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Messages - JakubCech

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31
You've done it again Jakub! I am still keeping tabs on this project of yours and it never ceases to deliver. Really outstanding work as far as I am concerned :)
That said, let me throw the ball to ya. Johaness told you his method of post-production on his renders, mind sharing yours to us? Specifically I am wondering if you are doing the whole 32 bit -> lut -> layer after layer of correction type of workflow or is it something else?
These renders really have a nice, sophisticated yet down to earth feel to them. The subtle glows and really great color tones are magnificent, not to mention the really pleasant lighting.
Yeah, I know that sounds like gibberish but still :P
Hey nkilar, thank you for your super cool appreciation! Totally not sounding like gibberish haha! Thank you so much for beautiful words! :))
Regarding your question - Yes Johaness "revealed" his mapping - I am going to tell you as much as I can! First of all - my mapping is still being changed/developed - its not something that is particularly set. Currently, my most recent version of it (might change as I try and experiment a lot) goes like this:
1. I prepare the scene, models, materials etc. - we could talk hour about this, but I want to get to the mapping.
2. I setup my first lighting - and play a lot a lot a lot to get it right (still no mapping applied - just raised highlight compression to 2.0 or so) - I play till this looks good.
3. Now when everything is setup - I start to play with tone mapping. What I do first is that I load my LUT - I have my library of custom LUTs I have been developing for years, done in magic bullet looks. I have some particular selected ones I always find does what I like - this is my main "signature" tone mapping - and I unfortunately would love not to share it (yet). Then when those are loaded (I switch between them) I start to play with everything! Highlight compression, Filmic highlights, constrast, filmic shadows, temperatur etc. everything together with the LUT. Then I also adjust my lighting / materials to fit the mapping I like.... I know, its tones of variables - but that is what it is, tons of variables each tuned to work with each other.
To note - for this project (Classic Nowness) I used planar lights only - nothing else! Please see attached max file with the lighting of the second scene with tonemapping (wihtout my custom LUT).
4. The rendered file I bring to photoshop and play with it in normal fashion (vibrance etc.) of elements I would love to enhance.
So thats pretty much it (for now) but I want to experiment much more.

Again top notch stuff.
What did you used for lighting hdri or sun+sky?
Super natural...
Thank you so so much! You do really great renderings! I used planar light only - nothing else for whole this project! Please read my description above. I would love to add - I use include/exclude in the light to light floor/walls/main character separately - this is something I dont see people does as much but is a very powerfull way to make lighting look professionaly lit! :)

Really nice images, a lot to look at for inspiration.
Thank you!

I'm still striving to reach this level of quality. And thank you for the beautiful models.
Thank you and wish you all the best!




32
So guys, fifth one, two left to go :) Below is the description, on the Behance (https://www.behance.net/gallery/53529289/Beautiful-Computer-Generated-Images-V-Classic-Nowness) there are models to download and high-res pictures. Pictures look more yellow here than they are - thats because the background color here in the forums is blue.

Beautiful Computer Generated Images is a collection of Seven projects, collection of seven Manifests, where every piece is an intersection of Technology and Art. It depicts imaginary places, imaginary objects where every element is arranged to create beautiful Composition and where photorealistic simulations are enriched and elevated by Custom color mapping to craft a piece formed by true Art.
Manifests show what I consider truly beautiful, what I am passionate about and what I love. Passion in Computer Generated Image, passion in Composition, beauty in Simplicity, Light, custom Colors, passion in bending image within a Purpose, in adjusting piece with an Abstract elements, all elevated by Custom Color Mapping to form something Unseen, something New and very Artistic.
Manifests have been developed for 1 year, working solely on the manifests, between 2016 and 2017 and are periodically released every three weeks. After all seven have been released, there is going to be a book stitching all the pieces together.
Everything is custom made - from scratch - models, materials.
I welcome to watch the fifth one.

V. Classic Nowness
Classic Nowness is an imaginary Classic space filled with Contemporary furniture pieces to shape a modern Icon of classic nowness. It depicts passion, beauty and contrast in classic Stone Mouldings and Contemporary minimalistic furniture. Pasion in contrast between Beige, Gold and Deep Blue. Beauty in contrast between Structured surfaces and Flat surfaces. Beauty and contrast in materials Metal Gold and Velvet blue. Passion in contrast between Curves and Lines.
Project has been rendered in beautiful Corona rendering engine. Modeling was done in 3Ds Max and sofa model in Marvelous Designer. Models to download on Behance.
Inspiration credits: Jeff Koons.

