We use cookies to personalise your content, analyse our traffic and improve your browsing experience. You consent to our cookies if you continue to use our website.
Read more about our use of cookies. Understand your data by reading our Privacy policy.
Comments
However... you can still export a model out of Blender as a .obj file without applying any modifiers.
It still needs a camera, weapons and flaps on the wings. I may, or may not give it some landing gear... not sure yet. Oh and, it needs textures as well.
Anyway... I sorta did the same thing that I did in my Blender camera tracking tutorial... where I use an "empty" to orient the camera to the 3D grid. Except in HFU2... I parented the Mocha 3D camera to a 3D point and used the point to orient the camera. Pretty simple stuff but it worked great. If you guys want a tut on it... let me know.
So here's the clip.
http://www.youtube.com/watch?v=vf5lEk-vAZU
I briefly show you how I drew some blue prints in Gimp then show you how to export the model that I used in Blender for use in HFU2.
I also show you how I match moved the shot in Mocha, then I show you how to orient the camera and points with HFU2's 3D grid. Pretty cool stuff.
You can watch it over on my site,
http://impatientprocrastinatorsvfx.com/tutorials.html
Or just watch it here.
http://www.youtube.com/watch?v=2HSIGwytToc
I hope you guys like it and thanks for watching,
http://www.youtube.com/watch?v=QQDKZIdn3Is
I did however try, a mocha match move with the same footage & brought that into HFU2. It was actually faster to match move in Mocha than in Blender because, I had to do some manual work in Blender that took a little while, whereas Mocha just chewed up the frames and spat out a camera solve.
I'm not gonna lie... I wasn't so sure about Mocha at first. But now that I'm sorta-ish getting used to it... it's pretty damned awesome.
Oh, and thanks for your reply Simon.
Would love to know a bit more about the process of making a shot like this.
I can, probably show you guys a pretty cool way, that I found, on how to texture meshes very easily so that you don't see any seems. I can throw in the Sub surface Scattering tips that "In The Flesh" gave me. Also the match moving, then the compositing in HFU2.
Let me know what you think, and if you want to see something in particular.
Just need to fix the shadow you mentioned and possibly blend the edges a bit more. You should be really proud of this
Man... why does it always rain when I'm trying to film something? :wacko:
[IMG]http://imageshack.us/a/img547/4463/83546236.png[/IMG]
http://www.youtube.com/watch?v=uCPY-5ajz1U
This 2nd clip came out really cool, I think. I really... really love the design. I made this ship in Blender, still need to texture it though... may do it procedurally because it's so detailed... maybe too detailed? It's fracking huge too.
http://www.youtube.com/watch?v=koEBQxmSLzo
Hope you guys like these and thanks for watching.
Oh and... I'm probably gonna use one of these ships in my next tut.
Hmm... something's up with the embed feature, not sure what's going on? @-)
These look really nice. I can only imagine when you get some textures mapped on.
The embed isn't working because you have the &feature= in the URL. You need to chop that and what's behind it off.
I think the term first came into being when the modelers for the first Star Wars were building the original death star physical model. They invented the term to describe the little blocks they were sticking all over the place on its surface.
Here's the ship with some really simple Gray scale textures that I made in Gimp... I'll add some finer details to the texture later. I did play around with the mesh a bit to make it more streamlined... the only problem is "even though I really like the design" my girlfriend says that it looks like a toilet seat. It kinda makes me want to make it look old, grimy, & weathered.
http://www.youtube.com/watch?v=CUPzfzFzG3Q
[IMG]http://imageshack.us/a/img846/1783/shiptest.png[/IMG]
At some point this year I really, really want to do a big sci-fi epic space battle sequence using HitFilm. What do you plan to do with these models you're creating?
I'm glad you like the designs... I dig them a lot too.
I was thinking of filming a short with these ships and the Air force drone that I've been modelling. I'm also thinking of making a few more mother ships and several small alien fighters. At least that's the plan... I need to texture them properly first.
I wish I could say that I'm giving these models away for free but... seeing as how my corrupt government has all but flushed our economy down the toilet... I've got to make some extra cash wherever I can. I am gonna sell them fairly cheap to the HF community, or anyone that owns a copy of the HF software.
Anyway... here's the latest ship. It's got some place holder "generic" textures till I can texture it properly... which takes a bit of time when you've got over 220,000 faces, well... it does for me.
http://youtu.be/WCdAhQqQkNU
That's something I always enjoy about good sci-fi designs. Star Trek is one of the best at this, with the Federation ships all sharing the nacelle concepts.
I've just been really busy with this ships.
Thanks Simon.
Here's a front view.
[IMG]http://imageshack.us/a/img43/8676/54958061.png[/IMG]
Lower view.
[IMG]http://imageshack.us/a/img571/8821/99952528.png[/IMG]
Rear lower view.
[IMG]http://imageshack.us/a/img526/6806/45503367.png[/IMG]
Here's the part where I'm kinda stuck and would appreciate your advice. The Mother ships don't have any visible form of propulsion because they fly with anti-gravity, so I'm wondering... should I bother modelling some conventional type engines for the smaller fighters or should I just do the anti-gravity thing? I'm modelling these smaller ships so that they can have engines just in case. But I'm stuck right now, maybe even a little burned out? Let me know what you guys think.
To me I dont think fighter spaceships would have exterior engines, windows, external lights or weird rotating bits so the design is great. I suppose they might be needed to add visual interest and a sense of movement in space