Another time, on a world far from our own. Immense land-
ing craft have been shorn up on their undercarriages, and re-
purposed to ser
ve as r
olling cities. A dozen generations after
some great cataclysm rendered this New World inhospitable,
the inhabitants have been severed from their past. All
knowledge that their ancestors once traveled here from
Earth has now been lost, and they face an uncertain future.
This image has its roots in a story I jotted down a num-
ber of years ago. It is a “slice of life”—a r
elatively quiet
moment from the overall scenario. Occasionally the
city/ships must cross the open sea, and here we see one
pulling itself back onto dr
y land in early mor
ning light.
Dozens of scouts walk the ground ahead of the city/ship, on
the lookout for unstable gr
ound that would pose a danger to
their home.
The elements of this scene were modeled and rendered
in Lightwave 3D. When depicting a large exterior environ-
ment such as this, ever
ything is dependent upon the specif-
ic viewpoint of the illustration (or shot, if I was to do this as
an animation). It’s very much the same as setting up a
miniatur
e shoot in the “old days” befor
e the advent of CGI.
There is a great deal of forced perspective in the back-
ground, and the landscape is nothing more than a series of
facades positioned to work for this particular angle. The sky
is analogous to a painted backing. In fact that’s exactly what
it is—a painted image mapped onto a large rectangular poly-
gon positioned several miles away fr
om the vir
tual camera.
The rendered image was taken into Photoshop, and
nearly everything wound up being heavily reworked. In par-
ticular
, the for
egr
ound ter
rain simply did not hold up, and
was completely repainted. Believe it or not, painting rocks
and dir
t can be a lot of fun!
STEVE BURG:
NOMADS
133