Earth Enceladus Pathfinder
Gallery type
Date of publication:
Oct 26, 2021 4:14:52 AM
Author’s comment:
We were finally able to breathe life into the dreams of scientists and fantasies of the 20th century. building a space elevator. Thanks to this, the cost of launching a payload into Earth's orbit has been reduced by tens, hundreds of times. A new era of solar system expansion has begun: we have already established outposts on the moon and Mars, - but there is another celestial body, for which mankind has a lot of question and many hopes - Enceladus is the sixth satellite of Saturn, and, according to many scientists, the celestial body is closest to earth. The way there will be very long, but the inspired earthlings are ready to do much for the sake of these secrets. While waiting for space, a member of the expedition, codenamed EEP.VIC02.F, takes a last look at their native land and space station, after four years of hibernation they will see a new earth ...
Hello everyone! Even from the initial sketches for this competition, I decided to create something close to reality, something sci-fi - inspired by the emotions from Interstellar - as for me this feeling is cool there is "waiting for space, waiting for you to leave the earth soon, perhaps , forever and ever." The feeling is rather quivering, ambiguous. I immediately decided that it would not be just a station but a space elevator / station - I also quickly decided on the composition - based on the desire to convey a touching moment, but at the same time make a shot of the station within the framework of the competition. In the center of the composition, of course, there is the station, so I simplified the foreground, added a little depth of field effect, a little lense distortion on the composition to bring the viewer quickly from the foreground to the station, after which he (the viewer) could move on to inspect the rest of the scene. I also wanted to make the effect of a reflection from the sun, I partially achieved it - but I also wanted to make reflections / glares right in the lens - but I was faced with the fact that I could not extract the background and backlight on the composition due to the fact that in fact I have the whole scene is behind the glass and, in fact, the background is not formally when rendering - I render the glass that is close to the camera) there was an interesting twist ...) I also wanted to add cool effects of volumetric light on the steam from the mouth (for this I even made a Rafnes map with a little condensation on the first glass), I also wanted to make a year-light on volumetric from the station itself - I thought to make jets of thrusters / steam from the docking hoses, but completely abandoned the volumetrics - in my version of the blender or rpr - the density and the color of any volume can be adjusted (and it will be regulated) only in qualification mode: Legacy, when I encountered this, the scene was already set up for full quality, and unfortunately there was no time to change something (I would have changed and tested a lot, I would have made the final render in cooler settings (did 2560 * 1440, 768 samples, rendered 2 and a half hours - I could not afford large settings in time.
As for the rendering, I was satisfied. At first (which took a lot of time from me), the blender often crashed when previewing even the simplest blockouts of the future scene in render mode, everything was somehow strangely slow and inconvenient. By a lucky coincidence (accidentally), I deleted blender 2.9 (I had two, I worked in 2.93lts together with RPR, but there was also the previous 2.9) by deleting 2.9 my program for cleaning the ends after the programs "finished deleting" everything to the end, completely erasing everything for me preferences and addons on blender 2.93. after reinstalling rpr (or after removing 2.9, I don't know), but everything started to work cool quickly and "as it should be" - rather fast rendering, the advantage of rpr is felt. I was very impressed, I'm not afraid of this word, with the rendering capabilities of lighting - without much dancing with tambourines, a very physically believable picture is obtained, with soft shadows and cool reflections. Speaking of reflections - in the second place, I drew attention to the cool work with glass / glossy surfaces, liquids - and in general the Uber shader is convenient. Plus a quick button to convert bsdf to Uber. The only thing that I did not work with the volumetrics was for a long time trying to understand why I could not change the parameters of the volume in full quality - as I understood in my version of the blender / rpr, it only works in Legacy mode. There was no time to move, but I plan to finish off the effects I had conceived after the competition - according to volumetrics / year light.
In general, I did not expect that the competition would drag out so much - especially in the last couples - the less time was left, the more edits and changes I wanted to make. Well, always)
Thank you, and sorry for the long post)) from the bottom of the infa for licenses. On the combined screenshots of the work, screenshots go from top to bottom, from left to right (where there are several screens on one, wips)
https://sketchfab.com/3d-models/apollo-space-suit-a7l-1c16d0789911489ca7198dfad50dde37 - part of the helmet from this asset (reworked, just the helmet's sphere and screen are taken, my new uv, textures, geometry rework), blockout gloves (high-poly, uv, textures made by me)
https://www.blenderguru.com//tutorials/earth-cycles - textures of the earth (originally NASA, shrunken blenderguru), freely available
https://www.artstation.com/marketplace/p/G9LP/scifi-set-vol-aurora - several elements from this set (at the final stage of detail) - in the public domain
https://3dtextures.me/about/ - some textures from here, all are freely available, which is indicated on the site itself in the FAQ
hdri - an ordinary space nebula, lay on my PC, to mine, too, from a blenderguru from some of the lessons (it is practically invisible on the art, the lighting does not come from it either, it remained from the early stages, I did not change it - there would be no stars anyway not visible with such a glow of the station)
face - generated and configured by me in CC3
Software:
Blender Substance Painter ZBrush
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