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World building and design

Posted: Thu, 29th May 2008, 2:58pm

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Simon K Jones

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World building: help design the base!

The FXhome Film Project’s script is written by Rob Kinsman, who very much believes that it is the writer’s job to define the story and characters while the rest of the film’s ‘world’ is handled by the art department. While the 10-minute story rockets ahead, it’s up to the wardrobe, set and prop departments to create a convincing background ‘world’ for the characters to inhabit.

What makes the FXhome Film Project unique is that the art department includes every member of the FXhome.com community! We want you to get directly involved in shaping the look and feel of the film.

Writer Rob Kinsman talks about the script process...

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Designing the base

Our story takes place almost entirely within a small mining base on a remote planet. It’s important to get the design of the base right, which is where we’d like some help.
Here are things we need designed as soon as possible:

1. Exterior visual concepts for the mining base. These need to fit into the description of the base (see below) so that it can fulfil specific story requirements. We’re looking for original, innovative visual ideas that will help the FXhome Film Project stand out as something special.
2. A label for an expensive bottle of wine. Green bottle, red wine. Deadline: 23 June
3. Photos and images for calendar prop. We need suggestions for images that can be on the top half of a fold-out calendar. Deadline: 23 June

As always, this is about IDEAS. If you’re not the best artist in the world it doesn’t matter, as long as your idea is strong - the art department can always take your idea and turn it into a finished piece.

It’s also important to remember that this is intended to be a collaborative project, so we might take several ideas from different people and combine them to form a new and final design.

Hit the ‘Reply to topic’ button to post your thoughts and ideas! And don’t forget to check out the T&Cs, if you haven’t already.

Fact file

Here’s some background info on the base to get you thinking:

Function: H-3 mining prospector facility.

Location: Planet 2234-DC2. Rocky planet suffering from extreme weather conditions leading to permanent hurricane-force winds. Atmosphere is usually thick with flying debris, ranging from dust to car-sized boulders.

Crew: 3. Captained by Michael Shepherd, who has moved from planet to comet to moon for the last fifteen years, hunting for lucrative mining opportunities, the locations of which he can sell to the highest bidder.

Design: Modular, rugged, industrial. Our base consists of four modules, connecting corridors and two lifepods.

Operation: Multi-purpose, scalable and affordable, these bases are ideal for small start-up companies and individuals who need to work on planetary surfaces for extended periods of time on a small budget. Designed specifically for use in harsh environments, they can operate under a variety of atmospheric conditions. A mixture of reinforced hull and motion-targeting interceptors ensure that meteorites and other debris have a minimal risk of causing damage.

The bases can be harnessed beneath a standard interstellar light freighter for easy transport to the destination. The main cost benefit of this design comes from the base's in-built manoeuvring jets, which enable it to achieve atmospheric re-entry and planetfall without the assistance of the accompanying transport vessel. The base is not designed for lift-off or escape velocity, however, and operates on a temporary and disposable basis, usually abandoned when no longer needed. At the end of the job the crew use small, short range lifepods to reach low orbit, where they can rendezvous with a spaceship for extraction. These pods can also be used in the event of an emergency.

In our story, the base has been equipped specifically for use as a prospector facility, with the crew assessing the area for potentially valuable deposits of gas and ore.

If you have any questions or need to know something specific, just let us know!

Last edited Wed, 11th Jun 2008, 2:10pm; edited 6 times in total.

Posted: Fri, 30th May 2008, 6:42am

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black ronin1228

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My interpretation of the mining outpost exterior possiblity number 1:

http://artzone.daz3d.com/azfiles/gallery/83/ur/znf3ahdwdjxrt2n1p0b1a2kac5ntlp-org.jpg

Mining outpost interior 1:

http://artzone.daz3d.com/azfiles/gallery/9o/51/al8ruh32gydrc51khkvdfpx5bi3ov3-org.jpg

Mining outpost interior 2:

http://artzone.daz3d.com/azfiles/gallery/j9/y8/pmmov628uvav5846txf1zl5o5gpyyb-org.jpg

Mining outpost interior 3:

http://artzone.daz3d.com/azfiles/gallery/h9/dn/3xz11ay1qjs6hu4ts09omjfbvl0l04-org.jpg

A potential vehicle used on the planets surface during exploration:

http://artzone.daz3d.com/azfiles/gallery/1c/w2/6bciwxaj7k7edmv4726npy4kmbaf28-org.jpg

And another potential vehicle inside the hangar. Whether it is going to have some indoor/outdoor scenes, the vehicle could lend to atmosphere...:

http://artzone.daz3d.com/azfiles/gallery/ju/59/hw2uxkyk00qp6d8vwjea1gzr04soa7-org.jpg

Still working on some other ideas, clothing, uniforms, scene, setting, etc. Also, working on exterior of the place as well for conceptualization. Regardless whether or not this gets used or not, is cool by me. I'm just having fun working on an idea. Perhaps something I create will inspire someone else!

Thomas
Posted: Fri, 30th May 2008, 8:55am

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Xcession

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Those are some great renders, but i'd say they're basically too illogical given the setting (and too "Aliens").

A planet ravaged by wind and huge pieces of debris, is not the place you'd build anything wide, wind-breaking, tall or smash-into-able. As such i'd imagine single-story low profile buildings, with economically aerodynamic profiles. Additional levels would go underground (particularly as it is mining-related).

The designs you've done also don't seem particularly modular or mobile. The bases are disposed of on the surface when mining ceases, to for this to be an economically viable practice the modules need to be effectively form-factored and mass-producable, with almost identical layouts in each pod (regardless of role), with any individuality physically bolted on from the outside.

Expense is always the most important factor in large-scale operations like this, so module material would be durable but lightweight - probably aloys only for the skeleton structure. Space payloads cost fuel and money remember, so weight is key.

Now i think about it, money should basically be the focal point of any designs for the modules: If they're disposable it means they're worth less than the price of the fuel or transport back up from the surface. That pretty much rules out all heavy non-alloy metals, unnecessary devices, doors, shutters and general complexity etc.

I lack the 3D abilities to render anything better or more appropriate, but I'm just attempting to direct the concepts.
Posted: Fri, 30th May 2008, 9:01am

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Simon K Jones

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Thanks for those ideas, Black Ronin! That was some seriously fast work...

I think Xcession's points are all valid. Your designs are a little too 'permanent' looking, they almost resemble a fortress rather than a cheap, 'gets the job done' kind of setup.

I suppose the base needs to be the 'space equivalent' of those little prefab huts you get on building sites. Obviously they need to be stronger and much more technical than that, in order to a) survive the conditions and b) provide life support etc for the duration.

It's also crucial to remember that we're only talking a crew of 3 people here, so the base doesn't need to be big.

One thing I do really like about your renders is the general grime and industrial feel of the place. It looks weathered and used.
Posted: Fri, 30th May 2008, 9:26am

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Xcession

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Naming and logos is hard.

How do you name a group of entities of which there could be hundreds or thousands within each subset where each entity needs to be easily identifyable?

In IT, people name servers after all sorts of things - gems, books, characters etc. You generally name them after an already established nomenclature. Bases I imagine, would be the same except with an entire solar system at your disposal, most common nomenclatures don't have a wide enough namespace.

The organisation that runs this opperation doesn't seem like the kind that would cute-up names for the sake of memorability, so traditional film call-signs like "echo", "bravo base", "Zulu Foxtrot", "Hardy Heron" etc just seem childish in context. Being able to pinpoint the facility geographically would perhaps be more important.

Planet + purpose + designation maybe?: 2234-DC2-Prospect-004? it might be shortened to Prospect-004 in comms chat. Perhaps just 2234-DC2-P4?

(Having said all that, its probably more likely that each planet would have its own administrative strata within the company, so designating the planet name within the callsign might be redundant and with less entities in each cluster, cute callsigns would still be suitably unique; which opens up the floor to almost any callsign again. Damn!)

Some thoughts:
- There are only 26 letters in the alphabet, whether its phonetic, english, greek or latin. If there are hundreds of facilities, it gets a bit silly.
- Even if you combine letters (eg "AC-01"), the name doesn't really give any meaningful information on its own. Having your function, latitude and longitude within your call sign would for example have a more useful application, even if it would be a bit cumbersome.
- Why give a meaningful, personal name to something you're going to dispose of?
- Presumably your facility would have the logo visible on the exterior, for passing indentification purposes; that rules out anything particularly long or complicated.
- Would the teams name their own facilities? An in-joke maybe? Would the orbit communications crew know that joke?

I think taking all things into consideration, I'd call the facility something like "2234-DC2-P4". Planet name. P for Propecting. 4 for number of facility amongst the prospecting group. This would get reduced to "Papa Four" in radio chatter. If theres room in the script, a personalised name might be appropriate. "P.O.S 4" maybe!

Having said all that...the script would be rather dry with a name like Papa Four. Bah, I dunno.
Posted: Fri, 30th May 2008, 9:36am

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Simon K Jones

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Xcession wrote:

- Would the teams name their own facilities? An in-joke maybe? Would the orbit communications crew know that joke?
Yeah, this is the angle I'm seeing as most appropriate. With this version of the script (unlike the earlier one which you're most familiar with) it's not a giant mega-corp that's doing the operation, it's just a private gig run by a couple of guys, who use these cheapo bases to go scouting for locations. They then sell the locations to the highest bidding mining corp.

Another crucial bit of setting is that there isn't a permanent orbital ship waiting to pick them up - the freighter literally drops them off, then departs to get on with other things. They just hired it for the ride. When they're ready to leave they arrange to be picked up, which might be from an entirely different ship.

Even though they're only on the bases temporarily, it's still likely to be several months, or even a year+. So it's feasible that they'd have some kind of joke name for the place, just something to refer to.

A logo is indeed trickier, as it seems to be something they wouldn't really bother with. But again, it could be more of a joke, or it could even be the logo for Shepherd's little prospecting company.

Having said all that...the script would be rather dry with a name like Papa Four. Bah, I dunno.
I think it's unlikely that it'll be referenced directly in dialogue, this is more for background detail that can be built into the set/costumes/props/etc.
Posted: Fri, 30th May 2008, 10:22am

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Avenging Eagle

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I'm working on some renders of the full planet 2234-DC2. Just a couple of quick questions:

1) Atmosphere; can the crew breathe the atmosphere or must they wear come kind of suit (providing they even made it outside in the hurricane-force winds).

2) Gravity; Is it a low-gravity environment outside? Would someone walking on this planet look like Neil Armstrong, 'bouncing' as he stepped?

3) Temperature; Is the planet a cold ball of rock and ice, or is it a sweltering desert?

I feel like i'm getting too 'in to it' with specific questions on a ficticious thing, but i'm trying to be as realistic as possible here.

Once these renders are done, i'll post them here. I'd be happy to do some shots in the film should one require anything looking at the planet from space (that includes low orbit too).

AE
Posted: Fri, 30th May 2008, 10:41am

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Simon K Jones

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Avenging Eagle wrote:

1) Atmosphere; can the crew breathe the atmosphere or must they wear come kind of suit (providing they even made it outside in the hurricane-force winds).
Suits definitely required for going outside. I'd imagine it's a pretty noxious atmosphere, but a suit would be required mainly for protection against all the crap flying around.

2) Gravity; Is it a low-gravity environment outside? Would someone walking on this planet look like Neil Armstrong, 'bouncing' as he stepped?
Gravity is similar to Earth's, primarily because we don't have the budget to simulate low/high gravity. smile

3) Temperature; Is the planet a cold ball of rock and ice, or is it a sweltering desert?
We're thinking hotter rather than colder, but not to 'burning' kind of levels. But if you were outside in the suit you'd definitely be sweating!

