' Wrote:I kinda know a way to make the gifs different to how the usually turn out. Instead of having that 'grainy' effect, the colours are blurred and mixed together... might want to try it.
The second time I hear that... How it's done? You realy do this with finished compressed gifs?
' Wrote:2500 * 1875? Now that's a resolution. I'm wondering how much time the rendering took. And how much longer would it be if those ships had an engine light with volumetrics, and maybe a simple engine-effect without particles...
Imagining the render of 25-29 of those for a -second- of animation gives me the creeps. That's not for home users who use the same computer to Photoshop and to play FL and whatnot.
An expert once said to me that it's easier with the program you are more familiar with, so don't listen to others. The results they can produce is mostly the same.
My experience: Modeling in LW is a pain, but in animation it somehow was more comfortable.
The picture took maybe a few minutes (using core2 q6600 (i believe i also used a little script, the picture is actually 9 seperate renders pasted together, my computer froze when trying to render anything above a certain resolution)), but offcourse if i was making a video, i wouldn't use this resolution lol, more likely 720p max.
The engine and weapon effects is what i couldn't figure out to work, so that's why i stopped trying. How long did it take you to do those video's? (not including the final rendering, but the setting up and perfecting of the animation).
Well, moving stuff in LW isn't that hard, even complex movements can be done pretty quick once you figured out how keyframes work in it.
Calibrating effects is another thing. There are presets for particles what helps a lot, but I still play much to make an engine-trail like in the Legionnaire gif.
An easy solution for engines - make a cone, cut it's tip, and apply a monochrome texture to it as alpha-channel, and make an expression to rotate it. Play with colors, AA and such. Ahh, and give it a lightsource and luminosity.