Thursday, 31 March 2011

Pegasus: Texturing Push v1

Hello :)

I decided this evening to give the modelling on Pegasus a temporary halt, and play around with some materials.  Base materials were obtained from http://matrep.parastudios.de/ under the Creative Commons license.

There is a lot of texturing, modelling and fixing still to do before I hit "go" on the big green production button, but the good news is I've got the keyframes set up for the red launch alarm, main spinup and part of the animation for the wind down.  I've also got an idea or two for the wind down, but I'll leave that as a suprise ;)

Without further ado, here's tonight's update.  You will need to view this big to get the full effect.

Wednesday, 30 March 2011

Pegasus: Modelling Push v3

Hi,

 I've been detailing Pegasus a bit more, going in-depth and adding bolts, external pipe supports etc.  Looking a bit more "constructed" than the previous version; my intention here is to show you a machine that could be built, and beyond this designing the machine so that every part has a function.  The original in JMP was an inspired design; I don't want to take away from that in any way, but I would like to see a machine that looks like a prototype, warts and all.

Latest render below :)

Time Travel effects v2

Hiya!

Here's the second run at the time travel effects - more ideas to try on it though, so it's not finished yet!!

Tuesday, 29 March 2011

Time Travel effects v1

Ok here's my first shot at the time travel effect for my JMP tribute.  This is done purely in Blender 2.5; renders are taken straight from the compositor.  Video footage used as emit objects were downloaded from www.openfoorage.net and are used under the Creative Commons license.

Please Note: This uses a lot of flashing/pulsing lights; please be aware.

Pegasus "Launch" V1

Hello!

Today's update is another still shot of Pegasus (I'm on a bit of a roll so don't want to leave it at the moment!).  This is the machine during "launch" phase - very early render; a lot more detail has to go into it yet, as well as texturing and refining the light setup.

Monday, 28 March 2011

Pegasus Spinup Test 01

My first test of my animated Pegasus spinup sequence.

Pegasus Detail Render

Hiya,

Ok for today's update I have a hires shot of the detailing I've been doing on Pegasus, specifically what I've decided to call the "turbines" or tubes leading from the towers to the core.  I've modelled them keeping jet engines in mind, thinking that the shaft power generated by the turbines could be responsible for spinning the core.

Anyway, without further ado, render below.  Best viewed large ;)

Sunday, 27 March 2011

Pegasus Launch Alarm Lighting Test

Hi,

Just a quick test of my lighting setup for the red "launch" light during the Pegasus activation sequence.  There is an issue with the texture on the central claw which I have a potential fix for.

Enjoy!

Mars Time Travel Landing Effects: V1

Hello all!

Here's my first version of the time travel landing at the Morimoto Mars Colony.  Rough pass at effects and model - emergency exit door is not finished; neither is the gantry layout etc.  Rendered primatily as an effects test - there are a couple of issues in this render, but wanted to put it up here as a work in progress :)

Enjoy!


Saturday, 26 March 2011

Mars Gantry: Early Model

Hello all,

I decided to have a break from the TSA and go on a day trip to Mars :)  Taking the promo shot of the Mars Gantry as inspiration and reference, I created the model below.  Game shot is used for comparison from JMP1, copyright Presto Studios.  First is the game shot, then the model render.


Friday, 25 March 2011

TSA Entry Corridor - Door Lights / Scanner Test

Evening all,

Here's a render test from the hallway, with the scanner and door lights illuminated.  I'm hoping to have an animated version done by the end of the evening, so keep an eye out for that :)

I'd also like to dedicate not only this shot, but the whole tribute to my girlfriend Jennifer :)

TSA Entry Corridor - New Door Model

Hello all,

Here's today's update.  I've just finished remodelling the "front door" into the TSA, again with JMP as reference.  I need to refine the logo to match the raised panels, but all in all I think it's fairly close.  In-game pic and model for comparison.  As always, game shot taken from The Journeyman Project, copyright Presto Studios.


Thursday, 24 March 2011

Pegasus: Modelling Push v2

Hiya,

Another day of progress on the Pegasus Device - latest renders and game comparison below.  As always, the screenshot from the game is copyright Presto Studios.

Enjoy!




Tuesday, 22 March 2011

Pegasus: Modelling Push v1

Hiya,

Ok, today I'm looking at the Pegasus device.  I've started rough modelling of all elements to try and pin down the scale and object relationships.  Below is a first rough render of the device in context, looking from the observation area outside the Command Room.

Points to note:  window textures etc need to be added - this will be done later.  Geometry overlaps in central section of Pegasus due to copy/paste & rotation to create a quick model - will be refined once position and scale finalised.

So, without any further ado, here it is :)

Monday, 21 March 2011

TSA Entry Corridor Scanner Test

Here is the first test of the scanner in the TSA entry corridor.  There are some issues - the timing is off, and the texture on the walls seems to flicker during the anim.  Works ok as a proof of concept though!

Enjoy :)

Sunday, 20 March 2011

TSA Entryway - Game vs Model

Ok, here's a look at the main TSA entranceway, just beyond the front door.  There are some model issues to resolve with the view windows and grill areas, and some of the textures are not complete.  Pegasus tower is noticeable in this render and is therefore too tall - to be corrected.

The first image is taken from the game, copyright Presto Studios - used here for comparative purposes only.

Now my model from Blender

TSA Command Center Door

Ok I've been making progress with the TSA area, and this morning managed to get an ok model of the TSA command center door done.  There are a couple of issues - the font needs to be corrected and the logo needs to be modelled as opposed to using a textured plane with alpha, as this shows up as a shadow when using lamps.

Next challenge...modelling the logo!

Saturday, 19 March 2011

First Past the Post...

Hi fellow Journeyman fans...

Ok, here is my first posting regarding my personal tribute to the Journeyman Project; a trilogy of games created and published by Presto Studios.

I've been recreating some of the scenes from JMP1, and work is, as always, in progress.  I decided to start this blog to record progress as I go along.  All modelling is done using Blender, and the final images are directly from the compositor; no external editing has been done.

So without further ado, here's the first pic from today's work.