I feel like i'm getting too 'in to it' with specific questions on a ficticious thing, but i'm trying to be as realistic as possible here.
Not at all, this is all vital stuff, really. If it's all there and working in the finished film most people won't notice it, but if it's not there then audiences simply won't believe it.

Can't wait to see what you come up with!!
Posted: Fri, 30th May 2008, 5:00pm

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Avenging Eagle

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Well, I've been working on this all day and I've finally got something to show you all.

By sampling from satellite pictures of the Gobi desert and the moon, i've come up with a rough surface map. I still need to work on added mountains, canyons and general points-of-reference.

Here it is:
http://img103.imageshack.us/img103/786/2234wip1cj7.png

The clouds too, are also coming along nicely. It's not that easy to see in the render (since the clouds are not yet shaded), but I've worked on the basis that the strongest winds would be where they would be the greatest temperature change, the equator. Hence, most of the equator is encircled by a massive storm, which has lasted hundreds of years. It's ferocity has whipped a lot of dust into the atmosphere, which is what gives the planet it's orange glow.

The planet is of a similar mass to Earth, which means the gravitational forces are also similar. However, it's atmosphere is thinner, but denser (mostly because of the wide reaching storm constantly encircling the equator). This means is retains less heat at night and temperatures do plumet after dark. 2234-DC2 is also slightly closer to the sun, making it hotter during the day that Earth.

The planet also tilts on it's axis, meaning it has seasons. This tilt creates ice caps at the poles (which have yet to be added to the current texture), which contains some amounts of water. When cold air coming off the poles meets warm equatorial air, thunderstorms often break out. I'm still not sure whether precipitation would be water or acid, but acid sounds harsher so I'll go with that for now wink

So there you have it, that's my Work-In-Progress. Please give me your thoughts (that goes for all members of the community, not just Tarn!).

Hope you like it,
AE
Posted: Fri, 30th May 2008, 5:21pm

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black ronin1228

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I understand the need for a modular looking design, that's throw away in the end, but the problem then comes down to mechanics and physics, if we want to get technical. If it is supposed to have engines on it, since it is drop in near orbit, and it is capable of landing itself, then something more solid and substantial needs to be created. It has to withstand the forces of the engines stopping its decent, and one would assume that they also allow it to be a mobile base via those same engines seeing how they are supposed to be able to stop it's decent to a point of safe touch down, and it is supposed to on the outside have motion sensing/trajectory sensing weaponry to ensure it's survivability from impact. So it has to be able to take on some impact, as well as be able to fend of most with a weapon system mounted at various points on the outside. Or did I read this wrong?

"A mixture of reinforced hull and motion-targeting interceptors ensure that meteorites and other debris have a minimal risk of causing damage.

The bases can be harnessed beneath a standard interstellar light freighter for easy transport to the destination. The main cost benefit of this design comes from the base's in-built manoeuvring jets, which enable it to achieve atmospheric re-entry and planetfall without the assistance of the accompanying transport vessel. The base is not designed for lift-off or escape velocity, however, and operates on a temporary and disposable basis, usually abandoned when no longer needed."\

Something like what I created could be considered disposable, I mean look at what we all consider to be disposable now in this day and age? If we are in space, and mining, and doing planetary jumps, and such, who's to say this isn't throw away? Right? LOL!!

Anyway, it's up to you guys. I am in the process of creating more as I go along, so we'll see what else I can come up with.

Thomas

P.S. Thanks for the input, and I'll see what I can do.
Posted: Fri, 30th May 2008, 5:55pm

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Fill

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I decided to give the logo a shot. It's pretty simple:

Preview
Full Size

I applied it with color to a texture to see what it might look like on a building or crate:

Texture Test
Posted: Fri, 30th May 2008, 5:58pm

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Avenging Eagle

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Just to throw an idea into the mix, did anyone think of a self-assembling base. A probe is dropped into the planet, then robots build the base in preparation for the crew who arrive in a small single-trip pod a couple of days later.

Just thought that might be another way of looking at it...

AE

P.S. Listen to us all, we try to conceal our sci-fi geekiness but at times like these, it just shines through!
Posted: Fri, 30th May 2008, 6:06pm

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ashman

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Hey Guys,

I thought it best I get some of the creative visuals cleared. All the Ext shots involving the base will have a blue colour palette. This is in contrast to our more warmer Int colours of the base. The planet surface is rocky and hard going terrain. Think Tatooine from Star Wars or better yet, the planet Mars. Grand Canyon is another good example. The weather through the duration of the short gets worse. Winds pick up and develop into a storm. I like to think the Nostromo landing in Alien as a good example to the conditions.

I wanted to avoid having the base designed around sleek curves and aerodynamics. It needs to look industrial, functional and even ugly to some degree. Battered and well worn. Influences to my mind tilt on the rig in The Abyss, just on a much smaller scale.

I decided to give the logo a shot. It's pretty simple:
I think you have got the simplicity of the logo perfect. It looks great.

As always we're open to more suggestions, so keep em coming!

All the Best
Ash
Posted: Fri, 30th May 2008, 6:23pm

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Xcession

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Aerodynamic doesn't automatically mean "sleek" though, nor does it proclude being industrial-looking. A perfect cube could be made more aerodynamic just by tethering surfaces outwards from the top, like a tent's flysheet. The facility must at least show some attempt to reduce its wind resistance for it to be vaguely plausible, given the severity of the environment you've created.

Saturn is well known for having storms with winds which go in specific directions for centuries at a time, the prospecting facility could be set up to 'face' into the wind or something, where just the windward side had some kind of break or spoiler.

I like the Abyss rig concept. It could basically be a scaffold where each area between struts could optionally be filled by different size modules. I'd imagine a one-level sprawl rather than a multi-level upwards thing; again for environmental reasons.
Posted: Fri, 30th May 2008, 6:38pm

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Avenging Eagle

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Surely the common sense of man would tell him 'build this base somewhere safe'. Perhaps building/landing it near a mountain or in a crater would give sufficient protection from the elements to allow construction. Let's face it, if the wind is that strong, the base what be destroyed if it did not have some kind of protect. Since this is a low-cost installation, technology probably wouldn't be used in the protection of the base, they'd use the geography of the local area to their advantage.

Modular = Cheap
Single-storey = Aerodynamic
Sticking it next to a bloody big mountain = Protected...at least one side...

AE
Posted: Fri, 30th May 2008, 6:45pm

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ashman

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I'd imagine a one-level sprawl rather than a multi-level upwards thing; again for environmental reasons.
Exactly! This is a good route to go down for sure.

Don't forget, the structure can take a pounding from the environment until a critical change in the plot. It's at this point the structure becomes vulnerable to the conditions. Also the ext scenes are acting more as a metaphor for the events taking place.

I do understand what you mean about the base design and the conditions but we must also remember these bases are churned out for a variety of environments.

Also don't forget at the beginning of the short there isn't much of a storm at all.

What I'm trying to get down is that the conditions of the Ext are more to do with an unforeseen event, and these events can be dealt with from inside the base and the capsules. The capsules are there for this very reason.
Posted: Fri, 30th May 2008, 6:52pm

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B3N

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Great job on the logo fill, I also like the choice of the name as well.

AE, your planet render looks great, love to see it with more bumps and craters.

Black Ronion, Those renders are sweet, but need to look more ugly smile

I'm not sure if this is what everyones saying but are you all basically saying you want a building design that looks as if it was built quickly and rushed hence looking ugly and industrial?

I might contribute something but unfortunatly I haven't got a creative mind in today sad
Posted: Fri, 30th May 2008, 6:53pm

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Thrawn

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I like Fill's more, but I thought I might give it a try.. When I first made the logo, it looked far to straight and lined up. I thought that if it was a rugged, on the cheap mining company, that even the logo would be a little ruffed up. Anyways, heres what I came up with..

NOTE: I had no idea what to call it, so I copied Fill's company name wink

You can view it here...
Posted: Fri, 30th May 2008, 7:00pm

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Hybrid-Halo

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...Are those coffee beans or peanuts?

Something to take into consideration that a company with the power to place installations on a foreign planet - regardless of how many corners they cut are likely to have a pretty suited, cool logo.

Though it's not my call, and I don't think it's for this thread. So.. Back on topic!
Posted: Fri, 30th May 2008, 7:09pm

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Xcession

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Hybrid: I dunno, I'm seeing Shephard's little enterprise more like Eddie Stobart Haulage was in the 90s. It follows with the Abyss analogy too - the rig belongs to Virgil 'Bud' Brigman, but just because you own a multi million pound facility, doesn't mean you have any marketing or design savvy.

On the contrary, when you're in such a niche business, you get paid to do something because you alone have the facilities to do it, not because you whored yourself out to a zillion clients like a web designer would using some slick portfolio and a snazzy Web 2.0 vector logo razz

Find me a company that hires specialised equipment that has what we'd consider a "cool" logo....

I'm not saying there aren't any, but I can't think of a single specialised company that has a logo that I consider cool. JCB, for example - that logo isn't exactly wow, is it?
Posted: Fri, 30th May 2008, 7:10pm

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Thrawn

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Hybrid-Halo wrote:

...Are those coffee beans or peanuts?

Something to take into consideration that a company with the power to place installations on a foreign planet - regardless of how many corners they cut are likely to have a pretty suited, cool logo.

Though it's not my call, and I don't think it's for this thread. So.. Back on topic!
I'm not quite sure, actually. wink I see your point, and your probably right.
Posted: Fri, 30th May 2008, 7:32pm

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B3N

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Well I quite liked the name Fill used and created a quick something, not great but I kind of created an idustrial type of graphic which took most of my time up razz

Small image
Big image

Anyway, I'm liking these ideas, all is looking good smile
Posted: Fri, 30th May 2008, 10:05pm

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The Flying Fox

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Throwing another logo idea in..

Here

I'm not sure if its quite got the 'industrial' feel to it enough yet, but I'm still working on it. I'd like to know what you think of the name though.

Tim
Posted: Fri, 30th May 2008, 10:32pm

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Filmaker92

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Well I'm not much an idea person but I do have an idea for a spaceship you guys can use. Here is the link of what I found:

http://www.divisionzero.net/goodies/spaceship01.jpg

Tell me what you think of it.
Posted: Fri, 30th May 2008, 11:57pm

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jmax

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I like the idea of a pyramid structure, but skewed lengthwise so it has a sharp edge that tapers into the wind, and then a wide back on the downwind side. I'll try and work on some sort of render.
Posted: Sat, 31st May 2008, 2:54am

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Rocinante

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This is just my idea for the outside of the base on the planet, not coloured so it's free for the imagination, sorry its kind dark and rough my scanner's kinda weird.



Rocinante
Posted: Sat, 31st May 2008, 4:11am

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SlothPaladin

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What if most the space station was made of modular parts. Imagen a basic sturdy design that you can ship through space exposed to the elements, 'delicate' elements like the doors are protected by hinged panels, once planet site any module can be connected via door with a simple catwalk, and the protective panels will swing up and shield the catwalk from any falling space debris, which means you can make the catwalks cheaply. Hexagrams are better then cubes becouse they connect as triangles thus would be better then squares, they are easer to construct and align then circles.

A modular design would make managing operations easer becouse a base that was damaged or needed more man power could be quickly send one or more modules without interrupting operations, whereas operations that needed less manpower or facilities could send unneeded modules back.

