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Messages - TomMannington

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16
Gallery / Re: RWB Cleveland
« on: 2020-08-17, 15:56:33 »
Doing it all in the Corona VFB means the DoF of a Corona Camera & backplate never really matches up.

Yeah, Corona users has been complaining about this for very long. It would be nice if the team would finally address this issue.

I like your Porsche renderings a lot. Keep them coming!

Is this modified Szymon Kubicki's model, or completely independent one?

Thanks Romullus! The model is purchased, with a lot of modifications - https://gumroad.com/tehrenderguy#txAtB

17
Gallery / RWB Cleveland
« on: 2020-08-17, 13:02:32 »
"There's something about this that's so black, it's like how much more black could this be? And the answer is none. None more black."

I'd wanted to do an all black RWB for some time and this quote I thought fits rather well with the wonderful absurdity of RWB Porsches. There are another couple of Tap references in the images, but I wont give them away.

I used a different workflow this time, using both the "for compositing" option in the Corona shadow catcher material as well as "transparent alpha" combined with Corona light mix to be able to seperate lighting elements such as the head & tail lights. Using the "For compositing" meant I could better match the DoF of the backplate which was stopped down to f/4 on a 35mm sensor, and composite in photoshop. Doing it all in the Corona VFB means the DoF of a Corona Camera & backplate never really matches up.

I've also attached the photoshop layer stack to show the compositing workflow. I prefer the end result with this method but it is slow and does mean less images produced in the same timescale as I had to render out a "For Compositing" render which takes a lot longer to get down the the noise threshold as well as a standard lightmix one.

3DS Max 2019, Corona 6.0 (RC2) & Photoshop

18
Gallery / Re: The Sole Bay Commission
« on: 2020-08-12, 23:52:48 »
Some detail shots. I used the HDRI in dome mode but instead of using a shadow catcher I used a plane with an 8K asphalt texture pack from Alex Bowen and opacity gradient ramp map so that the in focus areas were nice and detailed (the HDRI is only 8K x 4K) and it then faded and blended into the HDRI map.

19
Gallery / Re: The Sole Bay Commission
« on: 2020-08-10, 13:48:35 »
Some interior shots. The in camera depth of field did weird things to the brushed finish on the steering wheel spokes which I'll have to investigate.

20
Gallery / Re: The Sole Bay Commission
« on: 2020-08-05, 20:55:57 »
A few more shots.

21
Gallery / The Sole Bay Commission
« on: 2020-08-05, 20:53:40 »
Another Porsche 911 Re-imagined by Singer this time based on my favourite beer, Broadside by Adnams brewery in Southwold.
The projection mapping isn't perfect in places, but I need to get on with the interior and detail renders as well as other projects.

3DS Max 2019, Corona 6 (Daily Build) & Photoshop

Porsche 911 Singer model by Symon Kubicki - https://www.behance.net/gallery/73717745/911-by-Singer-3D-modeling-%28free-model%29
Backplates & HDRI by CTC Creative Studio - https://gumroad.com/ctc

22
Gallery / コンクリート
« on: 2019-10-07, 21:55:39 »
An entry for the 30th Automotive CGI competition - Concrete Environment

I wanted to emulate the work of CGI artist and photographer Dave Cox with a light painted image. This would also hopefully force me to remember and stretch long since used Photoshop compositing skills. Just doing post work in the VFB had become a slight crutch that I need to break away from occasionally.

I used light mix to render out each layer separately along with a number of masks which out allow me to paint in/out the various layers to create the final image. A full write up can be found  here - https://www.behance.net/gallery/85569673/_

Criticisms are always welcome, I'm relatively happy with the result but this was more about the journey than the destination.

Rendered in 3DS Max 2019 with Corona 4.0

23
Gallery / Re: BrendfordLock
« on: 2019-08-20, 13:06:25 »
Nice! My office window looks out onto this development.

24
Gallery / Re: Oh Canada!
« on: 2019-07-02, 14:56:14 »
Some quick motion shots. I used Photoshop path blue to add motion blur to the HDRI map and then plugged it into the Corona bitmap with the dome setting enabled. Difficult to match the real world principles of motion blur which would be much less than shown in areas that are further away from the camera but probably good enough for quick images.

25
Gallery / Re: Oh Canada!
« on: 2019-07-02, 14:52:41 »
If I may - the car looks a bit too clean given that it has just been driving that road full of snowy dirty slurry :-)

I know, but at the same time if I'd have made it dirtier some people would wonder why I would pose and photograph a dirty vehicle for glamour shots. I also wasn't entirely comfortable in my ability to make the dirt look real enough no to be distracting so I went for a small subtle amount behind each tyre.

