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Messages - Vantiel

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1
Gallery / Re: CGDIGI Corona render sketchbook
« on: 2016-01-06, 16:58:55 »
Really nice renders & thread; one of my favorites. Great stuff digi.

2
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2016-01-06, 15:39:03 »
Thank you for the feedback rom and maru! I agree with what you said, although tbh I didn't notice the pavement was too modern for the scene at first. I was somewhat bothered by the other things as well, so  I'll try to make some refinements for the next renders (& probably edit the current one too.)

@Proh Thanks. The snow is 3d, using a particle system for the falling flakes, cscatter for sticking flakes, layered corona materials for frost/snow for details [crevices & intersecting geometry], and some geometry+displacement for the raised areas.

If you have any other questions or remarks feel free to mention. =]

3
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2016-01-06, 07:26:20 »
Hey guys, few more renders. The gauntlet is a finished render, as well as Diagon's Alley; the others are test. =] Nighttime Diagon's render coming soon as well.









4
Gallery / Re: House in nature
« on: 2015-12-18, 08:18:58 »
Nice mood & I like the lighting; reminds me of a forest I used to go to as a kid. =] At first glance a critique would be that I feel the textures/materials could use some refining; particularly the forest floor & near flora. There's a slight plastic appearance to the leaves, which is often apparent in Vue renders. Perhaps some bump/added thickness, and couple other tweaks would help.  Anyway, good scene!


5
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2015-12-18, 07:39:20 »
Material experiment/study & quick prop model based on the Bloodplay Stiletto concept, from poe. Will do a few more little changes.



6
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2015-12-17, 06:51:46 »
Hey guys, just a WIP render of the atziri gauntlets. Need to finish a bit of extra scene setup/materials & will be posting the final version soon (any critique/input is welcome though). Will also post the final renders of other scenes I did recently, although they're already up on my site/reddit. Cheers :}



7
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2015-11-21, 06:19:19 »
The first render with the waterfall remind me of "Mud Flats" before you enter "The Lower Submerged Passage" (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! :)

Thanks dubcat. =] And yea you're right; now that you mentioned it does look like that entrance/area. I think the lighting & colors have a similar aesthetic; especially since in-game you typically only see the cavern entrance after activating the ancient seal.

8
Gallery / Re: Seaford Court - Timelapse Animation & Stills
« on: 2015-11-21, 05:55:26 »
Really nice work! I like how the light scatters into in the rooms in the animation especially; looks like it's scattering/filtering through tree foliage.

9
Work in Progress/Tests / Re: Vantiel's Wip corner
« on: 2015-11-21, 05:42:27 »
Thanks guys. =} Update with a test render of the secondary part of the forest (Vaal ruins entrance). Needs a bit of work but I'm relatively satisfied with the direction. I also tried setting up a waterfall with Max's native pflow system, although I'm not having an incredible amount of success. I plan on having at-least day & night renders/comps of each area.



10
Work in Progress/Tests / Re: [WIP] LOFT NO 2
« on: 2015-11-21, 05:36:52 »
Really nice! I like the lighting and materials.  I think the texture/mesh of of the carpet could use some tweaking, but apart from that looks spot on.

11
Work in Progress/Tests / Vantiel's Wip corner
« on: 2015-11-19, 06:45:16 »
Hey guys, just thought I'd start a thread where I can post my Corona works in progress. I welcome any feedback/suggestions. The first thing I'll be showing is a test render of another exterior scene based on PoE. Some things to work on but nothing huge (although I might transform the cave entrance into something in the semblance of architectural ruins, i.e the Vaal Ruins).



12
Gallery / Re: Doors 2015
« on: 2015-11-18, 17:08:56 »
Really nice renders. That cat comped in is just great as well. :}

13
Gallery / Re: Solaris Temple Renders
« on: 2015-11-18, 02:19:47 »
Actualy it is very good times for this procesor. I am using this one myself. And i am geting mostly 35-50k samples/s.

Yea for the most part I find the render times to be great; plus with low thread priority I can multitask while doing test renders. I would like to see what results I'd get with a couple optimizations (primarily albedo) though.

P.S Great renders on your arch viz/studio website. Nice work.

I saw the pictures and thought Path of Exile! Then I read the title and description.
Great work, Lady Dialla would be proud.

Aha, pretty cool that you recognized it. ;}
Thanks dub.

14
Gallery / Re: Solaris Temple Renders
« on: 2015-11-17, 19:21:38 »
Many thanks guys. =]

@Juraj_Talcik, Nekrobul

Yea in its current state the rendering would be too expensive for a decently long/short animation. However it's true as Nekro says that it could be optimized; for one the albedo isn't optimized (I noticed a bit late & just decided to wait out the renders since I plan on doing a part 2). In particular, I noticed red blotches in the albedo pass for most of the white marble in the scene. Apart from that there may be other optimizations including single-bouncing the fog volume or taking a less costly approach. Either way I planned on a possible short (lower res) animation for the middle ring-console spinning --- as it does in the game.

For hardware, I rendered with a single 3930k

15
Gallery / Re: Solaris Temple Renders
« on: 2015-11-17, 17:27:57 »
Glad you like it romullus. :} Can't say that I've played Serious sam before though.

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