A few modules might be equipped specially by adding things an airlock to the top for landing craft, or extra large side airlocks for a rover. A larger central modal would be the core of the base and be used for anything that the smaller sections would be inadequate for.

Posted: Sat, 31st May 2008, 10:14am

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black ronin1228

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I've worked out some new things if anyone wants to take a look. It's the exteriors of the modular bases, as well as the shapes. The more options and possibilities we all give, the better, so this is my next contribution.

The first image is of a possible gritty drop ship that would bring the module to within the gravitational field of a planet and send it on its way.

The second one is a male character known as Mike standing in frame looking up. The perspective makes it look as though he is standing underneath the ship gazing at the underbelly, but he is really only looking at the wheel base, as the following 4 images will show the perspective and scale of the ship in comparison.



The rest are my newer ideas for a possible base. I took into consideration all the things that have been spoken about, and incorporated what I think, based on that information, what a possible modular base set up could look like.

The skin is retextured to look like it's already taken a beating, and the bump/displacement mapping was used as a sort of techno-under the skin kind of look for all the equipment and stuff that may go into just such a module. Everyone wanted it to look grittier, well, here you go. Look at them all, as each one has a different texture applied. Some look awesome, others, ok...but let me know what you all think.

I am currently working on a variation of an existing model I have in order to incorporate it into the side of a mountain as was suggested, and another one regarding the pyramid shape, but a little off kilter.

Hope you enjoy them as much as I did making them.

Drop Ship:

http://artzone.daz3d.com/azfiles/gallery/f1/1q/bhdgd9tx6id46v9ladwxtxd3rldvy0-org.jpg

Mike/ship scale:

http://artzone.daz3d.com/azfiles/gallery/ky/nj/h3whrmig3hjucn84mulry099w31fcj-org.jpg

Mike/Ship Scale/Perspective 1:

http://artzone.daz3d.com/azfiles/gallery/xu/s0/e9b3r6t6kzuu5dxh5pjphugmc3fhtn-org.jpg

Mike/Ship Scale/Perspective 2:

http://artzone.daz3d.com/azfiles/gallery/ig/3p/j9h6jjqpot06s8rjuqm4gdz7ldkp07-org.jpg

Mike/Ship Scale/Perspective 3:

http://artzone.daz3d.com/azfiles/gallery/3h/yu/u2fjm0rpdter7wlvuifv0ppkoh0635-org.jpg

Modular Base Favorite Texture:

http://artzone.daz3d.com/azfiles/gallery/oa/pi/u3h9n26q5k2dxdjm46tjnemq7bx8uj-org.jpg

Modular Base Texture 2:

http://artzone.daz3d.com/azfiles/gallery/ks/wv/4jwd3qprkgc5ne9qziia0adxcnpxa3-org.jpg

Modular Base Texture 3:

http://artzone.daz3d.com/azfiles/gallery/k3/rk/vnq5p0n22lm2c0amn1kznp3aw9oqxm-org.jpg

Modular Base Expanded, this one has another module further off in the distance with the connecting tunnel, gun turrets turned visible, and a walker vehicle suited to the weather. Look at the images previous to see that the gun turret is turned so as not to look like a gun turret. That would be for those who think a gun turret would be pointless under the circumstances.

Something was mentioned before about the base having a sensor tracking device, or several devices, attached along the outer hull of the modules so it could pulverize incoming boulders and assorted dangerous "skak" hurtling through the atmosphere due to the horrible weather. That's what they are for, or as in the first three images, can be turned around so it just looks like another part of the building. Personal taste when the time comes, I suppose. Not my call.

Also, look for Mike really closely, he's in every single image of the Modular section Pictures. Once you spot him, you'll get the perspective and scale of the building and walker vehicle:

http://artzone.daz3d.com/azfiles/gallery/lg/fj/h81v8ldprnue65mzbn8tt148x46fpo-org.jpg

Thomas

Thanks in advance for looking!
Posted: Sat, 31st May 2008, 5:47pm

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SlothPaladin

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black ronin, when you are making large scale models you should try to make the scales obvious. Right now your drop ship looks like it has a cockpit for 2 - 6 men but if it's the scale you say it is you could have a small city under the glass roof of the cockpit, why would a designer make all that space transparent? A great example is the Jawa Sandcrawler in Starwars, when you see those tiny little windows you know that this thing is really big, you don't need a scale chart of it next to a person, anyone who sees the window knows. However when someone looks at you're drop ship and sees the huge cockpit window they are seeing something that might be able to land on a modern aircraft carrier.

Just a few thoughts for when you're making models.
Posted: Mon, 2nd Jun 2008, 4:05pm

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Simon K Jones

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Wonderful timing for our server's to explode! Just as this discussion was really getting going. Now that we're back up and running we'll take a good look at all the stuff posted so far and let you know what we think. smile
Posted: Mon, 2nd Jun 2008, 5:48pm

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Avenging Eagle

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Glad we're finally back online. I've been working on 2234-DC2 over the weekend. Here's what i've got so far, with a couple of variations in atmospheric glow. The blue atmosphere implies a heavy nitrogen content in the air, meaning some life would be possible in calmer areas of the planet (only bacteria though....). I've also added a Northern Polar Ice cap (similar to Mars).

Orange and Dusty atmosphere (personal preference):


Blue atmosphere:


And here's a pic of what the planet looks like without any atmosphere at all (just a surface and bump map):


Hope you all like it. C&C is welcome!

AE
Posted: Mon, 2nd Jun 2008, 10:26pm

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black ronin1228

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Here is one more idea I just did last night Sorry to hear about the fire/explosion, but it wasn't me! LOL!!! Anyway, here is a link to see it.

http://artzone.daz3d.com/index.php?/gallery/user/vi/&mid=104262&aid=40498

If you can't see it there for some reason, try this one, sometimes it doesn't let people in to the opening page like that...

http://artzone.daz3d.com/azfiles/gallery/aj/kv/7brjq69bl1jyh916f7x8i0bcs13u1o-org.jpg

I'm working on more, so I'll keep you posted. Anything, any elements, any small things, or large things, that you like, can be worked on. The texture for the vehicle was just one picked for the whole thing, but it has about 150 parts to it, so it could look a little less ancient if need be. At the time, I just didn't feel the need to spend the time going through each and every single one to create a different texture for each part.

Thomas
Posted: Tue, 3rd Jun 2008, 5:29am

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CX3

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Looking at all these awesome renders is really making me wanna play Mass Effect again...

I might try my hand on a logo as well but Fill's is definitely winning in my book so far.
Posted: Tue, 3rd Jun 2008, 8:12am

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Simon K Jones

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Yeah, I like Fill's logo as well. It has a good simplicity to it. The 'fiction' we've got it that Captain Michael Shepherd is ex-military, then after leaving the army went into business with another ex-army guy. They've now got this little prospecting business running, whereby they hire a crew and a base and go check out a planet for potentially lucrative dig sites. If they find anything, they then sell the coords to the highest bidder.

As xcession says, they're not a web design company. smile They're not going to have some super sexy corporate image. They're a rough and ready prospecting firm which only consists of two permanent employees. They're great at what they do, but presentation really isn't going to be a big deal for them.

Fill's logo is simple, memorable and 'gets the job done' in a way I can imagine Shepherd approving of. smile

However, that's not to say we don't want to see more ideas!!

I'll try to give some more feedback on everyone else's hard work later today. Great stuff guys!

cx3 wrote:

Looking at all these awesome renders is really making me wanna play Mass Effect again...
Heh, probably doesn't help that our lead character is also called Shepherd. razz
Posted: Tue, 3rd Jun 2008, 8:29am

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Bryce007

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The name instantly reminded me of Half-Life: Opposing Force's main character. odd.


Either way, what genre is this going to be in?
Posted: Tue, 3rd Jun 2008, 10:10am

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CX3

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Tarn wrote:

Heh, probably doesn't help that our lead character is also called Shepherd. razz
Damn you sir...
Posted: Tue, 3rd Jun 2008, 11:32am

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ashman

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I like Fill's design and I think it's the logo that should be expanded on. I'm not sure of the curves here, straight lines would be better suited perhaps. It does look a little like Y fronts.

Base design wise I think Rocinante is on the right track. I'm not sure of the tower in the middle. One level would be fine. I like the idea of scaffolding being incorperated in the design with some work lights. Visually this would be striking against the weather that comes later in the short.

Again I'm using the Rig from the Abyss as my inspiration here.

Don't forget the base must have a hand rail running on the outside, crew would use this as support on the alternating terrain. This is important to the story as well.

It's all looking good.
Ash
Posted: Tue, 3rd Jun 2008, 12:50pm

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Xcession

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Thought i'd run the company logo through a few treatments. (nb: colour comes much later).

The basic premises which I adheared to were:
- Must be bold
- Should be easily stencilled
- Modular design so that individual design components could be used in different circumstances (initials or just a symbol etc. for letterheads, stencils, invoices)

As for the name itself, I kept to the issues in my previous post: Shepherd is a specialist contractor. Only he provides his services, so making himself stand out is unnecessary. No gimmicks, no cuteness, just a simple, factual name. "Shepherd Drilling & Exploration" touches on some of the names I've found for real world prospecting organisations.

Posted: Tue, 3rd Jun 2008, 1:00pm

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Simon K Jones

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Heh, I actually really like the crosshairs SDE one. Shepherd's desire for efficiency combined with his military background make it the kind of thing he'd probably go for. razz
Posted: Tue, 3rd Jun 2008, 2:13pm

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Avenging Eagle

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Did this logo really quickly. I had orginally tried getting some clever acronym in their but since Sheperd is being described as fairly 'rough and ready', he wouldn't bother with that.

This is a kind of evolution on the crosshair design by Xcession, with a bit more 'drill' to it. SPI stands simply for 'Sheperd Prospecting Industries'.



Tell me what you think,

AE
Posted: Tue, 3rd Jun 2008, 2:17pm

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Xcession

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Thats not half bad although its a bit bulky. Reminds me of NATO, which is apt given Shepherd's background.
Posted: Tue, 3rd Jun 2008, 2:21pm

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Simon K Jones

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Yeah, that's pretty nifty. Though I think I prefer 'SDE' to 'SPI'. SDE sounds more industrial, whereas 'SPI' sounds like a terrorist organisation from old James Bond movies. razz

The idea of mixing the crosshairs with the drillbit is a good one and I think has potential. Although we need to make sure we don't get too clever about it - if the logo's too good it won't seem realistic. wink
Posted: Tue, 3rd Jun 2008, 3:05pm

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ashman

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Hey all,

I prefer the stencil design out of the selection here. I would also like to keep it to the theme of just the solid black, just like we have going now. So no other colours please.

AE - It's a good logo but I don't think it's suitible to our direction.

I'd like to expand on the SDE stencil and Fill's logo if possible, some variation in that direction would be great.

Ash
Posted: Tue, 3rd Jun 2008, 4:11pm

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Xcession

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I felt the stencil option was one of the weekest to be honest - it was certainly the most "lulz sci-fi military!" of the lot.

Anyway, i've had a go working with Fill's design. Incorporating such a grossley disproportionate drilling/V/T symbol is quite hard, especially when a T doesn't feature so prominently in my company's name, so I adapted it to a drillbit.

Couple this with the fact that stencil fonts are few, samey and crap, this isn't a particular easy design. I'm getting the impression that the "stencil look" isn't actually what we're after, its more a military look, stencils simply being heavily associated with the military, so i've done a mixture of both.

Posted: Tue, 3rd Jun 2008, 7:15pm

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Avenging Eagle

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Xcession, I love the drill in your latest designs!

