View Full Version : The Sleeping Beauties
animeone
05-03-2010, 02:36 PM
Well, as a first post here let me first introduce myself - my name is Simeon Patarozliev and I'm studying 3D Animation at University of Hertfordshire. Aand... well I love nature :) Wanted to post up my portfolio here but when I saw the level of the other guys... well it's not my time yet, I'm way behind. So before I gather the skills required I'm just going to post here and in the WIP section and hopefully I will get some constructive criticism to make my images better!
So, this image definitely took a while but it was worth it! After going through many ideas and crazy concepts(which could’ve worked) in the end I kept it really simple. I just wanted it to have mood – that I try to implement in every image I produce. When I first posted this image it was a bit colder then it is now but still it was chosen to be published in the March’10 issue of 3D Creative Magazine(later they have chosen the retouched version). I’m really glad that it’s finished now and I can finally move on and accomplish something, I hope, even more interesting!
And the image of course:
http://spatarozliev.co.uk/wp-content/uploads/2010/02/Final-low-res.jpg
Inspired by H. Hesselmann
PascalR
05-03-2010, 03:15 PM
:welcome:Simeon!
Great textures and mood, very nice to see some dusty cg :)
Ground looks cool, is this all in the maps or did you put some geo as well?
Keep posting!
Cheers
Pascal
animeone
05-03-2010, 03:35 PM
Thanks for the warm welcome, Pascal!
The ground is just a map which had a really bad quality which I've tried to hide a bit in Fusion - it's still visible though... Some more info about the picture - The general software used is 3ds Max, it's been rendered with VRay and two passes with MRay - ao pass and the volumetric light pass. After that composited in Fusion and played a bit in Photoshop in the end to give it more of a painterly look. People ask about the dust materials - those are all really simple blend materials. Something to warn people about if you're going to render out passes make all the materials VRayBlendMtl instead of a normal Blend material... they don't render properly in the diffuse channel(I suffered from that :))
I've made some "beauty" passes of the individual cars(or at least of one of them and the other one is almost finished) so if you're interested I can post them too.
Thank you again!
Simeon
PascalR
05-03-2010, 03:38 PM
Yeah it'd be great to see render passes and wireframe :thumbsup:
:beerchug:
animeone
06-03-2010, 02:38 AM
Well they aren't the best wires in the world :) The scene is about 600k polys. Should I post the individual cars in this thread or should I make a new one?
http://farm5.static.flickr.com/4012/4408795300_0c914fec4c_o.jpg
tonytrout
06-03-2010, 05:39 AM
Very nice, the dusty feel of the render is very well executed, I like it a lot :thumbsup:
PascalR
06-03-2010, 07:51 AM
Well they aren't the best wires in the world :) The scene is about 600k polys. Should I post the individual cars in this thread or should I make a new one?
Cool stuff, you could post all your render passes in this thread, it's always interesting when people explain their process.
You could also make a new thread in the tutorial section depending on how far you go with explaining.
Cheers!
P.
JohnSG
12-03-2010, 09:18 PM
Hey
All in all i have to say the overall look is quite nice. But i do see some areas that could be improved on. The cars look like they are one single mesh with bump maps or disp maps, the problem with hard-surface is you can usually tell this straight away, it would bring alot more life to the model is all the different pieces where separate, bonnet lines , areas around the windows.etc... Normally these pieces are not made of one section and need to be broken up to reflect the realism of construction.
look great, thats just my 2c clap
animeone
13-03-2010, 01:10 AM
Sorry for the late response, guys!
@Pascal
I will be making a "making of"(hopefully) so you will be able to see a breakdown of the whole process - modeling, texturing, lightning, rendering, compositing. It won't be nothing unfamiliar to you, probably, since I'm still a noob but I hope it's going to be interesting for some beginners :)
@John
Thank you for that comment John! Of course everything is separated parts like a real model would be but the problem here is that the cars were initially with one more turbosmooth iteration and they looked fine that way. With my crappy pc, though, I needed to optimize the scene a lot - it was 2mil polys in the beginning and ended up 600k as I've mentioned above. So the problem is that the edges of the surfaces are looking a bit odd and make the cars look more like toys rather then real cars :) Again thanks for the comment!
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