Author Topic: Daily routine  (Read 9204 times)

2016-06-14, 21:35:24

Nekrobul

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So if enyone is interested how my daily routine looks like, here it is.

Finaly something comertial i can feel free to share. Still have some polishing to do (dirtmaps, enviroment ajustments here there little things).

Enviroment inspired by "The third and the seventh".


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2016-06-14, 22:15:20
Reply #1

johan belmans

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 love it, especially the nature stuff

2016-06-15, 11:59:46
Reply #2

maru

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Just some small improvements and I am sure it will be EPIC. :) Can't wait to see the final.

-the stone intersecting with floor (duh)
-the stones look a bit too uniform and unnaturally scattered
-the white background behind the trees
-grass/moss could be a bit more dense
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2016-06-15, 12:21:44
Reply #3

Nekrobul

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Good point about this gap in the trees, always forgeting about it.

Here some fixes i have done in the morning. Now i am working on evening version.

PS - number of geometry is getting crazy, now i have 145 500 M polys and somwhere around 1.2 M instances
« Last Edit: 2016-06-15, 12:35:43 by Nekrobul »
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2016-06-15, 12:58:54
Reply #4

maru

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PS - number of geometry is getting crazy, now i have 145 500 M polys and somwhere around 1.2 M instances
You could for example render some of the trees as an image and place it as a background.

btw the deer is cool, but I would place it in some less obvious place, like a small easter egg!
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2016-06-15, 13:15:03
Reply #5

Nekrobul

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PS - number of geometry is getting crazy, now i have 145 500 M polys and somwhere around 1.2 M instances
You could for example render some of the trees as an image and place it as a background.

btw the deer is cool, but I would place it in some less obvious place, like a small easter egg!

Meh, that is TOTALY not a problem. Scene eats somwhere around 20 gb of ram while it renders. And the most of the geometry is foliage and moss.

Good idea about the deer i think i will leave it in the same place just moove a little more to the bushes so it wont stand like hunting billboard.
« Last Edit: 2016-06-15, 13:23:55 by Nekrobul »
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2016-06-15, 17:15:43
Reply #6

Nekrobul

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I need some help with the collormaping.

I just can't decide wich one looks better.

Opt 1 - more vintage style film.

Opt 2 - Glossy magazine print style.
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2016-06-15, 17:21:05
Reply #7

maru

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Vintage works better for me.
Marcin Miodek | chaos-corona.com
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2016-06-15, 17:48:13
Reply #8

TomG

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I'm a vintage voter also :)
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2016-06-15, 18:02:09
Reply #9

Nekrobul

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So! Here is the deal.

I am placing images for final rnd over the night. And i will be doing postprocesing tomorrow in the morning acording to the option comunity will choose. 2 gainst 0 for Opt 1 sofar )


By the way here some early stage images and previous versions. Projekt took 2 weeks from the start to this point.
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2016-06-22, 02:00:09
Reply #10

snakebox

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Love it! very cool! 

Just a side note, I think even a pure black/white style image would work wonders for this shot too.  Super vintage ;)

Keep up the awesome work.

2016-06-22, 09:55:09
Reply #11

Nekrobul

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Love it! very cool! 

Just a side note, I think even a pure black/white style image would work wonders for this shot too.  Super vintage ;)

Keep up the awesome work.

Thank you, i think i might produce bw images in next work )
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2016-06-22, 11:31:11
Reply #12

Christa Noel

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nice works nekrobul, you give nice feel and mood to the renders but may I ask a question, How did you create that fog? is that volume material or z-depth in postpro?
:)

2016-06-22, 11:34:34
Reply #13

Nekrobul

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nice works nekrobul, you give nice feel and mood to the renders but may I ask a question, How did you create that fog? is that volume material or z-depth in postpro?
:)

Global volume mtl

125 gray 350000mm absorption

25-50 gray scattering .5 directionality + single bounce.

And in photoshow ArionFX adds a slight glow on it.
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2016-06-22, 11:53:49
Reply #14

FrostKiwi

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Global volume mtl
Really natural look and a great break from the usual over saturated color pallets of in your face arch-viz. Love it.

Doesn't GlobalVolumeMTL override imply, that there is fog inside the house? Ever tried to excluding it?
Since Camera in VolumeMTL doesn't work, I guess the only way is to make a huge box and boolean out the House and exclude the bounding box of the camera. The result would only be a subtle change I presume, but would make the inside a touch more contrasty and punchy.
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