I was thinking perhaps we're putting too much weight on having the name of the company in the logo. Certainly for documents the full logo with name would be required but if it's being stamped on crates, wouldn't a symbol (such as Xcession's drill) be more appropiate? Think how the petrol company 'Shell' only has to place it's symbol somewhere for people to recognise it.

Just a thought...

AE
Posted: Tue, 3rd Jun 2008, 7:28pm

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ashman

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I totally agree with you. Maybe something like the drill icon with the initials stamped below it?

Actually it would look better above if the layout was to go that way. It then depends which part of the base structure it's being applied to. It would be nice to have it degrading somewhere on the outside hull. Like he buys the disposable kit and then has his logo tagged on. Almost like ship containers.

hmm.
Posted: Tue, 3rd Jun 2008, 7:51pm

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Simon K Jones

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Yeah, that's a pretty cool idea.

I imagine on costumes it could just be the symbol, without all the lettering. However, if we have any stationery props (letters, for example), it would be the full thing. So as you say, it would depend on the context as to which parts of the full logo get used.

I imagine branding on the base itself would be fairly minimal, certainly on the interior. There simply wouldn't be any reason to do so, other than 'morale' type concerns. I can imagine there being posters up, perhaps, or maybe a printed calendar with the logo on?

A fairly rough and ugly stamp on the outside of the base would be cool though - kinda wonky, so it's literally just an ID tag to make sure it doesn't get confused with anybody else's modular base. smile
Posted: Wed, 4th Jun 2008, 3:01pm

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Simon K Jones

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UPDATE: The logo and company name needs to be finalised by Friday 13th June so that it can go into production on props and costumes.

Great work by everyone so far, if we could keep heading down the directions indicated by Ashman it'd be awesome. I love the way everyone's ideas are blending together to form the finished concept.

Collaboration baby!


Exterior designs we have longer to work on, though it'd be good to have it sorted before the shoot. While we don't need to actually generate exteriors until we hit post, a strong idea of the exterior would be useful for the actors and camera crew during the exterior sequences.

Last edited Thu, 5th Jun 2008, 8:55am; edited 1 times in total.

Posted: Wed, 4th Jun 2008, 6:22pm

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Fill

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Is the name of the company officially 'Shepherd's Mining Facility'? I can refine my logo to make it fit that name.
Posted: Wed, 4th Jun 2008, 6:26pm

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ashman

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Shepherd Drilling and Exploration is preferable. If we go for a logo and incorperate the initials 'SDE' that'd be great.
Posted: Wed, 4th Jun 2008, 8:07pm

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Xcession

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Are we sold on the "Drillbit V" that I did? If so I'll refine it to a more final logo and provide some EPSs etc.
Posted: Wed, 4th Jun 2008, 8:38pm

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ashman

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I like the logo a lot, the drill and V works well. It will come together very nicely with the vision for the film. I'm sold.

If other's also wish to expand on that idea while there's time I'd be happy to look at those as well.

It's all looking great.
Posted: Wed, 4th Jun 2008, 10:04pm

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Avenging Eagle

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If you think about it, the 'drillbit V' on the side of a crate could be our equilavent of a 'this way down' stamp; so long as the drill is pointing down, the box is the right way up.

AE
Posted: Thu, 5th Jun 2008, 6:16am

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TemporalCoder

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Please treat this as a rough sketch only redface




As you you can see i have only spent a few minutes on this, but this is how i would see a temporary mining base.

hemi-sphere units that could be brought in as full spheres and then split on landing, can be connected directly to each other or using reinforced corridors.

i like the almost igloo style construction as this shape is proven in "challenging" environments

I have not included rails or the "mining cannons" (or textures or any detail for that matter)[/img]
Posted: Thu, 5th Jun 2008, 9:33am

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Simon K Jones

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There's another thing we're looking for, specifically for a prop.

There's a bottle of wine that is used in the story by the characters to celebrate. It needs to be a green bottle (red wine) and it needs to have a posh, expensive look - Shepherd has been saving up this wine for a special occasion.

If people have any ideas for a smart looking wine label, we'd love to see them!

Last edited Thu, 5th Jun 2008, 10:11am; edited 1 times in total.

Posted: Thu, 5th Jun 2008, 10:11am

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Xcession

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Some different dimensions, sizes and shapes. Take your pick.

Posted: Thu, 5th Jun 2008, 10:15am

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Simon K Jones

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I'm liking these. While I like the bottom right two, with the name beside the symbol, the problem is that it inevitably ends up looking like 'VSDE'. Viscount Shepherd Drilling & Exploration, perhaps? wink
Posted: Thu, 5th Jun 2008, 12:34pm

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Xcession

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Wine labels are tricky. Here are two examples of wine bottles which I know are expensive and also extremely nice, but while the Pieroth label is intantly associated in my mind with quality, I suspect from a designers point of view they look a bit cheap...

http://www.churchillcellars.com/bottles/pieroth_blue_bottle.jpg
http://www.finewineseller.co.uk/Pieroth66.jpg

This Rothschild is £1000 a bottle...
http://www.finewineseller.co.uk/Lafite02.jpg

You could recreate that just by smearing a turd on some paper razz

Given Shepherd's military background, its easy to make a generalisation about his upbringing and childhood: would he actually know what a good wine is? Would it really be some cheap tat and would the label be indicative of that?
Posted: Thu, 5th Jun 2008, 2:08pm

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ashman

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I like the Rothschild, it's very close to what I had in mind. I really like how dirty it looks as well as the colours. Maybe with some gold Calligraphy it would set the scene nicely.

Something of this nature

http://www.quillskill.com/extras/calligraphy.jpg
Posted: Thu, 5th Jun 2008, 3:12pm

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Xcession

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So what, I've mixed french with german - sue me, its only for a prop.
Posted: Thu, 5th Jun 2008, 3:17pm

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Simon K Jones

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Hehehehe, brilliant. With some proper aging that could work nicely I imagine. I think we should keep the address too, it's not like you'll be able to read it on camera. razz

Maybe one of the characters should reference their home town of Bingybongyboo?
Posted: Thu, 5th Jun 2008, 3:56pm

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ashman

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The wine label looks great. Great job.

The SDE logo, right hand side and third from the top is perfect. Can we see the initials in a few different fonts? I still like the idea it's stencilled, for the Hull of the base. We can then use the logo on it's own for the uniforms.

Great work indeed.
Posted: Thu, 5th Jun 2008, 4:24pm

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Xcession

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Rating: +1

The availability and assortment of stencil fonts is limited, so if you don't like any of these in particular it'll be simpler for me to create one from scratch if you tell me how you want it to look.

Although some of the fonts come pre-distressed I haven't distressed any of the drillbit Vs in this version (except the top right) because it was too tedious. Obviously you'd distress the entire logo at once when creating the final image.

Posted: Thu, 5th Jun 2008, 5:05pm

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ashman

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Third row down and centre.

It's the one.
Posted: Thu, 5th Jun 2008, 6:38pm

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rypcat

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An old NASA report on the feasibility of mining and settlement on the moon. Could be useful? One picture.
http://www.nas.nasa.gov/About/Education/SpaceSettlement/CoEvolutionBook/TESTIM.HTML
Posted: Thu, 5th Jun 2008, 6:52pm

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Pooky

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Any particular reason why that wine label reads "New Castle of Mole"?
Posted: Thu, 5th Jun 2008, 7:09pm

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Xcession

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Whats wrong with you, child? Its a joke! Marmottes was the first, stereotypically french word that came to mind as I couldn't remember the spelling for cochon d'inde at the time. "Chateau Neuf Du Scunthorpe" is my other favorite, Scunthorpe (UK) being conceivably the least elegant, least upper-class, most grimey, most completely inappropriate name for a wine ever.

Its for the same reason that the label is French but the grape is German, or that the bottling was done on another planet. No one has to read it so I just threw together words.

Last edited Thu, 5th Jun 2008, 8:43pm; edited 1 times in total.

Posted: Thu, 5th Jun 2008, 7:59pm

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Fill

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Xcession, try making the font Arial Black. I think it would suit the logo better.
Posted: Thu, 5th Jun 2008, 8:42pm

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Xcession

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Hmmm, I'm underwhelmed by that personally. Not only is Arial Black unadventurous, but its really recognisable too. I'd agree that it does work, but theres no individuality or character to it.

Besides, it seems Ashman has made his choice.
Posted: Thu, 5th Jun 2008, 8:45pm

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ashman

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The stencil is for the hull only and suitible for that. You could use this font for letter heads or notices.
Posted: Fri, 6th Jun 2008, 12:23am

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black ronin1228

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Hey, question for Xcession, since we are all bantering around ideas, some solid, others, not quite so much, is it ok if something that has already been posted here by you gets expanded upon by others? I have some ideas for the one idea most people seem to be happy with. It could be for vehicle hulls, futuristic shipping container crates, modular living quarters exterior hulls, etc....rusty and grungy.

Just curious. It has something to do with the lettering SDE and the black solid "V" with the drill symbol down the middle.

I know we are going for simplicity, due to the owners background, military, and otherwise, but if he is savvy enough to know what a good bottle of wine is, perhaps the boy has someone within his employ that is fancy savvy.

Drop me a note if it's ok.

Thomas
Posted: Fri, 6th Jun 2008, 3:00am

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Qbeck

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just something i threw together in 5 minutes to join the fun.


Posted: Fri, 6th Jun 2008, 5:55pm

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The Flying Fox

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I've done some concept art for the design of the base, and as you're looking for an industrial, tempory scene i've thought of this.

Here

Its a bit messy, disproportionate and the scanner has imaged it in such a way that some areas are hard to see. But the idea is that you connect many of these corridors together to form a temporary structure, you have specialized rooms aswell, but this would be the template to their design.

The trapezium structure seems the most logical, as it would be strong from an engineering standpoint. (I think, correct me if I'm wrong) and the structures on the top of the building would simply be so it could be easily moved around, as it would probably need to be if it is used time and time again as a tempory structure.

Tell me what you think.

Tim
Posted: Fri, 6th Jun 2008, 7:31pm

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ashman

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Hey guys,

I feel we're getting closer but still not quite there with the Ext base design.

I think it's a good move to have connecting corridors linking the modules together. This I like. But I also feel it needs a scaffold like structure almost surrounding it. Maybe not around the modules, but certainly around the corridors. This could act not only as protection but also where it's held in place for drop off.

One level only as previously discussed is all good. I'd like to see more influence come in from the rig design from the abyss. Flood lights and big rivets on the outside of the structure as well, with a bit of weathered rusting and battered metal to boot.

Cheers
Ash
Posted: Fri, 6th Jun 2008, 9:34pm

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Qbeck

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i'm sorry, did we decide on the logo already? if we havn't i made one but i actually put some time into this one. Not as simple as the other ones are, I think its too detailed.
Posted: Sat, 7th Jun 2008, 2:10am

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Zephlon

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Here is another idea for the drill platform...i went off of abyss and Star Craft...sorry its really crappy, but I drew it in 30 min

Drill test 1

Drill test 1 (Photobucket)

Last edited Sat, 7th Jun 2008, 7:48pm; edited 2 times in total.

Posted: Sat, 7th Jun 2008, 7:37am

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ashman

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Zephlon - This is by far the closest design yet. I like the shape and style of the structure. It is a little big here, I don't imagine they would have docking bays as such.

I like the idea of the drill piece and I really like the part of the structure around it. The bars add a really nice touch to the shape of the design.

I'd like to see this design expanded upon. Maybe scale it down and add the connecting corridors. Keep the scaffolding continuing around the corridors as well with floodlights attached to the surrounding structure.

