Lots and lots of improvements there, awesome work.![]()
Did you use a different lens between those two shots? Because I keep switching back and forth to compare the two versions and the warp nacellles seem MUCH longer on the 5.2 model (which is looking great BTW).
my wife's selling her art at the celtic fest in grant park this weekend.
visiting mitsuwa is just frosting.![]()
Awesome, as always.Too bad about the release, but I totally understand. Some things are so good, you have to keep them to yourself.
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Did you use a different lens between those two shots? Because I keep switching back and forth to compare the two versions and the warp nacellles seem MUCH longer on the 5.2 model (which is looking great BTW).
I'm curious... why, then, do the modeling in Modo? Not that I have any issues with Modo (I've never even seen it running, bluntly stated.) But I know lots of people find it very easy working in Lightwave, and it just seems to me that working all in one tool probably has some serious advantages.OH, plus I had to use radosity to get any kind of glow off lum surfaces in modo, and esp. had to use it to achieve the .5 domes effect, as it depended on SSS and radiosity to get any kind of translucent look to it, and that SHOT the render times through the roof, up past an hour and 20 min, for 1280 x 720, if I got anywhere close to the domes.
Now in LightWave, I have a better overall dome(s) effect (IMO), and it renders in 20 odd min., at twice the size no less. All good, eh.
deg
^modo (lowercase "m," by the way, even when starting sentences) knocks the socks off of LightWave, modeling-wise. I've not used it much, but a coworker at my prior job used his personal license at the office, and it is some awesome shit. Probably the best modeling package out there from what I saw, as Luxology was founded by former Lightwave programmers who weren't satisfied with how NewTek was handling the development of LightWave; they took their design documents with them, and essentially turned modo into what they wanted LightWave to be.
Or, to put it another way, modo is LightWave with the awesome turned up to 11 and cross-pollinated with the best modeling tool used in other packages like 3D Studio Max.
Cross-program workflow isn't an issue, either; when said coworker and I were working on a personal project together, he modeled in modo, I modeled in LightWave and we rendered in Maya. The integration was pretty seamless; modo has a ton of presets for exporting to native file formats, and it works pretty well.
How much is modo?
And on the model, can you post some of the more shots of the ship, like firing phasers, Planet orbit, warp, coming out of warp, and a shuttle entering the shuttlebay? This is an awesome model, and I'd love to see it recreating (in a way) some of the scenes from TOS. If this were the model on TOS-R, that would've been amazing...
modo is, most simply put, how modeling should be, IMO.
Thanks for the information on the workflow deg. You've just convinced me NOT to purchase modo... at least not until the first point release for LightWave Core is released, and then I can decide whether to stick with one system (which you have to admit is much simpler from a workflow standpoint) or give modo serious consideration. (Besides, this damn Doomsday Machine project takes up so much of my free time that I don't have time for new modeling right now anyway!)
modo is, most simply put, how modeling should be, IMO.
I have no experience with any 3D package other then modo and Lightwave, the first of which is much, much more intuitive (even though it still has some interface related issues and a few crashes due to bugs here and there).
I was planning on trying other modeling packages, hoping they're even better to use then modo, but now I'm afraid to, fearing it to be a waste of time, seeing as I'm mostly interested in the modeling part.![]()
Okay... the "wormhole" shot, I can't find any thing to comment on. Light, within a wormhole, is entirely subjective, since we don't know what a wormhole really looks like.
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