Upcoming Manifest - VI. Natural Gradients - 28.6.2017












Models to download


33
[Max] Daily Builds / Re: Corona Image Editor feedback
« on: 2017-06-05, 12:58:46 »
BUG: Denoising in CIE of CXR using regions does not work.

34
Gallery / Re: SHØWREEL 2017
« on: 2017-05-31, 23:54:39 »
Its beautiful! :) Just wow.
I mostly love the rose closeup. As regarding to the material - I find it very very beautifully done. Could you possibly share settings/textures/models/advices/anything regarding it?

Thank you.

35
[Max] Daily Builds / Re: Corona Image Editor feedback
« on: 2017-05-31, 16:06:54 »
Hey CIE is a beautiful tool - very usefull :) Most of my spotted bugs are corrected in the Hotfix but still:
Tone mapping + LUT is applied on maps where it should not (ZDepth, ID...).

Thank you.

36
Hey guys I do not know why but I didnt receive any more email notifications regarding the new replies (on page 2).

Hi Jakub. You're right it's not good to criticize every little thing, but you know I've looked at your wonderful images in their globality and I really really appreciate the overall mood, lighting, amazing texturing, and this little detail chocked (big word woo) me because it was not of the quality of the rest.
Well you've done it, and the number of positive reactions prove that it is an amazing result ! Thanks again for sharing your work. Roland
Heyy, I was just kidding and I love to hear any issue - even the tinniest bit - thats one of the very great way I can learn. So I was just kidding - thank you so much for pointing out the issue and I am glad you enjoyed! :))

thanx, I appreciate your opinion. now I have another dof level standard. and many thanx for sharing some asset.
Haha - No no no! Stop - your eyes are atually right regarding dof - I received another comment that the dof is making the car look like miniature so, I need to learn not to overdo it. Thank you for pointing me the right direction :)

You have done a perfect job.
Thank you so so much tolgahan!

Quit it man, every time i see your images gives me feeling i am doing something wrong. But seriously, amazing material great job!
Hahaha - you are definitely doing good! :) I know your portfolio and think its very nice. Thank you for briliant words! haha.

37
Hi Jakub I think it's just a simple thing (I don't know maybe it's not) but raindrops are more transparent here :
And this is a quick try with your asphalt shader (just to thank you).Regards Roland
Hey Roland, regarding the "mud" - yes! definitely the part you selected looks wrong - I knew it but hasnt enough power to re-render. Gosh - do you guys have to find every little thing? hahaha, just kidding. Thank you for pointing on it. In my eyes it doesnt look like mud, but does not look correct - looks like unfocued big white something (but not rain drops). Regarding my used apshalt - ohh great! You nailed it! I mean I nailed it, I mean we nailed it haha. I am glad it works just fine!

Wow... Super images. Great lighting and composition. Love the environment.
Thank you so much Image Box Studios! Thank you for following my collection.

amazing work man bravo!! Btw how can i download the model ? i couldnt download it
Thank you! On Behance just hit on "Download" and then download it from Google Drive (or where it redirects you).

Enter in the behance to prestige the work and to download https://www.behance.net/gallery/52767055/Beautiful-Computer-Generated-Images-IV-Reflections
Or simply go to the link below. https://drive.google.com/open?id=0B2UrrtMXDiB-N09lZldwZDR1enc
Hey thanks for helping! - I do not copy the links outside the Behance because of these reasons:
1. User can download it from Behance without registration and "prestiging" project.
2. It shows the project in its full "glory" - with all the stylyzed text and format.
3. If I update the model or change my hosting I need to update the link on just one place instead of updating at multiple places what makes it more consistent.

38
Wow guys thanks for beautiful feedback :)

Great work! Just a feeling that the car is smaller than it is. In scale of kerbs and raindrops on car..
Thank you so much for kind words shadowman. Regarding car - you are probably right. You are already the second person telling me this - but honestly I think the scale of the curbs is probably the wrongest one. As the road is meant to be for two cars, I think the scale is right to fit two cars on the road  also if you look at the trees behind its making sense. But the curbs, these are huge - I think this was the mistake regarding scaling - they make car appear small. Thank you for pointing this out.

That last image is brilliant. perfect composition and balance of colours. Also thanks for the asphalt, much appreciated!
Thank you! My pleasure to share.