It's industrial, functional and I think you have done a great job.

Ash
Posted: Sat, 7th Jun 2008, 7:38am

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Fingon

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Rating: +1

Xcession wrote:



So what, I've mixed french with german - sue me, its only for a prop.
I like it. Especialy the caligraphy writings on this label. But its "Rheinhessen" not "Reinhessen". wink

Greetings

Fingon
Posted: Sat, 7th Jun 2008, 8:06am

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Zephlon

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Rating: +2

You guys said it had 4 pieces...so here are your 4 pieces. I took my original idea and just chopped it up in to bit size sections

H3 Mining Facility: Top

H3 Mining Facility: Side

H3 Mining Facility: Top (Photobucket)

H3 Mining Facility: Side (Photobucket)


The HQ has jet propulsion pods on the side, in case of dire emergency's the crew can go to that pod release the connecting corridors and be off (all of the pods have rockets for landing, but only the HQ had ones for lift off). All the Pods minus the mining pod can be carried as one piece in a cargo ship. The drill pod is delivered in pieces, and assembled on the planet.

When a company abandons the facilities the HQ (or observatory)is used to exit the atmosphere and reach the transport ship. the HQ and sometimes the drill are the only facilities ever reused. The HQ stores all the data collected from the surface in a server room located on the left side of the building. The data bank is the main reason the HQ is reused, but the HQ also houses same very expensive environment monitoring instruments, which are not easily replaced.

I didn't draw the lights on, but all pods have 2 or more large exterior lights that will illuminate the entire facility during night. All of the windows in the facility have windows that can toggle between polarization to shut out no light, all light, or some light.

These drawings are pretty plain, but they give the main idea of the overall shape of the facility.

Last edited Sun, 8th Jun 2008, 10:58pm; edited 1 times in total.

Posted: Sun, 8th Jun 2008, 6:56pm

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Videoace123

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A name for the wine could be Vihno Louco. Its portugese for Crazy Wine.
Posted: Mon, 9th Jun 2008, 7:39pm

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Qbeck

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I'd just like to add, this forum has some amazing artists, graphically and physically!
Posted: Tue, 10th Jun 2008, 12:00pm

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Jambuster

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Hey,

So I had a shot at making a label. The picture is of a Winery on a sub-terrainial planet. Just knocked it up in VUE smile

Anyway, here;

Posted: Wed, 11th Jun 2008, 9:40am

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Simon K Jones

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Here's a sneak peak at one of the work-in-progress set designs:



Design is by schwar, concept artwork by Chris Drysdale. Click to embiggerise.

The lighting isn't exactly how Ash is planning, but this might help you guys to get a feel for what we're going for, which will hopefully inform the design of the exterior.

On another note, a huge supply of wood arrived today and is currently sitting in our little studio waiting to be transformed into the set. Lulu has also been busy collecting random trinkets, gas canisters, plastic tubing and all sorts of other bits and pieces which we can use for dressing. Exciting stuff!
Posted: Wed, 11th Jun 2008, 9:59am

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Xcession

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My only thought on this design and some of the previous ones i've seen privately, is that everything seems rather needlessly grim and dark. Obviously realism needs to be tempered with interest, since a bright happy place wouldn't be so watchable, but still...

Given they have unlimited solar and wind energy, I'd have thought they could have splashed out on a few more lights and conveniences - it seems a bit drab-for-the-sake-of-edgy, ya know?

You can't really make out a great deal from that sketch though, but I'd have expected perhaps a) more lighting in general (you'd need it to keep the soul-crushing isolation at bay) b) more personalising of the rooms - a poster here, a plastic dinosaur toy there, etc.
Posted: Wed, 11th Jun 2008, 10:02am

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Simon K Jones

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Yeah, definitely. This is just to show the general layout and size of the module, it shouldn't be taken as representative of the lighting or set dressing.
Posted: Wed, 11th Jun 2008, 10:25am

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ashman

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I think the lighting and the green colour palette is pushing the grim look. I do want it dirty to some degree but it needs to look wornout and industrial more than anything. I think this conceptual piece reflects that.

We're still looking for more designs on the ext, so keep them coming.

Ash
Posted: Wed, 11th Jun 2008, 10:29am

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Simon K Jones

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Also, the story is set right at the end of the job, so they've been living and working in this base for a year. As such it's going to be a bit worn and grubby - especially if they're not bothering to keep it quite as clean and tidy as usual, as they know they're going to be leaving it soon.

It needs to have a look of having been quite comfortable and cosy when they first got there, but it's degraded a bit and got messy over the months.
Posted: Wed, 11th Jun 2008, 10:52am

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ashman

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I'd like to clarify the designs that are going in the right direction:

-Wine label by Xcession: Chateau Neuf Du Marmotte.

-Company logo by Xcession : Drillbit V with stenciled SDE *FINALISED*

-Exterior Base design by Zephlon : H3 Mining Facility (top and side)


We still have time to get some variations on the Ext Base and wine label so don't be shy.

Thanks again for all your hard work.
Ash
Posted: Wed, 11th Jun 2008, 2:23pm

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Simon K Jones

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UPDATE!



As Ashman says, thanks to everyone that's contributed so far. Great work! You might see some of the artwork making a cameo appearance in the next video diary. smile

Xcession - do you have the company logo as a vector/Illustrator file?

We have another item for you designers to have a crack at: A calendar. This prop will be hanging on the wall of the set (and might have some interaction, not sure yet), and will be the type of calendar that folds out, with an image on the top half and the actual calendar on the bottom half.

Something like this: http://www.lakepowell.org/photos/wall%20calendar%202.jpg

We don't need the actual calendar designed, but what we DO need are images for the top half. These can be photographs, artwork, 3D renders etc. Spaceships, planets, mining equipment, etc etc. Let your imagination go wild! smile Bear in mind that if you include photos of actual people (including yourself) we'll need a signed release form allowing us to use the images.

Bear in mind we'll need these images at high resolution, so make sure you create them in as high res as possible.
Posted: Wed, 11th Jun 2008, 2:54pm

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Xcession

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Adobe Illustrator (.ai) file of final logo.

This file should be openable by practically any imaging software you're likely to have.
Posted: Wed, 11th Jun 2008, 9:28pm

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goddard996

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A first simple attempt at something you could use on the calendar

Posted: Thu, 12th Jun 2008, 12:34am

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Qbeck

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took me forever to get the front right. I had some trouble with the .ai, so I just took an older version of the logo

Posted: Thu, 12th Jun 2008, 1:40am

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Serpent

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I'm sure most doesn't fit with, but you are free to use anything at http://cpostudios.com/gallery

I'm sure everything in nature and people would probably not fit. The only useable thing in digital would be here in high res:

http://CPOStudios.deviantart.com/art/cpostudios-digital-aqua-26809172

and it can be modified (change color and style, remove text, etc., for example). Then you might something in misc or abstract. Or you might not find anything fitting. It doesn't take too long to go through the gallery, literally a couple (2) minutes. I might do a couple things with the calendar in mind if I have time.

NOTE: I'm actually in the process of updating and converting my gallery to high resolution now, so work with the small versions for now. Most of the shots are 3,000+ pixels shot on 8mpx Canon EOS 350D with L series lenses or quality primes.
Posted: Thu, 12th Jun 2008, 3:52am

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Axeman

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Here are couple variations on a wine label. I know very little about wine, so feel free to mock me if I screwed some of the details up. I borrowed the text (as well as the title font) straight from xcession's design for the most part, since I found them amusing.



EDIT: Grrr, I've just noticed that the 'class 12' is a tad off center on the right hand one. Pretend its aligned properly. smile
Posted: Thu, 12th Jun 2008, 6:53am

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Avenging Eagle

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I think having a callender of such a remote planet is unlikely. Why would anyone make a callender of such as significant and unfriendly world?

I would have thought Sheperd would have either a militarian callender or such kind of glamour-model one. There's a chance for some humour here; how about a callender of 'war zones from across the galaxy'? Or a callender of 'war-related injuries'.

Failing that, does anyone think lolcats will be around in a few hundred years?
http://icanhascheezburger.files.wordpress.com/2007/12/funny-pictures-soldier-and-cat.jpg

AE
Posted: Thu, 12th Jun 2008, 7:45am

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ashman

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Their prospecting miners so it makes absolute sense that they would have a schedule. They have targets and goals to achieve so a physical calender helps keep this in check, it's also a psychological benefit.

Shepherd's military background won't infringe on the movie visually, only in his actions and how he does things. This is purely a business venture for him, nothing more.
Posted: Thu, 12th Jun 2008, 8:34am

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Simon K Jones

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Cool stuff guys. With those planetary calendar pics, I'd say take the name of the planet off. Generic planetary backgrounds are cool, but as Avenging Eagle says, it's unlikely that there'd be a specific calendar made for the planet in question.

However, as Ash says, Shepherd's military experience is quite a way in the past - 10 years or more. While it informs his efficiency etc, I don't think he's still obsessed with guns and explosions. Well, no more than any normal man anyway. razz

I can't quite decide whether the calendar should feature SDE branding or not. Would Shepherd have a generic off-the-shelf calendar, or is he the kind of person that would make his own one (using the futuristic version of Cafepress.com, presumably)?

What do you think, Ash?

Axeman - I really like that wine label. Though I'm also no wine expert, so I don't really know what kind of look to go for. Having said that, we're a couple hundred years into the future at least, so there's no absolute need for the label to look like a 20th/21st century label. As long as it looks posh and expensive, which I'd say both yours and xcession's do, it should work fine.

Though yours is maybe looking a little too much like a coffin shape...might need to move away from that a bit?
Posted: Thu, 12th Jun 2008, 8:51am

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ashman

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Yeah, I can't imagine the SDE logo on the calander. That tends to happen with the bigger more corprate companys which Shepherd's certainly isn't.

The drillbit logo would most likely be sprayed on the hull and the crew overalls would have the both the logo and SDE attached. Beyond that it would be branding overkill I think.

It's all looking good!

Love the wine label as well.
Posted: Thu, 12th Jun 2008, 11:05am

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Sid Barnhoorn

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Hey QBeck,

I love that gascloud there. Lovely image. smile

Cheers,
Siddhartha Barnhoorn
Film Composer
----------------------
Email:
info@sidbarnhoorn.com
MSN:
sidbarnhoorn@hotmail.com
AIM:
sid barnhoorn
Website:
www.sidbarnhoorn.com
IMDB:
www.imdb.com/name/nm2253394
Myspace:
www.myspace.com/sidbarnhoorn
Posted: Thu, 12th Jun 2008, 7:43pm

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Qbeck

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thanks, now tarn, do you mean take off the number as well?
Posted: Thu, 12th Jun 2008, 8:31pm

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ashman

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Hey Qbeck, I think the names are fine. It's just the SDE logo.

Axeman - Is it possible to see the wine label without it tapering. Just have it so it runs parallel. I think that may work quite nicely.
Posted: Thu, 12th Jun 2008, 9:14pm

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Qbeck

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Ok removed the icon. So does this actually have a chance of being in the shot?

Posted: Thu, 12th Jun 2008, 11:55pm

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Axeman

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Right, here's a straightforward rectangular version of the label, as well as a perhaps slightly less coffinlike rendition of the original shape.



I was going to do a rectangular one with all the corners cut off, in homage to BSG, but I didn't have the time.
Posted: Fri, 13th Jun 2008, 8:18am

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Simon K Jones

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I'd actually say the planet code should be removed as well. This is a really obscure, uninhabited planet. This is probably the first time humans have actually landed on it or paid any attention to it, so there isn't going to be a pin-up wall calendar for it. smile

Keep the ideas coming in guys! The more the merrier!

