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BATTLE SCENE - FILM DEMO- W.I.P GIVE ME YOUR INPUT

Posted: Sun Jul 24, 2005 10:00 pm
by falconking
:) Hello my friends. I have been working on this for 3 days now (14 hours per day). This will be an animated massive scene of a battle in an ancient world. It will be a demo for one of my film projects and hopefully will help me to get funds to make the film. I am pretty happy so far wiith the look of it, and will love to get some C&C to improve it. well, here it goes. I started with a rough sketch of the main shot. Excuse the bad image, but I don´t have a drawing tablet, I draw with my mouse. After that I did a top view sketch of the western shore castle, the one I will be modeling first. The rest are updates of the modeling and the last one is the stage where I am now. :)
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Posted: Sun Jul 24, 2005 10:09 pm
by Maximus3D
I'd say.. very interesting idea and project Falcon :) and it looks pretty good so far. However i cannot give you any decent crits without knowing a bit about the story behind this and what your ideas and plans are and if there's some message you wanna deliver to the audience. So.. a bit more meat on the bones textwise then i'll sum it all up and write you a long loooong list of things i think about it.
But so far i have to say i like what i see. ;)
Keep up the good work Falcon, this could develop into something very good for you.

/ Max

Posted: Sun Jul 24, 2005 10:23 pm
by j_petrucci
the textures are amazing and the overall looking remembers me of ancient spanish castles... wonderful work, congratulations falconking! :D

Posted: Sun Jul 24, 2005 10:27 pm
by falconking
:) Thanks Maximus. In a few words: my scene will show the take of an ancient ficticious kingdom called Egonia. To take the city, the invaders must cross the river palathia crossing the big stone bridge, coming from the west bank, from the mountains. If the army crosses the river, the city will fall...
The old egonians are traders and fishermen. The invaders are fierce worriors from the far west. :)

Posted: Sun Jul 24, 2005 11:03 pm
by Maximus3D
Hi again Falcon :)

Alright, here it comes..

Ok, i think you need to create a real storyboard first as of every action and sequence you will "shoot" in the film. That way you got better control of what you gotta do, how long each sequence lasts and and focal depth and so on.. all the necessary info for each single shot helps alot to have. But i'm sure you're working on that now. ;)

1st pic: This is interesting, good camera angle and lotsa visible sea with a pretty architecture. But what i don't like so much is the centered sun.. offset that a little to not fall into the normal CG trap of centering everything :P and also some vines, flowers and trees should be in the scene as people live and work there. Markets could also be a good thing to have in the scene.

2nd pic: Not much i can say about this..

3rd pic: Good looking model there, but i can't really say much more about this one.

4th pic: This is about the same as the 3rd pic, only a bit more detail and meshes in it so i can't really say much about it.

5th pic: I like the texture on the mountain in the back, it makes the scene complete very well as it's like weathered cracked and shatted rocks smoothed out by heavy rainstorms in past million years until civilization set it's foot down by the mountain.

6th pic: Same comment goes for this as for the 5th image, the rock is pretty good and works well with the rest of the model. However there's one thing i do like to see and it's that the structures would show signs of wear and tear such as shattered parts, parts missing and small parts laying around here and there from the structures as gravity took care of it and it fell down :)

7th pic: Texture looks pretty good so far in this but really too early to say..

8th pic: This is the same as above just a different angle, so same comments as went for the earlier images goes for this one too.

9th pic: This one i like, especially the weathering and green dripping stuff on the structures makes it real, very good Falcon! i was hopeing you would add weathering texturewise on this too, it brings the scene to life.

10th pic: Well water is a issue as we all know already.. but a mideterranian look to the water would be nice :) like the same colorscheme. Bridgecolums are so big they should be visible quite far down in the water, depending on the depth ofcourse. And also algea grows up along the stones of those bridgecolums as they're set in water. Also same should probably be valid for the rocks where the water meet the mountain :)

11th pic: Higher polycount on the mountain wouldn't be totally wrong :P

12th pic: Same comment on this and 11th pic as i gave on the 10th pic.

13th pic: And same comments on this too as i gave u on the 10th pic.

Well hehe that's all for now :) i'm sure i missed something but i'll give you more indepth comments if you want to on specific things.

/ Max

Posted: Sun Jul 24, 2005 11:07 pm
by Tyrone Marshall
Rather nice work here FalconKing,

The environment, texture maps, and water are working well together for this scene.

I agree with Adam, smaller pics, no larger than 800x600 at the most for this early stage (WIP).

Or 640x480 with closeups for areas you want to show some the gorgeous detail and texture maps in this scene.

Stick the POV shots, the bird eye type shots reveal a very "model" like look while the POV shots are more convincing (render #10)

More! :D

Posted: Sun Jul 24, 2005 11:57 pm
by jeffg
Nice. Very nice. Can't wait to see the finished images!

Where did you get the stratified rock map? Very nice.

Posted: Mon Jul 25, 2005 12:01 am
by falconking
:) hello, thanks for your CC. Here is an update. The admiral´s building. Minor detials to be added today.
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Posted: Mon Jul 25, 2005 12:09 am
by jeffg
One observation.

The color difference between the bridge/lower section and the upper section may be too extreme.

I general, I observe that the older a structure is the more it has a tendance to take on the color of the landscape around it.

Additionally, very old structures are usually made from materials on or near the site and therefore the structures start off with a high degree of color simularity to their natual setting.

Too bad theres not a way to simulate water depth/decreased visibility.

Maybe via SSS?

Posted: Mon Jul 25, 2005 2:55 am
by falconking
:) I finished the model of the western lighthouse. here it goes:
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Posted: Mon Jul 25, 2005 3:14 am
by falconking
Other views of the lighthouse:
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Posted: Mon Jul 25, 2005 5:08 am
by falconking
:) Lighthouse finished:
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Posted: Mon Jul 25, 2005 8:55 am
by jotero
very nice works falconking :)

Posted: Mon Jul 25, 2005 9:06 am
by Hervé
you are incredible Falconing.... really a hard passionate worker... I wish I could work as fast as you.... :wink:

Posted: Mon Jul 25, 2005 9:19 am
by falconking
:) Thanks a lot Hervé, thanks a lot Jotero. tomorrow morning I will upload 2 more updates. Thanks for all your C&C. Imagine this... if I succeed and get the money for my film, thic would be the first movie made with a lot of CG shots done using maxwell render :) ! wouldn´t that be great ?