This one is just sooo good :) Jakub, thanks for the asphalt shader/textures. I've got one question for you about it. Diffuse texture which you used is quite dark. When I compared it to pure dark color in diffuse slot it was similar to like RGB 2. Isn't it too dark? I always thought that pure black materials should have diffuse around RGB 5-6. Or am I getting something wrong about gamma thing...? Cheers!
I am very glad to hear you like it - thank you! Regarding asphalt - well I was surprised myself as well. BUT - this was the point where it worked for me the best (I enjoyed it the most to look at). It may be probable that if you look at it without reflection it may seem too dark - but in this case, reflections did fill in all the needed appearance. You can bump it up if you wish anyway. So all in all - it just worked like this the best for me (again - there are no rules, only your eyes).

these are lovely.. i can feel the rain on this scene.
Thank you dartofang, and thanks for some great models you shared lately :)

very inspiring renders as always. I love that kind of cinematic color scheme. imho the second image got a bit too much dof which makes the car looks too small, doesn't it?
Thank you for beautiful words. Regarding dof - well it doesnt look small in my eyes - I feel its natural/correct for me. Also no one else pointed this out - but you might be right.

Wonderful mood, I love the overall color (witch is never what my customers want)...Just a critic about he second image, where I don't love the raindrops render on the car (seems like some mud or anything dirty).Thanks a lot for sharing your experience. Roland
Thank you so much for appreciation! And thank you for the critics - can you point on where you feel it looks like mud please?

39
So guys here I am again :) Below is the description, on the Behance (https://www.behance.net/gallery/52767055/Beautiful-Computer-Generated-Images-IV-Reflections) there is also asphalt to download and high-res pictures as always.

Beautiful Computer Generated Images is a collection of Seven projects, collection of seven Manifests, where every piece is an intersection of Technology and Art. It depicts imaginary places, imaginary objects where every element is arranged to create beautiful Composition and where photorealistic simulations are enriched and elevated by Custom color mapping to craft a piece formed by true Art.
Manifests show what I consider truly beautiful, what I am passionate about and what I love. Passion in Computer Generated Image, passion in Composition, beauty in Simplicity, Light, custom Colors, passion in bending image within a Purpose, in adjusting piece with an Abstract elements, all elevated by Custom Color Mapping to form something Unseen, something New and very Artistic.
Manifests have been developed for 8 months, working solely on the manifests, between 2016 and 2017 and are periodically released every three weeks. After all seven have been released, there is going to be a book stitching all the pieces together.
Everything is custom made - from scratch - models, materials.
I welcome to watch the fourth one.

IV. Reflections
Reflections is a collection of two imaginary urban spaces where beauty of Reflections and Refractions is portrayed. It depicts passion in Reflections and Refractions in its most natural occurrence, during Rain creating mirror like puddles. Also in raindrops, windows and wet environment. It also depicts passion in contrast between Older urban space and New urban space. Passion in Vintage cars.
Project has been rendered in Corona rendering engine. Modeling was done in 3Ds Max. Models and textures custom created except the car model. For the raindrops I heavly adjusted texture by Cornelius Dämmrich from his 52Hz project. Asphalt is made of many stitched textures together with custom painted high depth displacement map - download on Behance. Raindrops are placed on the car and windows by using dupicate offset car model refraction layer.
Inspiration credits: Jose Villa, Gardens by the Bay.

Upcoming Manifest - V. - 7.6.2017










Models to download.

40
Seems ironic, a quick 'live edge' walnut bench was required, for a next day rendering. But, since it's retail, and middle ground, total model time required: 5 min.  Yet, much admiration for your PR rendition, and patience.
Thank you very much for your note and admiration! Well what for you took 5 minutes, for me took 3 months and turned out to be the second most difficult thing regarding the projects. The thing is not the model - but the texture. After two days spent by searching the web and not finding anything that might be nice and enough in terms of quality and resolution, I tried stitching some best textures I found - another day of work, but with a not satisfying result. Than, few weeks later I found this source I shared (https://www.facebook.com/jakubcechCG/posts/1208782219168572) and had another hope for a good texture - but after another two  days or so of trying to find something usable, stitch it, rephotoshop or anything, still didnt have anything usable (as I really wanted for it to work in closeup as well). Then for another weeks I got in touch with the company which produced the photos I shared, and signed a form and was waiting for a higher resolution photos of the slabs - but finally, they didnt have it - so still nothing. Then, another cuple of weeks later, I found this great store - Live Edge Chicago - where they had beautiful tables! But its Chicago, I am on different continent, so I started searching someone who might be able to go there, be polite, ask them if could take photos of tables, very difficult stuff especially if you think that this was going to be a personal project. After another cuople of weeks I managed to find the photogpraher who wuold be willing to go there and take photos. And, thanks god, this worked! Although he used low exposure and photos turned noisy, I finally was able, after another couple of days, to stitch and make the texture I liked and needed. So if you download it now, its pretty straight forward, but for me, this was really a super difficult goal. And - What do you mean by PR rendition?

