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Messages - Bowcutt1

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1
Gallery / Re: 'The Day' Lighting Study
« on: 2019-04-17, 11:08:45 »
Hey dkid,

They are not really pebbles, they are large smooth stones, in hindsight they probably need a rougher texture so they dont look like smooth river pebbles. The scales is realistic, but they probably need to look more like the attached.

Had a few comments on them, but just didn't see it at the time.

Modelled the house, everything else is stock models where possible as the lighting was the focus of this project.

Cheers for the feedback.

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Gallery / 'The Day' Lighting Study
« on: 2019-04-16, 10:57:23 »
Hi all, Recenet personal project, hope you like.

'The Day' architectural lighting study focused on creating atmosphere through the use of light. The design was loosely based on Casa La Punta by Eliaz Rizo Arquitectos.

Five key images were created each depicting a different time of day with a unique sense of light and atmosphere.


Sunny Afternoon | Dusk | Golden Hour | Night | Misty Morning


3Ds max 2018 / Corona renderer  / Photoshop CC / Megascan / Friendly Shade / 3DSky


Thank you for viewing!

https://www.behance.net/gallery/78878723/The-Day-(Lighting-Study)

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Gallery / House ILL
« on: 2019-03-19, 10:05:36 »
House ILL


House ILL is a small private home located 30KM from Riga, Latvia. Designed by the architects INT2 House ILL provides a balance between minimalist living and environmental friendliness.

Permission was given by the architects INT2 to use the design as the basis for a personal project, the purpose of which was to develop skills in the creation of exterior architectural visuals with an emphasis on procedural landscape materials and realistic vegetation.

Constructive criticisms welcomed!

3Ds max 2018 / Corona renderer  / Photoshop CC / Forest Pack / Megascans

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Gallery / Re: Hide in rock
« on: 2019-03-19, 09:38:51 »
Tough crowd!

These are beautiful, the house design is also amazing!

What techniques did you use for generation of the rocks?

5
Hi All,

I'm trying to convert some evermotion library's to corona, I've started looking at the Pixamoon script which looks like it could work really well.

http://www.pixamoon.com/shop/4587562584/library-track-relink-.../9337230

Does anyone know if there is a way to specify which settings the corona converter script uses? Ideally I would like to covert all standard bitmaps to corona bitmaps, the standard settings dont seem to do this.

Ultimately I am trying to setup Evermotion Librarys so they work in Forest pack with the option to used Vray or Corona

Currently the objects contained in the max files of the evermotion library's dont match the file names which makes it a little tricky when trying to link multiple thumbnails when creating a forest library - does anyone know the best procedure for this without manually renaming things or linking thumbnail images?

Any help would be greatly appreciated.

Cheers

Dave

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Gallery / SIPSMITHS LEMON GIN
« on: 2018-05-16, 16:37:04 »
Hi All,

I am please to share a recent personal project.

Created using 3DS Max & Corona.

Lemon Slices created using 3D coat working from photographs.

Leaf textures provided by Megascans.

Comment & Critque Welcomed.

Credits: Inspiration https://sipsmith.com/


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Gallery / VANILLA
« on: 2018-04-19, 13:27:34 »
Personal project to develop 3D Coat skills and refine workflow.

Rendered using 3DS Max & Corona.

Vanilla Modelling in 3D Coat, Vanillsa Seeds scattered using Forest Pack Pro

Spalted Ash Bowl created using photogrammetry (Agisoft) from original object by Matt Jones Wood Turning

CREDITS:

Inspiration: Debarti
Original Knife Model (re-textured): Viz People

Feedback/Critiques welcome.

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Gallery / Re: 3D Lemon Set
« on: 2018-04-19, 13:22:52 »
May I ask, what was your solution for capturing the cut face of the Lemon, When I tried this agisoft completely ignored this area. I ended up texturing manually from a photo.

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Gallery / Re: 3D Lemon Set
« on: 2018-04-19, 13:20:44 »
Great work, I've been working on something similar myself recently, Lemons are not an easy one to crack!

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Gallery / Re: Lemons Photogrammetry
« on: 2018-03-29, 12:59:57 »
By highpassed detail from albedo scan I meant exactly what you now wrote you did :- ). It's the extracting of micro detail that scan didn't do. Highpassing because it removes gradients until you have only the detail you want. Ok cool, I will look into this more, as I think there is a better technique than the one I used!

