starship - environment for feature length animation

Hey All,

Here’s a ship I’m working on for my pet film project - Just modelling to show at the moment - done in Blender 2.42.

This is my ref pic scanned from a notebook doodle…
http://www.ultramedia.com.au/blenders/discovery_01.jpg

Here are some external views of the ship…
http://www.ultramedia.com.au/blenders/discovery_02.jpg
http://www.ultramedia.com.au/blenders/discovery_03.jpg
http://www.ultramedia.com.au/blenders/discovery_04.jpg
http://www.ultramedia.com.au/blenders/discovery_05.jpg
http://www.ultramedia.com.au/blenders/discovery_06.jpg
http://www.ultramedia.com.au/blenders/discovery_07.jpg
http://www.ultramedia.com.au/blenders/discovery_08.jpg

WALKTHROUGH

Here are the internal cavities currently roughed out, bridge and living space on the left, shuttle bay in the middle…
http://www.ultramedia.com.au/blenders/discovery_09.jpg

Here’s a wire shot of the shuttle bay to get a sense of volume, the smaller ship is a previous project (also only modelled as of yet) and the small boxes are actually scale references for a six foot high person. You can see the tube transit system running beneath the shuttle bay too, the flat boxes are platforms for raising and lowering carts to and from the tube…
http://www.ultramedia.com.au/blenders/discovery_10.jpg

Here you can see the tube system running down to the living space…
http://www.ultramedia.com.au/blenders/discovery_11.jpg

Here is the forward most station, with the platform ready to elevate a cart out of the tube…
http://www.ultramedia.com.au/blenders/discovery_12.jpg

Here is the ‘courtyard’…
http://www.ultramedia.com.au/blenders/discovery_13.jpg

Captains quarters behind to the right…
http://www.ultramedia.com.au/blenders/discovery_14.jpg

Facing forward to the bridge again. Crew/Passengers accomodation on second floor…
http://www.ultramedia.com.au/blenders/discovery_15.jpg

Heading towards the bridge. Can also see stairs up to crew/passengers section and restrooms below…
http://www.ultramedia.com.au/blenders/discovery_16.jpg

Entry to the bridge…
http://www.ultramedia.com.au/blenders/discovery_17.jpg

Behind the pilots seat, looking to the right hand crew console…
http://www.ultramedia.com.au/blenders/discovery_18.jpg

The pilots console. The idea is that the pilots seat can rotate any direction when neccesary…
http://www.ultramedia.com.au/blenders/discovery_19.jpg

Looking back at the bridge…
http://www.ultramedia.com.au/blenders/discovery_20.jpg

View from the conference room…
http://www.ultramedia.com.au/blenders/discovery_21.jpg

MISC VIEWS

View from second floor balcony in captains quarters…
http://www.ultramedia.com.au/blenders/discovery_22.jpg

Some shuttle bay shots…
http://www.ultramedia.com.au/blenders/discovery_23.jpg
http://www.ultramedia.com.au/blenders/discovery_24.jpg

killer stuff.

I assume this is for an animation, as theres no other way you could possibly justify modelling all that ridiculous detail…

Starship is rocking, love the unusual flowing design you have there. keep it up.

Yes this model is for animation, my pet project as mentioned above.

I can’t really talk about the actual storyline here in this forum - it deals with social and political issues that are quite controversial - but I can tease about the style/mood of the story. Obviously it’ll be science fiction based, but I also LOVE the dark moody style of all things batman (not to mention all the gadgets). And I think the time format of ‘24’ is brilliant (1 season length story over many episodes with many twists and turns).

Anyways, when the time is right I’ll unlock the section for it at my site but for now here’s one of the taglines:

“In the year 2048, mankind sent 12 colonies to the stars. Three generations later, they’d lost contact with the humans they knew - and made contact with the ones they didn’t”

Also, I’m pretty sure there needs to be a dragon in there somewhere. Can’t really say why - just always thought that if I ever did a story about a huge spaceship there should be a dragon running around loose in the bowels of the ship for some reason…

Very nice job I love to see that when someone does a ship they also do the inside.
Also the ref boxes for humans is a great idea I will keep that in mind, but how did you decide the scale?

Hey Matro,

Re the scale, I started the whole design with doodling - at this stage I knew I wanted something bigger, but I was more concerned about coming up with a design that looked good.

Once I had modelled the shell, I cut a window at the front for the bridge. That’s probably where I started to think seriously about how big I wanted the ship to be in relation to a person. After I cut the window, I made my reference box and shrunk it down and put it just inside the window. I sort of had an idea of how big I wanted the bridge window to look in relation to a normal sized person so I just shrunk the ref box until it matched the picture in my head.

After that, I put in a floor and a roof (flat to start with). Then I started mucking around with walls (in the top view). Then I started raising and lowering parts of the floor and roof to make it look cool.

very nice. I will like to see this when it is done… So are you going to be rendering the full inside and out model for your animations… or are you going to only do sections at a time to speed up render time?

