It´s been a while, so you may ask what we´ve been up to. Actually, we´ve never stopped working on the project, but to tell you the truth – we´ve just been terribly lazy bloggers, lately. So finally, and without any further ado, let´s put on some samples of what we´ve been working on in the meantime. Here we go:
Jumping right off with some tests we´ve done on the material and animation (the latter as shown further below) for the Gryphon´s booster. In my first attempts, I combined a particle system with point density using volumetrics (pic 1-5). But since Meikel correctly favours a rather more scientifically firmer approach, he proposed to use a combination of several elements fitted with animated textures, instead (pic 6, after compositing). What a difference! Still wip, but looks kinda cool, so far.
Next one is some model tweaking that Meikel did on Jeff´s bridge.
Meikel has also been working on PBR (i.e. Physically-Based Rendering) shaders to give our metal surfaces a little more finesse. The first reveals a test on some parts of the cockpit, the second shows dirt and decay applied to the staircase that Meikel has just finished modeling.
Coming up next is fire and smoke. This is rather self-explaining – once I did Tornado 1 and 2 based on a fine tutorial on blender´s wonderful short-film “Cosmos Laundromat”, I´ve tried to apply the particle-settings (taken from the tornado´s set-up) to the “crash”-sequence. Damn tricky stuff…
There goes my very first hair simulation. Somehow, I start to admire hairdressers…
An experiment on a matte background for some of the sequences that take place on the planet´s surface. The foreground is a 3D mesh, the background is just a 2D montage made from Mars footage provided by NASA, and then mapped on a semicircular plane.
Modeling optical nerves has been great fun. Here are two stills. You´ll find a few seconds of animation further down below.
Never boldly go where no one has ever gone before without a decent razor!
Last but no least, here are some wips of the planet´s surface taken from different angles, altitudes and lighting. I´ve also tried to design some sexy looking rocks, a pebbly surface and bizarre looking plants. You might recognize Jeff´s proxy on some shots – I wanted to have him in the scene to give me a bit of a feeling for the right scaling and perspective.
As promised, here are also some bits of animation as well. Three wips of footage that might be seen on the Gryphon´s computer monitors.
The next two clips reveal how our opical nerves might look like when being in motion. Again, this was really much fun. We came up with a mix of texture painting, a particle system and an emission-based shader-node. I like the way these tiny hair-like tentacles respond to Meikel´s animation.
And finally – it´s once, twice, three times a booster.
It´s been almost five years ago that we´ve started talking about an idea that eventually turned into “Membrane”´s script, and which will finally lead to a short-film that will hopefully blow your balls off!
So stay tuned and sharp!