Landscape and forest
Re: Landscape and forest
Not a big fan of mixing the "real" hair with the cardboard one, but otherwise the characters look great!
The society that separates its scholars from its warriors will have its thinking done by cowards and its fighting done by fools.
-Thucydides
-Thucydides
Re: Landscape and forest
They look so lifelike, indeed mostly because of the mesmerizing gaze and expressions.
Really Stunning Work!
For the lattices, have you tried/considered also using a lowrez version of your models as user defined lattices?
Really Stunning Work!
For the lattices, have you tried/considered also using a lowrez version of your models as user defined lattices?
Re: Landscape and forest
Thanks everyone!
Regarding the hairthing: yeah, it wasn't a problem in earlier stages when everything was much more foam/cardboardlike with just a little bit of 'real' hair mixed in but as I've progressed and it's starting to look more and more lifelike I agree it starts to clash internally, or aesthetically. I tried a version with a hair-moustache already and wasn't too happy with it so didn't pursue that. Maybe I can try and find something more in between hair and blocks of clay. For the wife it worked much better, I think.
FxDude: can you explain a bit more about that technique? How do I set up a lowres as lattice to a hires?
Regarding the hairthing: yeah, it wasn't a problem in earlier stages when everything was much more foam/cardboardlike with just a little bit of 'real' hair mixed in but as I've progressed and it's starting to look more and more lifelike I agree it starts to clash internally, or aesthetically. I tried a version with a hair-moustache already and wasn't too happy with it so didn't pursue that. Maybe I can try and find something more in between hair and blocks of clay. For the wife it worked much better, I think.
FxDude: can you explain a bit more about that technique? How do I set up a lowres as lattice to a hires?
Re: Landscape and forest
Yes sorry, I remembered deforming using low rez objects, and Lattice being in the list of deforms.
Lattice deform which indeed needs a lattice object.
But "By cage" is what I meant.
(their multi-threaded and fast too)
Lattice deform which indeed needs a lattice object.
But "By cage" is what I meant.
(their multi-threaded and fast too)
Re: Landscape and forest
Since I finished the characters I'm mainly focusing on animating them but while doing so I found that the setting for the scene I've started with (the forest I posted in this thread around april last year) wasn't quite in line with my current design. It was all much too realistic/after nature.
Hence, a few updates, now a lot more miniature/clay/foam-style:
And that together with my characters:
Hence, a few updates, now a lot more miniature/clay/foam-style:
And that together with my characters:
Re: Landscape and forest
That's a fantastic update, I'm totally digging the direction you've gone with the backgrounds. Great lighting as well.
Wasn't really a fan of the mixed realistic hair with cardboard hair for the guy, hopefully you could try to unify them a little more, but from this far away it wouldn't make much difference I guess!
Wasn't really a fan of the mixed realistic hair with cardboard hair for the guy, hopefully you could try to unify them a little more, but from this far away it wouldn't make much difference I guess!
Re: Landscape and forest
Very beautiful and inspiring work (!)
and very refreshing too
and very refreshing too
Re: Landscape and forest
He Jasper,
Great work!!! Very interested in the final video.
I reckon this is still all Redshift for rendering?
groet'n,
rob
Great work!!! Very interested in the final video.
I reckon this is still all Redshift for rendering?
groet'n,
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Landscape and forest
Thanks all! Rob: yep, Redshift it is! About 4-5 mins a frame (full HD) on my 670, amazing.
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Re: Landscape and forest
Hi druitre! This is outstanding. How are you getting DOF, via camera or compositing by pass?
I´d like to know more about your compositing this masterpiece.
Looking sharp. Those rocks really grabbed my attention. You mention: procedurals for displacement?
On redshift I assume you´re using redshift displacement.
Could you tell more about your redshift settings. By far, I think it´s the best renderer for us Indie ppl.
Cheers.
I´d like to know more about your compositing this masterpiece.
Looking sharp. Those rocks really grabbed my attention. You mention: procedurals for displacement?
On redshift I assume you´re using redshift displacement.
Could you tell more about your redshift settings. By far, I think it´s the best renderer for us Indie ppl.
Cheers.
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Re: Landscape and forest
Hi and thanks, sirdavid and Caveman!
The rocks are explained in one of my earlier posts, I use fractal scalar and twiddled about with its settings until I had something that imitates what a miniature sculptor would do - smear plaster on foam and paint that with highlights/deepwashes. In effect, what I do is (Redshift) displacement mix two layers of fractal scalar with the mix being decided by a third fractal scalar and an ambient occlusion set to inverse (the dirtshading trick). Then use some of that same fractal to drive color, with also an incidence to have the tops of the rocks be mossy green broken up by the small noise fractals. Can't get to it now but if you want I can upload an example of it sometime next month when I'm back in my studio.
And yeah, I'm a fan of Redshift too!!
Everything you see is straight out of Redshift, no post whatsoever. DOF is Redshift Bokeh and I'm using exposure adjustment - mainly black crunch and vignette are quite high. A lot of my aestethic decisions are to do with the artificial look I'm trying to achieve, the miniature look with everything being sculpted out of foamboard or clay but at the same time in the hands of someone who would know how to make those miniatures look as if they were the real thing. You could say I want it to be uncanny, kind of.sirdavid32 wrote:Hi druitre! This is outstanding. How are you getting DOF, via camera or compositing by pass?
I´d like to know more about your compositing this masterpiece.
Looking sharp. Those rocks really grabbed my attention. You mention: procedurals for displacement?
On redshift I assume you´re using redshift displacement.
Could you tell more about your redshift settings. By far, I think it´s the best renderer for us Indie ppl.
Cheers.
The rocks are explained in one of my earlier posts, I use fractal scalar and twiddled about with its settings until I had something that imitates what a miniature sculptor would do - smear plaster on foam and paint that with highlights/deepwashes. In effect, what I do is (Redshift) displacement mix two layers of fractal scalar with the mix being decided by a third fractal scalar and an ambient occlusion set to inverse (the dirtshading trick). Then use some of that same fractal to drive color, with also an incidence to have the tops of the rocks be mossy green broken up by the small noise fractals. Can't get to it now but if you want I can upload an example of it sometime next month when I'm back in my studio.
And yeah, I'm a fan of Redshift too!!
Re: Landscape and forest
looking great man.
btw if you need any help rendering out final movie I would be glad to jump in and help you out with rendering.
Got 4xTitan, 5x970 and an 780 here. Would be glad to help if you need any.
Great work
btw if you need any help rendering out final movie I would be glad to jump in and help you out with rendering.
Got 4xTitan, 5x970 and an 780 here. Would be glad to help if you need any.
Great work
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