It's all systems go here at the office/studio. We've got two weeks until the shoot and there's lots to do, but seeing it all slotting together piece by piece (literally in terms of the set!) is hugely exciting. We should have a video diary on the set soon.

In the meantime...keep throwing your designs our way. If anybody has any further iterations and ideas regarding the base exterior we'd also love to see them, as they might influence the greenscreen shoot for the exterior scenes quite considerably.
Posted: Fri, 13th Jun 2008, 4:00pm

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Avenging Eagle

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Since the design for the exterior of the base isn't yet finished, I'm working on some drawings. My scanner won't work so I may have to resort to taking a photo of them in order to show them off.

AE
Posted: Fri, 13th Jun 2008, 9:10pm

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Axeman

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Tarn wrote:

I'd actually say the planet code should be removed as well. This is a really obscure, uninhabited planet. This is probably the first time humans have actually landed on it or paid any attention to it, so there isn't going to be a pin-up wall calendar for it. smile
Considering the fact that this planet is quite unlikely to have 30 month days, or 12 month years for that matter, wouldn't the calendar have to be something they put together themselves? Unless by this time, when interplanetary travel is somewhat common, they have a bunch of standardized calendars to choose from, based on various year lengths. And if they did in fact piece it together, pictures would seem superfluous to me, but if they had bothered to make one with pictures, they would likely be of something with particular significance to the character what created the calender. The contents of the calendar, it seems to me, should reflect some aspect of the personality of its creator.
Posted: Fri, 13th Jun 2008, 9:47pm

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ashman

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The calender should be the normal earth days, months and years so the audience can relate to it, should it appear in shot. The actual picture can be a snap shot taken from a station like they do at NASA, more of something they just picked up cheaply for the long haul. It would be strange if it was all custom made for the planet they're mining. I wouldn't believe it.

I think having a picture of a planet or nebula is fine. In fact maybe it would be more suitable to have a calender that reminds them of earth/home, a landscape still perhaps. This could symbolise countdown to home and safety.

I would include some sort of reference to the place though, just in very small text and in the corner. Nothing fancy, a narrow font in white maybe. At work our calenders have different locations from around the world with something similar.

Food for thought.
Posted: Sat, 14th Jun 2008, 3:46am

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Qbeck

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I'm not sure if I can take off the planet-number becuase i'm having some trouble with the .psd but i'll see what i can do
Posted: Sat, 14th Jun 2008, 4:57pm

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Avenging Eagle

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Well, it's very grainy but here is my photo of my design for part of the prospecting base. I've sort of spliced SlothPaladin's ideas with a scafolding exo-skeleton not too disimilar to Zephlon's design.



This is, ofcourse, only a small part of the base. The idea is that there is a central command module which houses the digging equipment as well as communications devices and the escape pod(s). Linking off from this command module are three small 'satellite' modules, each almost identical, which hold living quarters, storage space and research areas to identify minerals in rock samples. Each module is encircled by a steel cage to protect and reinforce it.

It is simple, cheep, small and plausible.

My design is, ofcourse, somewhat simple. However, I just want to see if you like the geometry (hexagonal modules arranged in a triangle).

Tell me what you think, but bare in mind drawing a hexagon from a perspective viewpoint takes ages and if you say you don't like it, you will break my heart and I will be forced to kill a small domesticated animal, such as a cat.

wink

C&C please,

AE

P.S. If you'd like to see it in 3D, it wouldn't take me long to mock it up. Just ask.

Last edited Sun, 15th Jun 2008, 8:38am; edited 1 times in total.

Posted: Sat, 14th Jun 2008, 5:07pm

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ashman

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Hi AE,

I'd just like to say well done on your conceptual work, it looks great. I like this, it's plausible like you said and it looks industrial. I like the layout of the modules. I'd like to see this in 3D smile
Posted: Sat, 14th Jun 2008, 11:05pm

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Avenging Eagle

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ashman wrote:

I'd like to see this in 3D
Here you go:
The first pic is of one of the 'satellite' modules.


And here's the full base (there's not a lot of detail because this is still concept work).


Hope you like them,

AE
Posted: Sat, 14th Jun 2008, 11:22pm

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ashman

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These are looking really good. Feel free to expand on the detail and textures. Very pleased with how this one is looking.
Posted: Sat, 14th Jun 2008, 11:39pm

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black ronin1228

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Avenging Eagle wrote:

ashman wrote:

I'd like to see this in 3D
Here you go:
The first pic is of one of the 'satellite' modules.


And here's the full base (there's not a lot of detail because this is still concept work).


Hope you like them,

AE
That is nearly the concept I was creating as we speak. I wasn't going for the whole Hexagon look, but pretty close to the newest thing I was working up.

Eagle, if you need help with textures, let me know, I have millions and made most of them myself. Either I can swap textures with you, or you can swap the model with me and I'll try my hand at the texturing. Is it in 3DS, or .obj?
Posted: Sun, 15th Jun 2008, 6:26am

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Zephlon

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Avenging Eagle, the 3d looks great, I love how your exo-skeleton goes from top to bottom, defiantly fits the feel, and look more structural vs mine which came off as more just looks.

one thing...does anyone else think that the repetition, and symmetry of the the structure makes it look...corny in a way, or cheap? (I know the render isn't detailed, but I just mean the layout overall)

What if we kept the main pod idea, have two identical pods branch off (tools, living quarters) and then have one or two unique pods specifically for what they are looking for on DC2 (roughly based off the default pod design just with options added on)

tell me what you guys think?
Posted: Sun, 15th Jun 2008, 9:16pm

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goddard996

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I was out cycling and took this picture i thought you could use it on the calender.

Posted: Sun, 15th Jun 2008, 11:02pm

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Qbeck

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hey AE nice renders, how about some satellite dish/antennae kinda things on top of the center?
Posted: Sun, 15th Jun 2008, 11:58pm

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black ronin1228

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Avenging Eagle wrote:

ashman wrote:

I'd like to see this in 3D
Here you go:
The first pic is of one of the 'satellite' modules.


And here's the full base (there's not a lot of detail because this is still concept work).


Hope you like them,

AE
American Eagle, Depending on what type of Software you are using, you can get some freebie greebles/nurbies whatever you want to call them, from www.sharecg.com and many other places. Maybe even renderosity.com, or contentparadise.com. Check it out. Some are just add ons to building structures, antennae and the like.

Thomas
Posted: Mon, 16th Jun 2008, 8:47am

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Simon K Jones

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Some other things to bear in mind, which need to be included on the exterior design so as to fit in with the story:

The modules need airlocks enabling the crew to go 'outside'.

There need to be at least 2 lifepods that can be used for escape purposes. These would be attached to the exterior of the modules.
Posted: Mon, 16th Jun 2008, 3:18pm

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B3N

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What about a huge door as well allowing transport to get in and out? Just a thought.
Posted: Mon, 16th Jun 2008, 3:58pm

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Simon K Jones

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I'm not sure what kind of on-planet transport the base/crew has. There's none used in the actual script, but that doesn't mean there isn't something they can use to go out prospecting. I'm thinking they'd have some sort of chunky truck/tank thing they can roll about the surface in, so there probably would be a garage of some sort.

One for Ash to answer really. smile
Posted: Mon, 16th Jun 2008, 4:49pm

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SketchWork

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Rating: +3

I have knocked up a different approach and made everything a little industrial/cheap looking, but with a modular design concept.

Legend:
1) The two outer sections are escape/launch pods
2) The central station is the drilling module
3) The rectangular section with the windows is the command module
4) The rectangle one behind is the living quarters module

View One


View Two


View Three


View Four - From the command module window


View Five - Overhead view


A bit of fun - let me know any comments.

Justin
Posted: Mon, 16th Jun 2008, 5:08pm

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ashman

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Hey guys,

I think they all look great and it's nice to see a variety of ideas going into the mix. I still think the strongest direction is from Zephlon and AE's designs. I feel these are more industrial and in keeping with where I'd like the design to go.
Posted: Mon, 16th Jun 2008, 8:58pm

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Axeman

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Here's another revision of the wine label, based on my understanding of ashman's commments and suggestions.

Posted: Mon, 16th Jun 2008, 9:05pm

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ashman

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Looking good Axeman. I'm happy with that.
Posted: Mon, 16th Jun 2008, 9:12pm

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Qbeck

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ok so just an overview which designs do we have locked up Ashman?

I think we have the drill logo and almost the exterior base, correct?
Posted: Mon, 16th Jun 2008, 9:38pm

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ashman

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I'd like to clarify the designs that are going in the right direction and which ones are finalised:

-Wine label by Axeman: Chateau Neuf Du Scunthorpe. *FINALISED*

-Company logo by Xcession : Drillbit V with stenciled SDE *FINALISED*

-Exterior Base design by Zephlon and Avenging Eagle. A balance between the two. : H3 Mining Facility (top and side)

-Calender.


We still have time to get some variations on the Calender.

The Ext base is looking good so far. I do like the layout of Zephlon's design a lot. It needs to be expanded and integrated with some of the design elements AE has put together. The scaffolding is very triangular and I feel somewhat overused and there's a lot of harsh edges here. Could be because it's an early render. A combination of the two would be good, the size of AE's design is spot on. I really like the heavy duty feel coming from Zephlon's structure, it looks and feels robust.
Posted: Tue, 17th Jun 2008, 12:48am

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Qbeck

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ok tarn, as you requested, no planet name or logo biggrin




cheers
Posted: Tue, 17th Jun 2008, 8:15am

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Simon K Jones

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I really like that design, Sketchwork! I like the variety in its appearance, while still looking modular and fairly basic/cheap.
Posted: Wed, 18th Jun 2008, 4:48am

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Dave the Otter

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all sounds great, but I think the facility should be more, odd and have like arms that hold the it down onto the surface stopping the strong f***ing Hurricane style winds blowing the place away. but as I said all sounds great, yet the planet name should be although technical, funny
use this to generate random planet names http://www.seventhsanctum.com/gens/planetname.html
Posted: Wed, 18th Jun 2008, 8:46am

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Xcession

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Avenging Angel's designs should incorporate more of SketchWork's, which are more logical than those previously posted, but all the ideas are great.

All designs are incomplete, obviously although Sketchwork's show a little more thought of realistic visuals, but here are some pros and cons of each, to guide you.

Avenging Eagle
Pros
- Solid
- Heavily re-enforced for rough environments
- Clearly built upon some kind of scaffold

Cons
- Too permanent in appearance, given their disposable nature.
- No discernable escape system, viewing areas, or entrances. Fair enough this design is less complete than Sketchwork's, but its still worth mentioning.
- Aside from the fact there are 3 smaller buildings plugged into one larger one, none of the buildings themselves seem particularly modular or flexible in use. Where are the plug-holes for the other 3 modules?

SketchWork's
Pros
- More 'random' layout implies more modularity, also implies deliberate reasoning
- Modules visibly resemble spaces structures we're familiar with in the present day, implying a plausible evolution of space technology.
- Clearly obvious and realistically unaffected escape module
- Low-profile buildings
- Variety of modules visible (good) - no modern space structures are symmetrical or repetitive.

Cons
- Flimsy, narrow struts keeping it above the surface for what reason?
- Buildings don't look particularly strong, but thats mainly due to the struts I suppose.
- Variety of modules visible (bad) - if one module isn't suitable for all requirements, its by definition no longer modular razz

I think once Avenging Eagle's versions have got past the "extruded polygon" stage, and start actually having a design, we'll be getting closer.
Posted: Wed, 18th Jun 2008, 9:24am

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SketchWork

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Yeah - I went for the more flimsy/cheap option - it could be made more bulkier.