Aaron

Here is a test render from yafray with some lights thrown around. Have to say, I’m a little bit worried about render times - this one took 12 minutes, and it’s grainy, and it’s only 320x240… (and it took me five hours to learn how to do this much).

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Cool ship!
Er… you want to do a space animation with yafray?
Got a render network in your back pocket? :-\

if your looking to do a serious animation, theres a better way do do it.
when you render something, the computer takes in all the information from the 3D enviroment [not just what the camera can see] with as much detail as I think you want to put into this, how your doing it would take years to render the animation [not really that long but it would seem like it]

so I would suggest you do this:
having the interrior of your model created as you do is great, it gives you a good reference as to how things are shaped inside, where you have space for things and so on, it even gives you a good way do do somekind of cut away render for controll panel textures.
as per your animation, you shouldent use the inside of that model. if you are looking to create a feture length film, [or even just a short] you should do things like they already do in the film industry. with sets.

you would madel a set for your bridge, your engineering, crew quarters, and so on. so that you have a single .blend file for each room in your ship. and then this model [or a version without anything inside] for shots outside the ship.

if you do it like that it allows you to put in more detail [which will make your film look better] and reduice your render times.

your model looks great, keep working on it. and I wish you luck and success, I hope this has helped you in someway and if theres anything I can do to help let me know.

yeah I was meaning something like CornDog said… but if you are wanting to like explode or cut the ship in half… then you will want your version with the semi high/low res insides that are in the ship… so that when the ship explodes you can see that detail… but yeah otherwise you will want to have each room and ship as seperate models…

Aaron

Re the rendering computations, what about if I’ve got the outer hull in a seperate layer which is turned off?

I really don’t know if that would speed up your render time [I have never tried it] but even if it did, it’s still a better idea to have each room as a seperate file. as I said before: higher detail [and for a movie thats a good thing] and faster rendering.

I am pretty sure that if you have them on seperate layers, and like you said not have that layer selected then it will only render the layers you have visible… so it will allow you to have your high detail, and still be able to only render certain rooms… or just the ship, at any given time…

as a quick test if you wanted to see how well it would do for high res things… you could sepereate your layers, then for your room or ship add a subsurf mod, and see how long it takes with all the layers and then with one… or try this with your simple version… because it might take a while anyway…

Aaron

One of the problems with doing fun stuff like this - it makes the boring bits at work harder…

Ok, having a bit of a dilemna here - below are two render samples : the one on the left is yafray (320x240 @ 12 minutes) the one on the right is max, mental ray and final gathering (640x480 @ 3.5 minutes).

Please try and understand, I’m not having a go at blender for not being better than max, I want to use blender. Having learnt both programs I actually like blenders UI better, and I love the idea of being able to have a bunch of people working on a project over the internet with no worries about getting software for them. But the difference in speed and quality (while entirely understandable) is making it really hard to resist going back to max.

I’ve uploaded a cutdown version of the bridge to my site at the following url:
http://www.ultramedia.com.au/blenders/discovery_cutdown_01.zip

I’m hoping that a big chunk of the time and quality difference between the two renders below is just me not knowing what I’m doing in blender. If there are any lighting and rendering gurus reading this post, could you please have a look at my file and see if there is a way to make it render quicker and nicer?

Sorry to raise the ugly blender vs max thing too, like I said, I’d very much prefer to be using blender. Having said that though, um, well, no nice way to say it, getting the best result for my film is more important to me (if only just) than which program I used to make it.

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well blender dosent have golbal illumination which is the difference you are seeing. also the reason it’s so dark and takes so lon to render is as follows: you are using AO which I really don’t think you need for this project [even more so when you start animating] second, yafray, DO NOT USE YAFRAY FOR YOUR ANIMATION!! the way yafray works it changes how the lights affect your enviroment and so it’s a pain to get it too look right, it also takes much longer to render than you want to spend waiting for it. trust be when I say that you can get the look you want without AO and yafray. and last thing, your lights were set to energy of only .02 [if I remember correctley] for this setting they should be at around .50 - 1.0

so I did some playing around with your .blend and heres what I came up with. [note: all the lighting is still has AO turned on because I didn’t realise it was on untill I decided to stop messing with the lighting, and I didn’t want to spend the time fixing it so I left it like that.]
also I took some creative libertys and fixed your starts and put the ship in a nice little Nebula.

since AO is still on in this render [and I still don’t think it looks very good] I suggest you turn off yafray and AO in your version and play with the lights

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so how long did it take you too render your test scene corndog.?.? I think blenderer would like to know the time differences…

Aaron

Yafray doesn’t use AO, it uses GI. Ambient Occlusion is only used to light a scene from the sky. Global Illumination is to make realistic simulations of light. Use Yafray and use GI. But make the GI cached. This will increase render times and get rid of the grain, although it’s technically lower quality.

And buy a few computers. About ten of them. Then you can use them as a render farm.

Or use the Boinc BURP project to render it.