These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Out of Pod Experience

 
  • Topic is locked indefinitely.
 

My First Successful EVE Render (Blender CGI Software)

Author
Eternum Praetorian
Doomheim
#1 - 2013-02-10 22:03:01 UTC  |  Edited by: Eternum Praetorian
It took me about six months of not playing EVE, and instead studying Blender and Gimp Big smile (both are free open source CGI and Photo-editing software) to be able to render my first visually appealing and fully textured space scene.

Charon & Station



It is amazing what you can accomplish with all of the free time that not playing EVE gives you. Shocked For those of you that are interested in this sort of thing, this image was rendered in Blender 2.6 with it's surprisingly powerful cycles engine. It took about 2:30 minutes to render on a 580 Nvidia video card.


I am posting it here to get some critiques from people who actually play eve and look at eve artwork.




My Own Personal Critiques

Arrow I cannot do Alpha channel lighting yet. If you notice everything is dark. There should be lights on the ships and lights inside of the station's docking bay. This will eventually be achieved with alpha maps and improved lighting techniques on my part.

Arrow ATM I think the Charon looks as good as what is in game, and perhaps just a smidgen better. I would like to go further with the ship's realism by enhancing something called a displacement map. That will basically make the etchings in the ship's hull deeper.

Arrow I want to also learn how to paint dirt, wear and damage onto the ship using gimp. Then i want to add that to the previously mentioned enhanced displacement model.

Arrow Last but not least, I want to be able to paint a nice space background, instead of just a generic star field.



One thing that all of this has taught me is that no matter how far you go, you always want to go a little further Big smile Six months ago I would not have believed that I would have been capable of something like this (while ship spinning), but now all I see is how it can be improved upon. With any luck, a year from now I will be banging out some high quality (and non-eve related) work.




Thx for your comments.

[center]The EVE Gateway Blog[/center] [center]One Of EVE Online's Ultimate Resources[/center]

Rain6639
GoonWaffe
Goonswarm Federation
#2 - 2013-02-11 00:50:15 UTC  |  Edited by: Rain6639
Eternum Praetorian wrote:
It took me about six months of not playing EVE, and instead studying Blender and Gimp Big smile (both are free open source CGI and Photo-editing software) to be able to render my first visually appealing and fully textured space scene.

Charon & Station



you kept your skillqueue updated, yes?

"Charon!"

I'm going to put on my Bob Ross hat and chime in with some color tricks

when you're painting a daytime earth landscape, you add blue to the objects in the background, such as mountains, to place them further away with color. it's what happens irl when there's more atmosphere between the viewer and an object, but it's also a color trick. you can exaggerate this and get away with it.

space has no atmosphere, so to "knock out" objects that are further away with blue is not true to reality, but you can do it anyway. maybe make the background dark blue instead of black, since it could be Caldari space

blue used in such a way in this eve painting

I say this, because to someone who isn't familiar with the game, the sense of scale between a Charon and a space station is lost--they are liable to think the station is equal in size to the charon, and tucked directly behind it.

play with the light a little bit--maybe give the charon some speculars (since there is a sun in the scene, perfectly situated to give some reflections off the Charon) and give the station similar speculars, but scaled, and tinted with some blue.

it's a trick, it's a lie using light, but that's what I would do with this image.

here's four pictures I found on google, of metal reflectivity... and ask yourself, is the charon's surface polished? brushed? matte ferrous/non-ferrous?

I could mess with it if you wouldn't mind.
Eternum Praetorian
Doomheim
#3 - 2013-02-11 01:14:08 UTC
Thx that's some good advice. Wow at that pic, I guess something like that can be my next benchmark.


I don't suppose you know who made that do you?

[center]The EVE Gateway Blog[/center] [center]One Of EVE Online's Ultimate Resources[/center]

Rain6639
GoonWaffe
Goonswarm Federation
#4 - 2013-02-11 01:16:14 UTC  |  Edited by: Rain6639
i have it saved as "future eve" but lemme check google with it. (if you're using chrome, you can get a google plugin that adds a small camera icon to the bottom right corner of images, and it's a "search google with this image" button)

you can also paste image urls into the google search bar and it'll run the same search for you.

here it is: Dust 514 concept art

the full google result
Micheal Dietrich
Kings Gambit Black
#5 - 2013-02-11 07:11:14 UTC
Eternum Praetorian wrote:
It took about 2:30 minutes to render on a 580 Nvidia video card.


As soon as you said that I knew it was a still shot Big smile. I'm also guessing that you had it on a lower quality. For my capstone I actually spent 11 weeks physically designing my own spaceship and many of the renders would take 15 minutes which I would end up scrapping because I didn't like some aspect of it. Eventually ended up with a couple of nice angles and around a 30 second video that took 7 hours to render.

My own critique on my project is that the video went faster than I expected it to which turned my centrifuge into a carnival ride and for some reason the shadowed side of the ship became invisible so you could actually see the background. The timing I have figured out but the invisibility issue still eludes me. I think it may be lack of textures because those didn't transfer over very well but I really don't see how that would affect it.

For dirt and damage many people usually just take a picture of the substance and then apply it as a bmp to whatever surface they wanted it as.

Lights aren't too hard either. You can pick free light (to expand in all directions) and set it to a light hue on very low intensity (like 5). Then shift-click to make copies or instances of each location that you would like a light. I don't know if Blender does MR Sun but throwing that in from a distances will give you some great shadows.

Out of Pod is getting In the Pod - Join in game channel **IG OOPE **

Khergit Deserters
Crom's Angels
#6 - 2013-02-11 20:10:47 UTC
Cool stuff. I need to spend some more time with Gimp. I want to put my corp's logo on my Rifter's skin. I understand the custom skin will just be visible on my client, not the server. But I can get a screen shot to put on our corp website.
Luc Chastot
#7 - 2013-02-11 20:30:51 UTC
Well, as I have no idea about the technical aspect, I'd go with improving the composition. Aesthetically it's not a very good image, but the good thing about CG is that you can always have another try.

If you want to increase dramatism and accentuate the ship's size, put it considerably closer to the camera and shoot it from below. I'd also experiment placing the station a bit farther away and in the center, and hiding a bright sun behind it so it is backlit; with a planet reflecting the light on the lower third of the image it should look pretty epic.

Make it idiot-proof and someone will make a better idiot.

Unsuccessful At Everything
The Troll Bridge
#8 - 2013-02-11 20:54:35 UTC
Rain6639 wrote:
I'm going to put on my Bob Ross hat and chime in with some color tricks


How do you put your Bob Ross hat on...and not ONCE use the term Happy Little Tree?

Since the cessation of their usefulness is imminent, may I appropriate your belongings?