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Messages - zuliban

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1
Work in Progress/Tests / Re: Maru's random stuff
« on: 2018-02-10, 22:41:03 »
yes in the images half of the halo ring is stronger but still the other half has the ring on it and is hard to see it ,in the render it only show the half of the ring and the other half has not a weaker halo.

2
Work in Progress/Tests / Re: Maru's random stuff
« on: 2018-02-10, 20:25:43 »
one of my most wanted features looks great ! my only observation is the ring around the cat eye get only half of it instead of the whole form other than that looks practically the same as a camera.

3
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-01-19, 22:29:12 »
I gave up along time ago in renders VFB i just use the lineal image as open exr and do the rest in nuke.
Still renders need small tech improvements like a correct DOF, cat eyes effect and obstruction  refraction, dof where you can see some small rainbow in some bokeh shapes and some hairs obstruction from grass in other shapes, a more correct material that preserves energy on bump and so on it.
It also would be nice to have this correct tone mapping that can mimics real world cameras and old school films.

And of course caustics... i feel nobody is looking at this anymore (corona roadmap have them)they really brings a image to life when it has enough glass or reflective surfaces.
I also have tested fstorm and i agree it feels like a real camera inside a render and create very realistic fast renders, but still i don't like the gpu low memory limitation make them really unusable for big textures or closeups maybe in some years we can have some nice 64gb cards and if miners are cool a good price range.

I also have seen some tech from Arion render and it has alot of nice features that other renders don't have like the dof obstruction and better materials i wonder why people don't use that render?
i tested it when it introduced bloom and glare before any other render then they deteached it to arionfx plugin.

4
Gallery / Re: Osometolec Dragon Portrait
« on: 2017-12-24, 02:25:23 »
HI Melviso yes handpainted let me play better with reflections glossiness and so on.
my inspiration was mostly desert tortoises i like how they look dirty and their shell scratched monitor lizards and goats for the horns.

5
Gallery / Re: Osometolec Dragon Portrait
« on: 2017-12-23, 20:12:31 »
thanks alot guys for the comments, work took me like 6months and some extra time while learning mari.

most of my references where tortoises and monitor lizards  for the texture i started with basic colors and picked a palette i liked before detail then looked for animals i liked to match the way their scales or plates look all the texturing is hand made no use of any kind of texture only mask to create dirt, baked outside mari cavity ao curvature maps ect

thanks again!

6
Gallery / Osometolec Dragon Portrait
« on: 2017-12-23, 04:22:46 »
Hello friends i finished this personal work of my dragon.
i hope you like the finished results.

polymodeling in max and hipoly in zbrush ,mari for texturing corona for render and nuke for post.

please check my artsation or behance for the full resolution views.

https://www.artstation.com/artwork/Z1eD8

https://www.behance.net/gallery/60145855/Osometolec-Dragon-Portrait


































7
Gallery / Re: Impremta Garden
« on: 2017-09-12, 20:30:44 »
very nice work ! all the images are pleasant to look to and the lighting is very well balanced.

8
Hopefully now i can have buckets back in corona ;)

Since all the negative part have been discussed already, i read from Vlado that vray is old and corona is of course newer, does creating right now a newer engine means any new technology?  that is not path tracing ? maybe something new that can handle caustics in a better way?

i have seen other renders like Arion that have its inhouse brdf and have DOf that still others renders don't have, with obstruction and CA from far and front and small iris overlay for stuff like eyelashes i would like these kinds of stuff in the future for both renders !.

it would be nice too to have real camera tone mapping response operators and not only using luts to mimic it.

Also i imagine in like 2 years both renders will appear the same since both will be sharing stuff ... so the question why stay as 2 when you can create a new render instead of 2 that practically will be the same?


9
Work in Progress/Tests / Re: Dragon portrait
« on: 2017-07-05, 22:26:19 »
@melviso thanks ! when i load a big texture in photoshop 16k or so it usually starts to ''lag'' with so many layers, in mari i can paint in 32k texture and there is no lag is like magic ! so i just create the base at 16k i think is good for almost any kind of closeup 32k may be overkill unless you have very little uv space in certain areas and baking time is big for such texture. horns are 16k and body will be 16k too wish there was some options for textures in between like 12k or 20k.

10
looks like a fun material to play with, is highlight shift the same as anisotropy reflections?

11
Work in Progress/Tests / Re: Dragon portrait
« on: 2017-07-05, 19:05:41 »
thanks guys !
@ska the main head is around 33 millon and the horns at 15millons

12
Work in Progress/Tests / Dragon portrait
« on: 2017-07-05, 03:26:12 »
Hello everyone i want to show a work in progress of what would be my 1st character in corona, right now im working mostly in the horns and eyes textures the model is almost finished,
all the textures for both eye and horns are 16k for closeups,  here are some test renders post work is done in nuke (dof ,color correction, color tone) modeling in max and zbrush and texturing in mari , hopefully you like the progress so far.


















13
Great lighting, Congrats!

14
Gallery / Re: SkyPark by Zaha Hadid
« on: 2016-12-08, 22:46:18 »
night shoots  have really nice colors ,congrats !

15
Gallery / Re: Apoco77 House
« on: 2016-11-18, 23:19:48 »
Hi, for tone mapping all is custom made its hard to explain i think i would need a video to do it i move more than 100 settings to archive my desired result but i guess this is just my style and it could be resumed in less steps by someone else in around 1 and half weeks i'll publish the tutorial for this project online .

i just try to keep images not burned and not with a ''gray'' feeling most of this is done by today renders and the way they produce colors.


EXR im just selling the assets the models of this scene right now on my turbosquid, maybe in the future i can sell the scene empty since this scene is a bit too big 1gb max scene and around 30gb textures i will need to optimize do all of them in jpg or lower the res do all mats in a more organized way and in English so everyone can understand it and so on ,this probably will take me like 2 weeks of tweaking and i will be honest alot of my friends who sell their scenes have them already pirated in less than one week so i don't want to be stressed about that and i already feel the need to move on to my next personal work.

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