26
Gallery / Re: Oh Canada!
« on: 2019-07-01, 11:56:30 »
Perfect place to showcase your new wheels - in the middle of icy public road, next to the blind turn ;]

Nice renderings!

Thanks Romullus. Nothing quite says "Canada" like a snowy environment, even if that environment was actually photographed just outside Atlanta, Georgia.

27
Gallery / Oh Canada!
« on: 2019-07-01, 09:58:22 »
"Canada is like a loft apartment, over a really great party." - Robin Williams

Happy Canada day to my friends and family in the true north. I decided to render a coupe version of McLaren Canada's 570S Convertable MSO commission. 570S model by RexFu with the HDRI & Backplate set by AutomotiveCGI/CGI Plates.
I'll have some more breakdown shots and motion shots using just the HDRI + Corona dome map to add later this evening.

3DS Max 2020 & Corona 4.0 with Lightroom used for the quick post work

28
Gallery / Re: The Isleworth Commission
« on: 2019-03-11, 10:15:47 »
Is this your new garden shed, Tom?

:D

Looks very cool, nicely done.

Cheers mate, this is indeed the first piece of work to emerge from the Mannington Institute for Mediocre Visualisers, or MIMV as no one will be calling it. Alas, a mere 9m sq of floorpace will have to do for now.

29
Gallery / Re: The Isleworth Commission
« on: 2019-03-11, 10:13:47 »
Looks very good! The only thing i don't like, is wheel reflection on the door. Looks rather strange. I think photographer would try to search for better angle or close the door. Exhaust pipes reflection on the body doesn't look pleasant too.

I know what you mean about the door reflection, but I want to showcase some of the interior and if i opened the door further I lost the decal on the door. A better retoucher would have probably edited it out. To be honest I hadnt notced the exhaust pipe reflections, its probably one of those things you stop noticing after you have been looking at a piece of work for a while and if I go back to it I'd retouch them out.


Hi looks awesome. Love that you decided to create whole studio from scratch.

I’ve a few questions:

1. How did you create this huge soft box above the car? Did you use hdr custom texture for that or some procedural light? It looks really realistic.
2. Is there any chance to share or sell your studio setup/scene for learning purpose?

Thank you for the answers. :)



:D

Looks very cool, nicely done.
[/quote]

The soft box is just a box with a Black-White-Black gradient ramp applied to the diffuse slot to soften the reflections on the edge of the box.
I dont have any plans to make the scene available yet, Toby Lee (Apex Automotive on Behance) has a tutorial on the techniques involved with this.

Hey Tom, quite nice.

My suggestion: make it a bit less perfect and clean. Reality is never that perfect.
A tiny bit of variations in the gloss of the car paint... just a hint... as if a human had polished it, not a robot... :)

Some variations in the studio background material. Some patina on the blades of the studio spots. Some finger prints on the digicam...
Some reflections from dust in the air, etc...

:)

I'd normally have done all this but time was not on my side. The scene will get used again and expanded upon with some more details to the warehouse and materials.

30
Gallery / The Isleworth Commission
« on: 2019-03-08, 14:34:14 »
My entry for the Automotive CGI render contest 26: Studio Porsche.
The brief was to create a studio shot using Syzmon Kubicki's Singer Porsche 911 - https://www.behance.net/gallery/73717745/911-by-Singer-3D-modeling-(free-model)

I decided to go for a full CGI environment in order to further experiment with Toby Lee's Automotive Studio lighting techniques (https://www.behance.net/gallery/66334797/Tutorial-Basic-Automotive-Studio-Lighting) and try to create a scene that could serve as an environment render and a hero image of the car itself. I don't have any experience with lighting or photgraphing cars so please don't take this setup seriously.

The strut aluminium framework I had already created for a job at work so built a quick set framework and then the warehouse around that followed by added various props in the foreground to break up the open space left by my choice of camera angle.

With the exception of the interior lights and headlights all the lighting is indirect lighting created by the left and right fill lights bouncing off the top plane. These two exclude everything except for the bounce plane above the car.

I also took it as an opportunity to spec a Singer as I would have liked. I added tesselation and turbosmooth modifiers to the interior leather weave and then converted them to Corona proxies to cut down on memory useage, and file opening times. The weave is a mix of leather and suede and I tried to pay close attention to Singer's material finishes so there was a liberal use of the complex fresnel map for the nickle plated metal and gold plated wheel nuts etc. I went with a muted grey paint finish with darker grey stripework and blue porsche decals to match the interior leather.

The final hero image has a small amount of retouching in photoshop to remove the rear bounce board reflection and some small reflections that I didn't like.

Hope you all like it and feel free so suggest any critisisms you may have.

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