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Messages - Mr.Schorsch

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31
Gallery / Re: Apoco77 House
« on: 2016-08-30, 12:56:06 »
Holy mother of shaders.... this is a stunning Level of Detail. These shaders are massiv! I don't know what to say. This is just fun to look at.

32
Gallery / Re: Misty morning
« on: 2016-08-25, 09:02:51 »
The Plant are are very good. especially those in the foreground. sadly the natural Stone Looks flat. I would not mind it, but it takes big parts of both imges. Did you use displacement or just bump? the mapping of the natural Stone should fit. This would help a lot, to make it more believable. even without displacement. ... The rest of the Image is realy good.

33
Gallery / Re: Lizard
« on: 2016-08-24, 09:11:17 »
Thank you Maru. a "Looks great" from you is realy nice to read.

34
Gallery / Re: Gecko
« on: 2016-08-23, 14:08:10 »
Super cool Skin shader. Cool Image all in all. And i say that, because i know the struggle of Rendering reptiles.

35
Gallery / Re: Lizard
« on: 2016-08-23, 13:23:42 »
Hi

i did some rework on my lizzard Image. I set the DOF up, as maro recomended, added some dirt on top of the skinshader and desaturated the whole Thing.

I think it is better now and hope you think so too.




36
Gallery / Re: Lizard
« on: 2016-06-27, 11:56:51 »
@ Maru: Thanks for your advice. I will give this a try. Is there something i can read about this Topic, just to dig in deeper and understand what i am doing there.

@ Tanakov: Thanks for your words.. the longer i look at it, the more i ask myself why i did not add the scale in the first render. I will add more Detail the  next time  i am able to tweak this Image. Right now a flood of Jobs caught us... so no time for playing with lizards...

37
Gallery / Re: Lizard
« on: 2016-06-24, 15:38:33 »
The photo is still much less saturated than the render. And the eye in the photo is clearly spherical - you can tell it thanks to those subtle reflections.
The problem with DOF is strange. What were the render settings? Do you have adaptivity on?
#

I dont know why my eye behaves like this because i set it up the way an eye Needs to be set up. There is nothing flat inside. It is all curvy (spherical).

I kept the rendersetup untouched. The only Thing i do ist switching dof on and of. I don't Play with adaptivity or such.... or should i, in this case?

...Jaaa... you might be right. My Image is a bit oversaturated... :)

38
Gallery / Re: Lizard
« on: 2016-06-24, 15:02:22 »
Can you show the reference photo?

I might be wrong, but for me:
-the eye looks very wrong, too saturated, lacks a refractive layer, could use some reflections
-everything is too saturated, maybe some post processing could fix that
-the skin material lacks fine detail like an additional procedural noise map
-what's up with the noise in the background? Did you use denoising? It looks like a sharpened noise (?)

Hi Maru

right now the eyes are a glasball with another ball insight with diffuse.

the reference is very saturated. The Colors are super bright and shiny, what i like in this particular case. Regulary i would agree on your comment.

The Skin Needs some overhaul. More Detail more slight bump and glossyness values.

The noise in the back is caused bei corona dof. EWven after 15 hours it was super noise (even with denoising switched on ...full dennoising 0,75)

39
Gallery / Re: Lizard
« on: 2016-06-24, 13:02:41 »
looks cool, nicework for the modeling. I never been that good on creature modeling.
but doesn't it looks a bit "plastic" for the lizardskin shader?

I agree on that. Maybe the blue part of the mouth could have use a bit more roughness (via bump and glossyness) For the rest i am quiet happy.

40
Gallery / Lizard
« on: 2016-06-24, 08:41:29 »
Hi

To stay fit in modeling and pimp up our comanys Portfolio i decided to try some nature study. Based on a Foto i did this one you see below. I spend 10 Hours all in all. From Modeling (all in Max no sculpting Programm involved) up to unwrapping, texture painting(this was some work), lighting and shading. rendertime was 15 Hours on 5k. Sadly it is still noisy in some Areas. But that seems to be the Price for the heavy DOF, the SSS and the displacement.

I Hope you like it. CC is welcome.


41
Gallery / Re: Pepsi Advertisement_Project
« on: 2016-06-22, 14:09:57 »
Thanks for sharing your results. Here is what i acchieved so far. I had a bad time dealing with the droplets intersection into the tomato and the first shader. (the sss plus intersection resulted in shitty effects)
Long Story short, i swiched the sss. ...... All in all we use the same techniques.

I did another test with a beerglas as awell. I tried to get the matt look, the very fine Drops are creating, by scattering them too. but this was way to heavy to render. i will upload this result later...

42
Gallery / Re: Pepsi Advertisement_Project
« on: 2016-06-22, 11:16:23 »
I am doing droplet test as well. Am i allowed to ask how you got to this results. I like the small ones. During my Research i found out that there are different types of "Drops"... the ones, after you remove the can from the fridge (smaller) and the ones you get when you put the can into water (bigger) the Image you did is very good.

43
[Max] I need help! / Re: Corona 1.4 & Caustic
« on: 2016-06-15, 09:23:54 »
These Images have by far one of the best greenery Setups i have ever seen. Such love in placing all to flowers and plant and Patels. Stunning work. And thanks for telling us the caustic Setup you used.

44
Gallery / Re: Vega House
« on: 2016-06-10, 09:15:28 »
Wow! This could be a series of Images from MIR. Great mood and Detail in all Images. Thumbs up man!!!

45
Gallery / Re: Produkt rendering
« on: 2016-06-09, 17:23:49 »
Nice renderings! If you donĀ“t mind me asking you mentioned gradients - do you use them as map for lights? or what lighting technique did you use here?

You are right. I use gradiant ramps to Control the behavior of my lights. It works perfect. especialy with the corona RT.
I think many of the product Renderings you see are done with Default lights. This allways cause straight endings of litten Areas on the products. We are a 3d and Foto Studio. Using soft boxes and different lighting techniks is part of our core Business. Dragging the real world Foto knollage to 3d realy helped me a lot improving the Quality of my Renderings.

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