseup of the art deco lines on the saucer, those are the kinds of things I mean. You saw the ship pretty damned clearly during the side views, which was a disappointment to me given the way it was written in the novelization, where it really was a big hide and reveal.
I honestly don't remember the shots in BROKEN BOW, just that the fx weren't satisfactory (given they only had six weeks in the vfx dept to put it together from what I recall, I guess it is actually amazingly good work, but compared to the first moments of the DS9 pilot ... nuh-uh!)
trevanian said:
David cgc said:
trevanian said:
North Pole-aris said:
One can build any level of fine detail into a CG model, scaled absolutely properly to the supposed "real" size of the object - there's no technical challenge, and it can be done far more effectively than on a physical model. It's entirely a question of how detailed one wants to go.
You must know I've made a point of ignoring your posts when possible for several years, but come the hell on!
If there's no technical challenge, then why hasn't it happened?
I would argue that the new Battlestar Galactica (a four-year-old model) more than proves that you can build fine detail into a CGI model. That baby has enough crap on it stand toe-to-toe with any physical model from 2001 or Star Wars. Or, for that matter, the first Battlestar Galactica.
Though of all the things one could accuse CGI models of not having, I have to wonder why you would choose "infinite scalability."
Again, 'crap on it' is not the point. Sense of presence is more like it. I've called it taking-lens-to-object in the past, the amount that a physical model can overflow the taking camera view above and below, something you SHOULD be able to dial in digitally, but it doesn't ever seem to hold up when you do.
David cgc said:
trevanian said:
David cgc said:
trevanian said:
North Pole-aris said:
One can build any level of fine detail into a CG model, scaled absolutely properly to the supposed "real" size of the object - there's no technical challenge, and it can be done far more effectively than on a physical model. It's entirely a question of how detailed one wants to go.
You must know I've made a point of ignoring your posts when possible for several years, but come the hell on!
If there's no technical challenge, then why hasn't it happened?
I would argue that the new Battlestar Galactica (a four-year-old model) more than proves that you can build fine detail into a CGI model. That baby has enough crap on it stand toe-to-toe with any physical model from 2001 or Star Wars. Or, for that matter, the first Battlestar Galactica.
Though of all the things one could accuse CGI models of not having, I have to wonder why you would choose "infinite scalability."
Again, 'crap on it' is not the point. Sense of presence is more like it. I've called it taking-lens-to-object in the past, the amount that a physical model can overflow the taking camera view above and below, something you SHOULD be able to dial in digitally, but it doesn't ever seem to hold up when you do.
That's as may be, but Dennis's statement that you challenged referred to CGI being equal or superior to large filming miniatures in terms of raw physical detailing. While subtle lens effects are another benefit of very large models, they have nothing to do with what he was talking about, hence my confusion.
trevanian said:
North Pole-aris said:
One can build any level of fine detail into a CG model, scaled absolutely properly to the supposed "real" size of the object - there's no technical challenge, and it can be done far more effectively than on a physical model. It's entirely a question of how detailed one wants to go.
If there's no technical challenge, then why hasn't it happened?
North Pole-aris said:
trevanian said:
North Pole-aris said:
One can build any level of fine detail into a CG model, scaled absolutely properly to the supposed "real" size of the object - there's no technical challenge, and it can be done far more effectively than on a physical model. It's entirely a question of how detailed one wants to go.
If there's no technical challenge, then why hasn't it happened?
It has. Your bias with regard to CG and models is so complete that it prevents you from seeing clearly. You've made that clear in any number of posts over the years as the entire entertainment industry has moved on.
trevanian said:
You'll forgive me for disregarding this notion as it is coming from someone who seems to put a lot of effort into cg, and seems biased as to its effectiveness. On the other hand, I have noted how effective cg can be in SOME instances, so I do remain aware of what can be done with it on some level, either on its own or augmenting a real-world or practical effect.
But your embracing it as superior strikes me as a willingness to abandon higher quality imagery for the sake of convenience or trendiness, and that is absurd unless there is a point to producing lesser-quality imagery, and if there is such a point, I haven't seen it yet.
Dac said:
trevanian said:
You'll forgive me for disregarding this notion as it is coming from someone who seems to put a lot of effort into cg, and seems biased as to its effectiveness. On the other hand, I have noted how effective cg can be in SOME instances, so I do remain aware of what can be done with it on some level, either on its own or augmenting a real-world or practical effect.
But your embracing it as superior strikes me as a willingness to abandon higher quality imagery for the sake of convenience or trendiness, and that is absurd unless there is a point to producing lesser-quality imagery, and if there is such a point, I haven't seen it yet.
You seem to be misunderstanding the definition of "superior".
Take for example the opening of Star Wars Episode 3 or the Fight in Sector 001 in First Contact, admittedly, individual frames would look amazing with highly detailed well lit physical models, but when it comes to animating them, do you really expect models could come anywhere near the level of motion required for the opening of Episode 3?
Also, CG models are alot easier to produce if you take into account you can build an entire city to scale in a bedroom given a powerful PC and still have a level of detail you'd expect from a 400 ft set.
CG hasn't replaced Model Making completely, but where A model would have been made for a hero ship in star trek before, it just makes more sense from an economic and a stylistic viewpoint as You can pack more detail in cost effectively and blow it up as many times as you want while still keeping the original ship intact (bet the effects artists on Search for Spock would have loved that feature)
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