Better camera wouldn't help because it's impossible to correctly scan materials that have strong SSS. The specular normal scanning was quite complicated and required motorized linear polarizer setup. Yep that does sound complicated, I am considering a polarised light setup but for now. 
This shows a lot in Megascans too. They can't scan the fabrics properly at all. Have you used Debarti capture much?

But maybe spray-painting the lemons with matte grey paint ? Yeah I have thought about this, would be interesting to see the kind of quality of mesh you could get from this workflow.

Here is image showing how strong the normals are actually when you separate SSS effect. It's lot stronger than what people think. Thats really interesting thanks, You've actually helped answer a few questions that I had in my mind about the limitations of the process, I partly thought It was my lack of skill but I see now there are limitations and I was correct to think I needed to add in addtional noise to help achieve the correct look.

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Gallery / Re: Lemons Photogrammetry
« on: 2018-03-29, 11:54:29 »
Hi Juraj,

Thanks for the comments, really intersting! See my comments below in red

I would have clicked sooner if I knew there were these many images :- ). A lot more cool than I expected. Nice work ! Fun to watch :- )

When I think of CGI lemons, I always think of that SpecularNormals research paper which has shown how the proper surface can't be captured by neither photogrammetry nor pure diffuse albedo photometric stereo.
Only once they combined (which to my naked eye looked almost like 50:50) the albedo and specular normals, both from photometric stereo it looked correct. By then, the surface was heavily 'dented' which would be smoothed by SSS. Do you have a link to this information?

Watching your video, you in fact did all this :- ) In your own way (since I presume you overlayed generic noise, or highpassed noise from albedo scan?).
It's very close imho and I am not sure if it's the normals, or the SSS that betrays. I find Corona's SSS to be hard to tweak for weak/shallow effect.
The base mesh created by photoscan was quite noisy as it wasn't really able to resolve the pitting on the surface , not sure if a better camera would help here. I then extracted the pitting detail in photoshop, this was added to the normal map in 3D Coat. You are correct that I added generic noise in addition to the normal map as initially this was the missing detail. When you say 'High passed noise from alvedo scan' do you have any info on this process?

I might try stronger displaced surface (from the denser noise that emulates specular normals) where the SSS could work stronger as well. Sorta like that snow shader from the Arnold tut around.
I think I know what you mean do you have a link, I agree for the SSS to appear correct the mesh really needs to be displaced but I think the multi layer skin shader would help as well.

Anyway, don't mind my rambling, it's pleasurable work to see this :- ) Thanks for taking the time to read/comment!

12
Gallery / Re: Lemons Photogrammetry
« on: 2018-03-28, 21:46:25 »
The results are great. Maybe it's me but it looks like adding some simple sss would have taken the material way further in terms of realism. The geometry is great but for me the material lacks that last bit to be convincing.

Hi Pokoy, Thanks for the feedback. There is SSS present, It's not perfect and TBH It needs more work. Next time I would use the skin shader and make use of the multiple layers. I found if I pushed it too far they looked like they were made of wax, which seems common in CG lemons. In reality there is a thin layer of very waxy skin (maybe 1.5-2mm) then you get to the pith which would have a different value for SSS and as it's bright white would (I think?) reflect allot of light back out. It's quite different to something like a strawberry where you have a very thin skin and then a largely similar inner flesh.




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Gallery / Re: Lemons Photogrammetry
« on: 2018-03-28, 21:37:52 »
How did you model the lemon zest?

Hi Cjwidd,

The zest was simply a box with a turbosmooth modifer, some noise, bend and other modifiers, optimised and then collapsed, there were 10 pieces in total, scatter using Forest Pack of Max object paint.

Hope that helps.

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Gallery / Re: Lemons Photogrammetry
« on: 2018-03-27, 17:16:09 »
sweet! :)
very well done, although its a bit too much chromatic aberration for me.

Hi Clemens_at, Thanks for the comment.

RE: chromatic aberration, I Know, I should have dialled it back a bit really! Thanks for the feedback!

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Gallery / Lemons Photogrammetry
« on: 2018-03-27, 12:47:45 »
Personal project to develop photogrammetry skills and refine workflow. High resolution models and textures were created using Agisoft Photoscan, then cleaned up using 3D Coat then retopologizing and UVW Unwrapped.

Rendered using 3DS Max & Corona.

Feedback/Critiques welcome.

Material Breakdown:


Thanks for viewing.

Thanks to www.bertrand-benoit.com for his guideance on workflow.

CREDITS:

Bowl: Design Connected 
Textures: Megascans / Arroway Textures
Process: Bertrand Benoit





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