Well, it’s a “ship” that goes through the “gate,” so we’ll call it…

…a puddle jumper!

Front view

Rear view

Now that the modeling of the exterior is finished, I believe I have enough invested in it to start up the WIP thread. I’ve started on texturing, and I believe I have a good base for the hull texture above. I’m painting alpha maps for it so the mottling isn’t so uniform. I already finished animating the unfolding of the engines, though I’ll need to work out a new way to clip the objects so they don’t show up inside the cabin of the ship when they’re retracted. The method I’m using now only works when the ship is pointed along the Z-axis.

Also, I’ve finished texturing on the drone weapons, complete with a low-detail version for those scenes when you have thousands of the things flying every which way.

Drone Showcase

Active Drone

Added July 22, 2007

I’ve finished texturing and the light set-up on the exterior. I’m going to try to figure out how to get this clip-mapping fixed, though. Being able to only point the ship in one direction is a bit limiting for cinematography. After I’ve gotten that done (or given up in hopes of figuring it out later), I’ll get back to modeling the interior.

Also, I’ve rigged the engines so I can throttle their brightness with one slider. In fact, with the complicated retractions this ship does, I have to say, sliders and Master Channels are an absolute Godsend.

Front

Bottom

Rear

Added July 23, 2007

As for the engines on the Jumper, those are a magical wonderland of cheating. The engine bays on the original are about twice as deep as mine (the reason the bays on my model are shallower is so the rear compartment fits in at something close to its actual proportions), so the actual engines fit in with a bit less of a problem. However, it seems clear that the pivot they rest upon jumps off of its track while it’s retracting, so the engines can point straight up. Also, the wings themselves just pull into the body, without any sort of fake compartment or rationalization as to how they could possibly fit into the ship. Part of the fun of making this model was realizing exactly what compromises were made in its design, right after I made the same ones and thus knew what to look for.

The best look at how the engines retract (and how the VFX artists hide the fact that its physically impossible for them to move the way they do) come in the opening shot of the episode “Trinity,” and in a number of shots in “38 Minutes” (thought the best angles from those episodes aren’t included in those caps).

Seriously, after reverse-engineering this whole thing, I’m thinking about doing a writeup on the Jumper, mostly a taxonomy of the 3+ distinct 3D models of done on the show.

Here’s a movie of the cycles for the drone and engine bays. I’ve already decided I’ll take a page from the Atlantis VFX teams and only show the engines unfolding while the ship is distant, in motion, in shadow, or all three.

The same movie as above, but with the main body of the ship hidden so you can see precisely how the engines have to be clipped out so they don’t show up inside the cabin.

Serenity Liftoff

Now, this picture was an interesting one for me to make, since I tried a few new things. The contrails were a first for me, and I’m happy with how they turned out. The heat ripples coming out of Serenity’s engines also worked well. After a little polishing in Photoshop so the rendered elements blended in with the photographed stuff, I’m ready to call it done.

…For as Long as This Place Remains

From humble beginnings…

Seriously, I did this picture because I was frustrated with another project and felt like making something I could call finished, but I didn’t have any images in my head. So I decided, what the hell, I’ll duplicate a professionally made picture and call it a lighting exercise (and, hey, good lighting is important, and being able to figure out whatever the lighting setup was used at a glance is danged useful). So I picked the first (and so far, only) CGI still from the new Babylon 5 direct-to-DVD anthology series, “The Lost Tales.” This particular shot is from the opening sequence, and is itself a redo of a shot from the final episode of Babylon 5.

As with most of my recent pictures, the magic happened in Photoshop, where I began my customary bloom effect. Also, rather than just reducing the saturation of the picture, I duplicated the image on a new layer, made the duplicate grayscale in the channel mixer with a bias toward the blue channel, and then reduced the opacity of that layer. Finally, I applied a slight gaussian blur so that the Photoshop grain didn’t look so perfectly pixeled.

Screencap from “The Lost Tales” that this picture is based on.

Star Wars Gallery

Damn the Torpedos, Full Speed Ahead!

Admiral Kirk and the Enterprise lead an assault on a Klingon base in this, my latest render.