The idea for the strutts was that they could be height adjustable so the facility could sit on "very" uneven terrain.

I appreciate all the comments.
Posted: Thu, 19th Jun 2008, 10:54pm

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Avenging Eagle

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Here's a slight update on the base.

The middle section has been designed with seperate escape pod bay (though since we haven't got an escape pod designs yet, I've made nothing in the bays). I've also scaled back on the protective cage, implimenting a triangular (and therefore stronger) structure. Three sides on each hexgon module now have airlocks. Corridors connecting module can be place between airlocks.

Do you think the command module (the middle one) is too protected. The cage was added there for asthetic value and may be too much.

And also, please note that this is still the very rough polygonal stage and has no detail or texture.


Enjoy,

AE
Posted: Fri, 20th Jun 2008, 9:40am

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Simon K Jones

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Nice. One note relating to the script itself: the lifepod modules need to be attached to at least two separate modules. In the story, the characters use the lifepods in two different modules.

This would also make sense, in that it would be wise to position your lifepods around the base, rather than all on one section. That way if one lifepod becomes inaccessible, you can still hopefully make it to the other ones.
Posted: Sat, 21st Jun 2008, 7:50am

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Zephlon

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H3 test #2

Well I have tried to incorporate some of the ideas from Avenging Eagle and SketchWork. The two modular's on the side are identical on the exterior, the interiors are then changed for custom use. The living quarters and the vehicular bay each have their own life pod (capable of holding 3 people each). The HQ has two life pods, since normally a drilling station is run by 6 personals. The drill platform (look at H3 Top and H3 Side for better version) is roughly the same size as the HQ. The body its self can be carried and dropped off as a whole, but the drill its self has to be assembled separate.

Sorry for the horrible sketch up, I suck at 3d perspective views (obviously?) and I am currently in post production of a new movie so time is limited. I'm trying to stick with more of a "A" symmetrical modular system to keep away from what I think is the cliche sci-fi building look (100% symmetrical)...anyways hope you enjoy.
Posted: Sun, 22nd Jun 2008, 8:19pm

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Avenging Eagle

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Here's an update on my design for the base.

I've taken some of the ideas in Zephlon's drawings and further applied them to the 3D model. The command module now looks a lot more...well...commanding and has an antena which is partially protected from the fierce weather of 2234-DC2.

I've also added some escape modules. One is attached to each satellite module and each can fit three people. They are attached to the modules via a sort of giant pincer, which releases its grip in order for the escape pod to leave.



I've also made a quick, low-poly idea for the escape pods themselves. Here's how I imagined they might work:

1) Once the pincer has released, powerful rockets fire, blasting the escape pod away from the base in seconds.



2) After a few minutes, the rockets are spent, but the pod has been accelerated to escape velocity. The base of the escape pod seperates.



3) Stage 2 (the bit with the crew in) then fires it's own seperate rockets to propel it from the planet/moon. Alternatively, they can accelerate the pod more if the ecsape velocity of the said planet or moon is faster than the base rockets have power for.



(The smoke was a quick effectslab thing and wasn't really intended to look real)

So there you have it. As always, keep those suggestions rolling in wink

AE
Posted: Sun, 22nd Jun 2008, 11:28pm

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Qbeck

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Love the base eagle

For the pod, I think the part at the base should be more concealed, being more protected
Posted: Mon, 23rd Jun 2008, 8:28am

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Simon K Jones

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Great work, AE and Zephlon! I like the idea of multi-stage lifepod system, too. That could make the lifepod's use in the story more interesting. I'll be interested to hear what Ash thinks!
Posted: Mon, 23rd Jun 2008, 8:54am

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Zephlon

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Ok I couldn't live with my crappy attempt at a 3D perspective drawing so I took some of AE concepts and threw it together with some of my ideas to make the H-3 mining facility HQ.

H-3 Head Quarters

I stuck with AE's Idea of the three ports out to the other modular's. But I went with a less symmetrical shape (sorry I'm just annal about perfect symmetry in buildings) Finally I got around to adding lights to the exterior, I think the huge flood lights would make for some pretty sweet establishing shots in the movie. As you can see the interior is very compact and cluttered compared to the outside. I figure the life support systems, oxygen re-circulation, and heating components take up a lot of room (that's what all the tanks on the exterior are). I stuck with the Two pods in the HQ, just because logically I think you would want two. For the story line I would have one malfunction and go off, or maybe one guy goes crazy and launches it while empty? The biggest change is the addition of the self leveling hydraulic legs. Instead of getting an excavation team out to the planet all the pods are equipped with these sturdy legs, to save money. the legs have a maximum extension of 10 feet, anything deeper than that will have to be back filled, but it still doesn't require a huge excavation team.
Posted: Mon, 23rd Jun 2008, 5:09pm

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Avenging Eagle

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I must admit, I hadn't factored in the fact that the base might not be on level ground. Good work on the legs, Zephlon, I will include them in my next design!

AE
Posted: Mon, 23rd Jun 2008, 5:32pm

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ashman

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Hey guys,

Outstanding work and development on the design phase. Really pleased with the progression and the layout structure of AE's design. The life pod functionality works really well. Great job.

I'm not sure about having the base raised from the ground. It needs to be ground level as the character walks alongside it, holding a rail that's fixed to the structure. It's here we'll get to see the base in all it's glory at ground level. If we raise it we lose this and only get glimpses of a raised platform.

Keep em coming.

Ash
Posted: Tue, 24th Jun 2008, 2:37pm

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Simon K Jones

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Here's a little treat for all you guys that worked on the awesome logo design:



That's the logo on the work-in-progress spacesuit. Pretty nifty, eh?
Posted: Tue, 24th Jun 2008, 2:40pm

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Xcession

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Badass!...however....red?? From admittedly what little I can see, it looks more like a paintballing outfit razz
Posted: Tue, 24th Jun 2008, 2:57pm

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B3N

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Yeah, I have to agree with xcession smile I would have thought black and/or dark green would have looked quite nice. Then again I suppose red fits into the sci-fi era.
Posted: Tue, 24th Jun 2008, 2:59pm

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Simon K Jones

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Pfft, have you heathens never seen 2001: A Space Odyssey?? wink
Posted: Tue, 24th Jun 2008, 3:04pm

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Xcession

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The 2001 suits have a less "motocross" look to them, but to be fair, they also look rather fragile - I wouldn't choose to work in a rocky vacuum in one of those razz Black isn't a very space-friendly colour though, bearing in mind the sun.

The suit design is all down to the helmet really. If it integrates, all is well, but if it looks like you've crudely upgraded a motocross suit, then...well...it'll look like you've crudely upgraded a motocross suit!
Posted: Tue, 24th Jun 2008, 5:38pm

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Qbeck

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can someone kind give Qbeck a nice/quick tutorial on making a stencil as shown with the SDE logo on the suit? I got a new guitar and need to put some designs on it.
Posted: Tue, 24th Jun 2008, 5:57pm

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Xcession

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Well firstly, if its a decent guitar, you shouldn't put anything on it. The resale value will be badly effected and frankly a good guitar is a beautiful thing - crapping it up with some lame design you'll inevitably grow out of is a bad idea unless you're absolutely certain about what you're doing.

All the same though - you could do a stencil like the SDE one just by creating your design, printing it out on A4 paper, then cutting out the holes. Use 3M spray adhesive to mount it to your object (any other kind of glue may be problematic to wipe off), mask the rest of the guitar then gradually build up layers of paint over several sittings on several days, letting it dry completely each time. You'll need spray paint (model paint is good), sprayed from a distance to ensure few blobs, left to dry completely, only applying a very, very thin layer each time. You should still be able to see the subject through the paint for at least the first day of painting if you're applying it at a suitably slow rate. the drying is important otherwise it may coagulate at odd points, resulting in an uneven finish.
Posted: Tue, 24th Jun 2008, 6:46pm

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Qbeck

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No no I'm not doing this as like a 3rd grade arts and crafts thing. Music is my thing, besides making movies, and it's kind of plain, so the guy who got this for me told me to put my own into it-but we're going off topic. Thanks for the lighting tut biggrin
Posted: Tue, 24th Jun 2008, 6:46pm

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Zephlon

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I kinda like the color red in the suit...its original...maybe you could mix colors? some pieces orange, some yellow, some red, maybe even a little gray here and there? kind like your using parts from other suits. After a year in a harsh environment I would assume some suits have been torn to shreds and just used as scraps.

For the ext base design what do you guys want as far as the other sections. We have an HQ (command module), living quarters obviously is one. For the other I was thinking a garage or bay, for mining/prospecting tools, what ever type of vehicle they use (so it needs a garage door), and most likely the space suits would be in the same area. For the last pod I still think the mining drill would look way cool on camera, but after re-reading stuff I realized they are only prospecting for minerals, not actually drilling for them. maybe the fourth pod could be some kind of energy facility? solar panels, generators, a small greenhouse, and some type of wind capturing device (I think a wind mill might look kind of corny in a sci-fi movie, so I was thinking more of a large wind turbine, kinda like the thing in THE ISLAND)

Tell me what you think so we can start getting more down to the details for each module.
Posted: Thu, 26th Jun 2008, 4:49am

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black ronin1228

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Zephlon wrote:

I kinda like the color red in the suit...its original...maybe you could mix colors? some pieces orange, some yellow, some red, maybe even a little gray here and there? kind like your using parts from other suits. After a year in a harsh environment I would assume some suits have been torn to shreds and just used as scraps.

For the ext base design what do you guys want as far as the other sections. We have an HQ (command module), living quarters obviously is one. For the other I was thinking a garage or bay, for mining/prospecting tools, what ever type of vehicle they use (so it needs a garage door), and most likely the space suits would be in the same area. For the last pod I still think the mining drill would look way cool on camera, but after re-reading stuff I realized they are only prospecting for minerals, not actually drilling for them. maybe the fourth pod could be some kind of energy facility? solar panels, generators, a small greenhouse, and some type of wind capturing device (I think a wind mill might look kind of corny in a sci-fi movie, so I was thinking more of a large wind turbine, kinda like the thing in THE ISLAND)

Tell me what you think so we can start getting more down to the details for each module.
Yeah, why not, if the weather is supposed to be like you're all describing, then wouldn't it behoove the powers that be, albeit seemingly unimportant to the whole situation, try and utilize the wind power from the planet itself for an auxiliary power source, or something to recharge their batteries from time to time? Assuming it's small and modular and nothing nuclear reactor like for its power source, then it would need something to also create O2, green house, etc....
Posted: Thu, 26th Jun 2008, 9:11am

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Simon K Jones

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Avenging Eagle - we need a blueprint prop. We're thinking your overall based design would be good as a basis for this, but we need a few things:

- The design adapted so that it matches our set, which is rectangular. I'll get you some plan images of the set ASAP for reference.

- An overhead plan view so it can look like a blue print.

We can then add detailing to make it look like a real blueprint, and get it printed up.

We'd need a pretty large image - about A2 size, or A3 size minimum.

Do you think you'd be able to help us out on this? Ideally we need it in the next 24 hours...! smile

As I say, I'll get you overhead plan images of the set design ASAP so you know what we're talking about. There'll need to be changes to the shape of the modules, and corridor positioning will need some tweaking, too.

EDIT: I should mention that everyone is welcome to have a crack at this, by the way, not just Avenging Eagle.

