Carbo is a speculative survival horror adventure set in Carboniferous .
Dave Rindner
daverindner@yahoo.com
Carbo is a speculative survival horror adventure set in Carboniferous .
Dave Rindner
daverindner@yahoo.com
awesome! thanks for sharing this!
I have no idea what a “monopole shunt portal for CARBO is” but I do know that I love this concept art!
Every good sci-fi concept requires equally good pseudo-sci-fi-istic lingo.
If ST can have Hyper-Quantum-Slipstream-Warp
CARBO is short for Carboniferous. This is my project in development of horror survival adventure set in in Carboniferous period. Expedition of biologists and geologists are sent into Carbo period aboiut 320 million years into past. The environment shows itself to be far far more dangerous and mysterious then modern paleontology describes it. High oxygen toxic atmosphere, fungal infections, undescribed species, virulent miscroorganisms, hypercarnivory, and other dangers.
The 'Monopole Shunt" is a concept for temporal transit that creates magnetic monopoles by manipulating high Tesla magnetic fields via fusion initiated pressures. The magnetic monopoles are special variety 'Dyon" monopoles that are actually bipole magnets but which ends are so far apart in space and time they behave like magnetic monopoles. Connecting the poles are Dirac Strings which force open aperture allowing electromagnetic radiation and matter to transit between superposition of aperture which exists in two points of space-time. This is not strictly cleche time travel, and that would be described.
I’d like to shout out to Rhino. Everything in this scene is NURBS. No polys, no sub-d. Most of the geometry is scratch made by myself. Some of it is kitbashed from STEP and SDLM files from GrabCAD. Rhino3D is really awesome for old school VFX miniatures , digital and real, practice of kitbashing. Where parts from available geometry are cutup and remodeled to be reused in unrelated project.
Amazing how well Rhino integrates Solidworks, CATIA solids and blocks into NURBS. After more then dozen years of doing 3D geo for VFX as sub-d polys in Maya, I am returning to old school NURBS for mechanical CGI geometry.
Not only is does it sound highly technical but its genuine sci fi gibberish I can get behind.
Nice work!
Yeah I started using rhino v02 during my years at New Deal Studios doing miniature effects. Coming from that world I can agree with the kit bashing and model making similarities Rhino has to the real thing. It was why I think I took to Rhino so well and so quickly.
Thanks for sharing
Can you show me where the Turbo Encabulator is in the render?
"Yes but it will cost you a dollar first " - The Tubes ‘She is a Beauty’ 1983
I instantly got that reference and therefore called attention to my age.
Subscribing to this thread, the technology talked about sounds inspiring!
Regards,
A sci-fi fan.
You’d probably have to have “pre-famulated amulite” set up as a material to see it properly.
OK you got me! You have out-sci-fi-techno-speaked me. Touche! What is Pre-Famulated Amulite material? PFA. Dounds like something that is regulated by EPA/
This is AWESOME techno-gooble! This is way more gold then LCDR LaForge
I worked acoss the street from New Deal in MDR at Logan.
I love a nice Turbo-Encabulator myself… Great work. What exactly do you mean by kit bashing?
Did I spell that right?
I heart it! Is this a sketch , or 3D model rendered in sketch style?
Kit bashing is when parts from previous unrelated projects are taken and added to current project.
Taking pipes from a 3d model of waterworks plant and using them as gribbles or nurnees on a spacecraft.
I took safety platforms from GrabCAD in Solidworks STEP, converted them to NURBS shells in RHino and reused. As safety platforms are same all over, more or less, there is no copyright violation.No need to re-invent or remodel a wheel. Avoiding using identifiable copyrighted geometry is one of the challenges of kitbashing. Example of No-GO is using MB logo as pattern for space station. Unless you are making a MB logo space station. Kitbashing is a time honored tradition in SFX, predating digital by decades. Alien Nostromo, Aliens Solaco, Star Wars , Star Trek Klingon, 1970’s Battlestar Galactica, Buck Rogers, Space 1999, spacecraft were all made from foamcore, plastic, and lots of plastic model kits from hobby stores.
In 1990’s and early 2K’s kitbashing went digital courtesy of Babylon 5, SeaQuest, Battestar Galactica Sci-Fi, Star Trek: Enterprise. Perhaps some will remember Newtek’s Lightwave (which I disliked and never got into. Lightwave users made CGI kitbashing a dirty word, becouse their work was so obvious. One could tell peices from old Cyberware 3D models were reused and resused and reused. Twister (1996) had entire 3d model of Cyberware geometry thrown into screen as debris.