I’m really starting to get a sense for how less can be more with detail. Part of me hates to go into Photoshop and cover up that hard-won clarity with light blooms and film grain when it took 30-odd hours to render it all out (admittedly, that’s because I was doing other things with the computer at the same time, Lightwave is running under Rosetta, and antialiasing levels are like crack to me). However, it just looks really pretty with the sort of soft glow, and the grain helps sell it, especially up close.

“Approaching Star”

Not too much to tell about this image, really. Originally, I wanted to try to get the raw, high-contrast look that the early Babylon 5 publicity renders had, so I made a fairly boring image with intent to brighten it up later in Photoshop. Well, that didn’t work out.

About a week later, I was looking at some photography websites, and decided that I needed to experiment with more techniques, not just someday, but that right then. So I pulled up the image from my harddrive, and thought back to a magazine article on making better-looking black and white photos by using the “Channel Mixer” in Photoshop instead of just de-saturating the image. A few minutes of balancing red, green, and blue, adding a little light bloom, and some film grain to complete the effect, and I had a much better image. It’s now become one of my favorites.

Rising Star (Black and White)

 

If you’re curious, here’s the original color image.


Also, as a bonus, here’s another render from a while ago that I didn’t bother posting on it’s own, because it was a remake of an older image that was so flat and boring that I, apparently, never bothered to post it on-line. Admittedly, this one got a bit more of a makeover than my HD rerenders normally get (usually it’s just swapping in some area lights for planet and nebulae fill lights).

Strange New Worlds in Collision

A special treat today, considering I rarely render Star Trek pictures, owing mainly to how their greed for light doesn’t really mesh with my own style of lighting. After seeing the cover of James Blish’s “Star Trek 4,” I decided to make a picture based on it. Since I don’t have a model of the TOS Enterprise handy, I used Vektor’s Constitution. And then after I finished rendering out all the elements, I decided for the sheer unadulterated hell of it to make a second version with Dennis Bailey’s refit-Enterprise

So, without further ado…

The Constitution version:

The Enterprise version:

Early Babylon 5 Lightwave Animations

These five brief Babylon 5 animations are from my first year or two using Lightwave 3D, somewhere around 2002/2003.

 

“GROPOS”

Based on a shot from the Babylon 5 episode “GROPOS” with a Nova Dreadnought alongside the station.

Babylon 5: Ed Giddings

Nova: Matt Tarling

Epsilon 3: Matt Tarling and Jeff Richards

Nebula: Jeff Richards

Music: “Without Help” by Jerry Goldsmith

“Shadow Threat Test”

Once upon a time, I decided to redo, shot for shot, the “Shadow Threat” teaser released for the now-long-canceled Babylon 5 computer game. I used these two shots to make sure my timing was right so far and that it meshed with the trailer’s soundtrack.

Shadow Battlecrab: Nadab Göksu

Omega: Matt Tarling

Nebula: Jeff Richards

Music: “Z’ha’dum Suite” by Christopher Franke

 

“Convoy”

This one actually started life as a still, which I decided to render as an animation on a lark.

Hyperion: Craig A. Clark

Starfury and Shuttle: Mark Kane

Olympus: Leo Dunin

Nova: Matt Tarling

Music: “Big Trouble” by James Newton Howard

 

Hyperion Jumpout

Another shot-for-shot, this time of the Hyperion’s entrance in “A Voice In The Wilderness Pt. II.”

Hyperion: Craig A. Clark

Jumpgate: Yuri A. Parovin

Jumppoint: Matt Tarling

Nebula: Jeff Richards

Epsilon 3: Matt Tarling and Jeff Richards

Babylon 5: Ed Giddings

 

White Star Jumpout

A render based on a shot from the episode “Matters of Honor” with the White Star exiting a Jumppoint.

White Star: Kier Darby

Nebula: Matt Tarling and Jeff Richards

 

Stargate Yard Redux

Since I have a new, better Stargate model, I decided to do a new, better version of the only real picture I made with my first Stargate model, namely the ‘gate in my backyard. I also added a little something to allow the inner ring to spin freely. I’m not 100% happy with where the rendered concrete meets the real concrete, and something seems off about the scale and/or perspective of it, but I don’t know how to deal with that.