Right, here's a top-down view of the actual set:

http://media.fxhome.com/news/filmproject2008/plan.png

On the left side there's the corridor section. The corridor has a door at the bottom left side (roughly where that black line on the background is pointing at).

There's another door on the corridor's top right corner, connecting the corridor to the module. So as you can see, exteriors need to take into account that the corridor needs to run alongside the module for at least a brief distance.

On the right is the module itself. It looks like two separate sections on the image, but it's a single room with a beam running along the middle.

The bit jutting out bottom-right can be ignored, that's just a bit of flooring and isn't part of the 'fiction'.

Right, hope that helps people get their heads around how the set!
Posted: Thu, 26th Jun 2008, 4:48pm

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Avenging Eagle

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It was a little short-sighted of you to build a full set without having agreed the space to put it in. I've done a couple of quick designs based on my hexagonal approach, but both are based on the assumption that the 'bottom' of the corridor will be punched through to allow access to the airlock and escape pod.

(NOTE: Red space is where pipes, electrics and general life support would go)

Design one; the small module
http://img391.imageshack.us/img391/9038/interiorpod2rn0.png

Design two; the same set, replicated for a larger module
http://img115.imageshack.us/img115/8816/interiorpod1of7.png

Since I don't know how much of the set will be seen on camera, the second design takes the liberty of punching another through a set wall.

Is there a certain shape you want for the module itself? Your set at the moment simply doesn't have enough doorways to go to a command module, an escape pod and a airlock as requested.

Also, I will almost certainly be unable to make a blueprint in time for you....sorry guys, but it is kinda short notice...

C&C ASAP, then i can filter your comments into the next design

AE
Posted: Thu, 26th Jun 2008, 5:52pm

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ashman

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I'm completely confused.

I was thinking this kind of look but for the layout you've designed.



So your 3d design is broken down into outlines and then formed into a blueprint which resembles the above.

Aha, just got some more info.

Basically we're looking for a top down view of your 3d render, we just need the outlines of the structure which can be rendered from that model. I was told a wire frame option can be pulled from this as well in the 3d app. You don't have to worry about the blues or look of it. We're just after the outlines. smile
Posted: Fri, 27th Jun 2008, 12:18am

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Axeman

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With the shoot coming up, I'm thinking you guys are going to need the original file for the wine label soon. What format would you like it in? Do you want the original .psd with all the layers, or a flattened file to print from? I was thinking it might be good to have a look at the actual color of the bottle you are using, in case the colors need slight adjustments for optimal harmony with the bottle's color, but that might be something that could best be adjusted on your end, with the bottle in hand. Let me know what you need anyway, and I'll get it to you in short order.
Posted: Fri, 27th Jun 2008, 8:10am

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Simon K Jones

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Axeman - it'd probably be best if you could chuck us the original PSD file. That way we can fine tune anything that's needed in order for it to look right on the prop. Thanks!!
Posted: Fri, 27th Jun 2008, 1:51pm

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Axeman

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Right, the original .psd file can be downloaded here:
http://www.west-building.com/storage/winelabel5.psd

I've included rasterized layers of all the text, so it will display properly regardless of the fonts you have installed. In case you need to change some text, I've included the original text layers as well. If there is anything else you need from me, let me know.

I look forward to seeing it aged.
Posted: Fri, 27th Jun 2008, 5:31pm

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Avenging Eagle

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Rating: +1

I found some time to make that blueprint for you. I did two versions; the first is simply the black wireframe on a white background. This version can be edited into whatever format you need. The second is on a blue background, with a grid. I realise blueprint rarely have grid, but it looks cool so.....

They are both 2040x1338 but if you want a bigger resolution, I'll make one up ASAP

Plain:
http://img233.imageshack.us/img233/5324/blueprinttopjj7.png

Blue:
http://img233.imageshack.us/img233/4833/blueprinttopgridra4.png

Hope that's what you were after. I've done what you asked by the way and rearranged the exterior to fit the set. The satellite modules now follow the design of the 'small' module pic I put up.

AE
Posted: Sun, 29th Jun 2008, 5:44pm

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Simon K Jones

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Sorry for not replying sooner, AE, things have been a bit hectic around here! That's looking pretty cool - I'm not sure what res we need it at, but if you could provide a larger res image just in case it'd be great. The bigger the better, really! I'll get one of the art team to reply with more info tomorrow morning.

Thanks for all the hard work guys.
Posted: Sun, 29th Jun 2008, 9:08pm

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Avenging Eagle

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Rating: +1

Here's a pack of 3 different sized version of the blueprints;
4080 x 2676
6120 x 4014
8160 x 5352

Big, as i'm sure you'll agree.
http://www.savefile.com/files/1637528

AE
Posted: Fri, 1st Aug 2008, 8:03pm

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Sam Larsen

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Here is a wine label i just made. It can be modified but its a start.

http://i278.photobucket.com/albums/kk103/sk84life113/WineLabel.jpg
Posted: Fri, 1st Aug 2008, 10:06pm

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Xcession

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I think you're a little late, Blue Cow Studios - the wine label was for a prop and filming started and finished over 2 weeks ago,
Posted: Sat, 2nd Aug 2008, 3:39am

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DanielMaher

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Yeah I know your pain blue cow I took a picture in elmira, NY that I thought would be perfect for the calender and right before I sent it I realized that shooting had wrapped up and I would just end up making an @$$ of myself razz
Posted: Sat, 2nd Aug 2008, 9:42am

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Sam Larsen

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ooh ok

Last edited Sat, 2nd Aug 2008, 9:44am; edited 1 times in total.

Posted: Sat, 2nd Aug 2008, 9:43am

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Sam Larsen

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your right guys lol. i was just so bored so i wonted to do somthing. is there anything you guys wont me to do or are you all good.
Posted: Sun, 26th Oct 2008, 7:41pm

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djswallow

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by the way;
what do all you guys use to make those images - daz?

neutral
Posted: Sun, 26th Oct 2008, 8:09pm

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B3N

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GIMP, Photoshop, Paint, DAZ, Cinema 4d, Blender, etc etc ect
Posted: Mon, 27th Oct 2008, 9:15am

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djswallow

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thanks!

I'll try photoshop

also, would sketchup be any good?

unsure
Posted: Mon, 27th Oct 2008, 9:16am

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Simon K Jones

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What exactly are you trying to do? All these programs are designed for wildly different purposes. I think you first need to decide what exactly you're trying to create, then research which software to use.
Posted: Wed, 29th Oct 2008, 9:56am

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StupidLikeAFox

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This is what I think the planet should look like for the film if you still need one?



I ha also made a clip of the planet slowly spinning if you want to see this?

And if youw ant the planet to explode i can create that?
Posted: Wed, 29th Oct 2008, 1:12pm

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Quvoo

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Ahhhh, another Andrew Kramer fan, they seem to be multiplying these days.

I'm not trying to be rude or anything but you can do other things beside Andrew's tutorials, they show HOW to do something not TO DO it. So make up something yourself like your planet design maybe?


There hasn't been any updates on the film for some time now, everything ok over there??
Posted: Wed, 29th Oct 2008, 1:30pm

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StupidLikeAFox

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Yes I used andrew kramers tutorial but this is my own planet design.
Posted: Wed, 29th Oct 2008, 1:33pm

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Rockfilmers

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The reason why he makes those tutorials is if they ever become useful to people. You're supposed to follow a tutorial. That's why it's there. Yeah you can do other things but this picture is really nice.

No about the planet animation. It almost looks like it is stretched a little. And is there going to be camera movement? I think that look great. smile
Posted: Wed, 29th Oct 2008, 4:28pm

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StupidLikeAFox

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Yes i relaised it does look a little stretched so i shrunk it down a little and it looks alot better. Also I have made the planet slowly moving and can create some other camera aniamtion if it is ever needed?

I think this would be good to the opening scene perhaps that gives a look of the planet?
Posted: Thu, 30th Oct 2008, 9:16am

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Simon K Jones

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Henry701 wrote:

There hasn't been any updates on the film for some time now, everything ok over there??
Yup. It's in post at the moment having extensive effects work completed. Taking a little longer than we'd planned, but getting there. smile
Posted: Mon, 3rd Nov 2008, 12:27pm

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Carlthemoviemaker

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ummm can i join the team??
Posted: Mon, 3rd Nov 2008, 5:22pm

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B3N

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Heh, waaaaaaaay too late man. wink
Posted: Mon, 3rd Nov 2008, 6:43pm

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DanielMaher

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yeah seriously, I think they stopped allowing resumes in way back in august, but idk.
Posted: Thu, 12th Mar 2009, 11:05pm

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Avenging Eagle

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I haven't checked on this in ages, but I found some of the work I did for this film today and was wondering if you still needed it.

First off, I was working on the planet itself. This is where I got up to:


I should point out the textures are 2K (2048x1024), not exactly large by industry standards. It would really only be useful for full-planet shots.

The other thing I was working on was the base, and here's where I got up to:


I've looked through the thread and found that I was planning on adding legs to the base, but other than that, what sorts of changes would you like me to make?

I am greatly looking forward to seeing this project finished!

AE
Posted: Sat, 1st Aug 2009, 2:10am

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Bolbi

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Rating: -5

dawg u hella ugly and ur ideaz waaaay wack
Posted: Sat, 1st Aug 2009, 7:35pm

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TheOutlawAmbulance

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Bolbi wrote:

dawg u hella ugly and ur ideaz waaaay wack
WTH?What? That was unnecessary. He is doing a great job. What do you think is wrong with it? It looks like he put a lot of time into it. It looks awesome.

By the way: Spell your words right this isn't texting.
Posted: Sat, 1st Aug 2009, 7:52pm

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Quvoo

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I don't know what his skill level is but based on the way he rendered this out it definatly looks like he is a beginner. So yea good job on that, for your skill level it's not bad at all, but if I would see a model with that low of a polycount, I would probally not be impressed at all.

Now... whats goign with the film?
And don't answer this by saying: there's a lot of people working their hardest on this, this is a side project, no one is getting paid fro this, etc..

Is it going to get finished or not?
Posted: Sat, 1st Aug 2009, 10:32pm

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Axeman

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Right, firstly, using high-poly-count models when working on basic layout and structure would be a waste of time; there's no reason to use high poly counts when you are just trying to sketch out a shape that will work well. Once you have a shape confirmed, then one would move on to a more detailed level. That is all early pre-production stuff.

Secondly, You answer your own question pretty thoroughly, so I'm a bit confused by your post. If you already know that there are lots of people that aren't getting paid for it working on this project on the side, what exactly do you mean by 'what's going with the film?"

As to your other question, "Is it going to get finished or not?" - of course it is going to get finished!
Posted: Sat, 1st Aug 2009, 10:49pm

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B3N

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Heh, I love how your getting really impacient on this project...yet the big budget films that take ages (even longer) to create your fine with waiting...
Posted: Mon, 3rd Aug 2009, 9:46am

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ashman

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The film is absolutely 100% going to be finished.

Until the VFX side of things are completed there's no point in us releasing a date, because it's uncertain on the many artist's schedules. Many are working on a shot, leaving it to do paid work and then coming back to finish it. This is the comprimise when it's unpaid work, it simply takes longer.

Those who are working on the shots are doing their upmost to meet the deadlines set. We'll release some stills of the WIP so you can understand and see the work going into the project.

Cheers,
Ash.
Posted: Tue, 4th Aug 2009, 3:13am

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Thrawn

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Thanks Ashman for the update. While it's obvious that the project hasn't been abandoned, and that you're all doing the best you can to finish it, it's always nice to have a post here and there reinforcing the fact.