Compliments for the work and the aesthetic.
I love the simplicity of the concept. And by simplicity, I mean about the composition and the look of the images 'cause I'm sure that behind there's a very nice work with the lighting and the materials!
Well done!
Thank you very much!

Did you use any third party software to texture your models? I'm  especially interested in staircase shot...
Not this time, just modelling and basic planar mapping with a good material, I like simplicity everywhere possible!

41
Hey guys, so glad you like it! Thank you so much :)
Will keep giving away models along projects.

42
Gallery / Re: Scandinavi 02 ( UPDATING )
« on: 2017-04-26, 15:26:14 »
Hey these are really beautiful pictures :) I especially love the first and second one - the first one, damn, such a beautiful lighting! Will point to you people asking for training since now haha!

43
So guys here is the third project from the collection :) Below is the description, on the Behance there are also models to download and high-res pictures. Also - I am aware of resolution of the floor in third image - I just couldnt find something as suitable in better resolution, dont kill me fot it.

Beautiful Computer Generated Images is a collection of Seven projects, collection of seven Manifests, where every piece is an intersection of Technology and Art. It depicts imaginary places, imaginary objects where every element is arranged to create beautiful Composition and where photorealistic simulations are enriched and elevated by Custom color mapping to craft a piece formed by true Art.
Manifests show what I consider truly beautiful, what I am passionate about and what I love. Passion in Computer Generated Image, passion in Composition, beauty in Simplicity, Light, custom Colors, passion in bending image within a Purpose, in adjusting piece with an Abstract elements, all elevated by Custom Color Mapping to form something Unseen, something New and very Artistic.
Manifests have been developed for 8 months, working solely on the manifests, between 2016 and 2017 and are periodically released every three weeks. After all seven have been released, there is going to be a book stitching all the pieces together.
Everything is custom made - from scratch - models, materials.
I welcome to watch the third one.

III. Giant Simplicity
Above Wood is a collection of two imaginery spaces where Beauty and Nature of the wood is portrayed. It depicts passion in nothing but Wood. Passion in wood in its most natural Wood Edge form. Beauty in contrast between Natural wood and Processed wood. Beauty in contrast between Wood and Concrete, Stone surfaces and Beauty in composition from above.
Project has been rendered in Corona rendering engine. Modeling was done in 3Ds Max and edges deformation with DeformEdges script. Branches grown in SpeedTree. Elehpant Ear plant modelled in 3Ds Max with textures by adjusted Megascans atlasses.
Live Edge Wood table was carefully picked and texture photographed in Live Edge Chicago store - thank you for letting capture texture of your beautiful tables. Multiple tables were photographed. Each table was photographed in chunks - then stitched - to provide as high resolution texture as possible. Models to download on Behance.
Inspiration credits: Carl Hansen and son, Norr11, Jose Villa.
Every image below is as whole crafted by means of Computer art. It is Imaginery, not Real. Computer Generated Images.

Upcoming Manifest - IV. Reflections - 17.5.2017









Models do download

44
Hey Jacinto,
thank you very much!
Regarding textures - well here is the thing. What I did is that I run trough all the textures I have (all texture from evermotion collections, just everywhere!) - and selected those I visually liked - walls, floors, whatever. Then when creating for example wall, I picked lets say 10 textures from those I liked - and started putting each on the wall - and see the result. Then I started mixing these 10 best ones in "composite" mode with different modes (multiply etc.) to add some detail/new texture. Then I mixed in some details (scratches, holes) and Bercon Noise.  So the walls and floors are a mix of textures I liked + holes scratches + berconnoise + there are CoronaDirt everywhere. Hopefully this helps!

45
Hey.
If we talk about a small deception with a thickness, then this can make sense.
But if it's really thick leaves like 2-3 mm +, it's complicated. Since the faces are the only problem
I think 2-3 mm would be actually pretty okay - even a 1cm or so.
I think it would really come in handy for those objects that have really subtle thickness - the kind of objects you can get away if you don't map right on the Y axis (the thickness I mean).To me that would be really welcome. +1
Actually Y axis would be mapped from the texture applied - because we are "bending" - this means we would have in some manner properly applied mapping on Y as well, see below my "way of thinking".

I think it would work like this:
1. Simple plane with opacity map


2. This is how it looks when rendered


3. Plus displacement map



4. With turned on "real thickness" with "round profile edges" in material editor. See that texture mapping is bednded only - working "properly".


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