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Messages - KirilloTRON

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Gallery / Distant beacons
« on: 2022-07-04, 23:17:24 »
Year: 2022
Modeling and Visualization by Kirill Gilyazov
Autodesk 3ds Max 20 / Corona Renderer 7 / Gaea/ Adobe Photoshop

The idea to do some kind of sci-fi project has been brewing in my head for a long time, but, as with most personal projects, I rarely have time for them. This one was no exception because it took about six months of lazy and not-so-lazy experimentation with different programs and methods. It is a story of successes, falls, and successes again.
The detailed breakdown you can read on my Behance page:

https://www.behance.net/gallery/147213357/Distant-beacons-%28making-of%29



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Gallery / Bungalows 'GoPro Lifestyle'
« on: 2021-06-28, 19:11:25 »
'Bungalows'
Visualization of the beach resort.
Location: Somewhere in the ocean.
Creation time: 4 days
Photo Credit: Jess Vide,Maël Balland
2021






Some custom painted textures from Substance Painter for each bungalow

For this project I wanted to make exaggerated FOV, imitating typical GoPro filming from beach resorts, showing both the seabed with its underwater life, and also capturing beach shore.
It was a good excuse to use Substance Painter on an archviz project because it is rarely useful in my regular orders and it was fun to play around with generators and brushes a bit.
Other stuff was made as simple as it can because I had a limited amount of time to work on the image, so this time without the huge abundance of detail and matte-painting. Because of the chosen FOV, however, I had to make the underwater part partially in 3D, but add a human presence in Photoshop.

You can check my Instagram or my Behance profile for other works, and fell free to leave a comment or two.


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Gallery / Re: CGI - GLASS IGLOO IN THE NORTHERN LIGHTS.
« on: 2020-07-24, 15:02:43 »
I appreciate this homage in theme and naming :D

But nice renders, well done

4
Gallery / Re: Glass igloos in the Nothern Lights
« on: 2020-04-25, 21:34:13 »
Heh, clouds are certainly a problem, because initially, I wanted to try to make them in 3D, but because of the scale and the overall severity of the rendering had to make them on post.

The whole background is 3D, rendered in different scenes with the same lighting and merged after in Photoshop.
Originally I wanted to do it all in one, but it turned out to be better to control the haze of the aerial perspective and lighten the overall weight of the scene and rendering time

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Gallery / Glass igloos in the Northern Lights
« on: 2020-04-25, 20:55:57 »
Back in September 2019, I came across an advertisement for a snow resort in the depths of Lapland. I was amazed by the concept of observing northern lights, or as they also know "Aurora Borealis" in specially equipped glass igloos and caught fire with the idea of making my own interpretation of this kind of recreation, besides I had little experience in creating large landscape environments, so it's time for Bob Ross style.





You could say that I have stuffed a lot of bumps in the course of this work. The main difficulties I encountered were snow materials, the image of the aurora itself by means of 3ds max, managing large environments as well as the need to get the final image in 8K resolution for future purposes. It so happened that this project I was engaged in from time to time and what began in autumn, lasted more than six months. During this time I managed to make a project for which also had to work with snow, which led me to the decision to finish this work.

The auroras proved to be quite a non-trivial task, given their methods of origin, the height at which they arise, and their overall impact on the lighting of the environment.
I didn't really want to do them on the post, because it wouldn't help me with the self-education that I always try to follow.
It turned out that there weren't too many methods and lessons to create these things freely available. Various methods have been tried, ranging from splines with noises on top of them to particle simulation. The latter was the most physically correct but consumed an unreasonable amount of resources that I don't have.

In the same way, I had to optimize the resources of the scene by assembling the final renderer of several, splitting the scene into the background, middle and foreground, as well as the main one, both to save memory and because of the limitations of the Corona Renderer on the rendering air perspective. I guess after all this, I'll probably do some making off of how I did this project because there's more to share on the way to the finals.


Because of the latest events in the world, it was doubly nice to try to depict what we are now deprived of. Outdoor walks, freedom to travel and the simple joy of natural phenomena.
I hope that by looking at this render you can, even if you are at home, feel the comfort, majesty of nature and clean winter air, which I tried to convey.

Hope you like it. You can check my instagram https://www.instagram.com/ktrn_3d, for my other works :)



6
Very nice, I've been struggling with this - it seems there is no material to suit all purposes, some look good close-up, others are only acceptable from afar.

Would you mind sharing this set-up?

There is an attachment in the first post with archive :)
For myself, I found that's best practice would be separate meshes for the foreground and background, with high poly density on the foreground and eyeballing parameters of my material with noise sizes to achieve this spiky looking snow, and for the background mid/lowpoly meshes to create separate material without displacement, but relink it map to the bump slot.

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[Max] Corona Goodies - User Contributions / Snow material
« on: 2020-01-04, 19:54:50 »
I tired of snow looking like a foam on many renders I saw online, so this is my attempt to achieve more natural-looking snow in Corona Renderer. This material is good for almost every scenario, maybe except macro photo. It's not a single-button thou. Mainly controlled by Size parameter in Noise maps linked to displacement, displacement Max. level and Radius scale in Subsurface scattering tab. You also can adjust Glossiness values in Reflection tab to achieve more rough or icy feel of the shader.

It depends on the UVW scale of the object to which it is assigned and is sensitive to low polygonal geometry. Triplanar mapping doesn't work with procedural noise very well, but for some scenarios, it's good to have it in reflection slot, so I keep it there. But displacement doesn't look good with noise and triplanar combo, so I decided to not link parameter to real-world scale for now. If you know how to make friends with these two maps in one chain I'd appreciate some advice.

In general, if you know how to apply noise maps in your workflow, you can deal with it.

I achieved this kind of results with this shader, so I think it would be helpful for others :)






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Gallery / City square reconstruction
« on: 2019-12-12, 16:33:05 »



Over the past few weeks, I've been working on the project of reconstruction of the local city square. And if the other renders which were made are mostly technical, with this one I decided to show upcoming New Year feel.
Always wanted to create a snowy scene and much thanks to everyone in this thread https://forum.corona-renderer.com/index.php?topic=19793.0
as I was heavily guided by its discussion for setting up snow shader and modernizing it a little bit.

As you can see there isn’t much snow, heh, but it definitely going in my upcoming projects.
BTW, I attached testing shot of it for those interested, feel free to ask any questions about achieving such result.


Hope you like it. You can check my instagram https://www.instagram.com/ktrn_3d, for my other works :)

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Gallery / Re: VENETIAN
« on: 2019-09-30, 16:03:38 »
An impressive amount of work! Would love to see some technical info behind this project

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Gallery / Re: Ocean View in Archviz style
« on: 2019-08-27, 17:29:00 »
Indeed :D And it’s good that there are already several generations whom this era has somehow affected

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Gallery / Re: Ocean View in Archviz style
« on: 2019-08-27, 07:55:22 »
It's always nice to see good artwork accompanied with interesting story. I like it!
Thanks! I guess for many out there this game was a huge part of their childhood and influenced at least their musical taste and on someone, like myself, creative development :)

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Gallery / Ocean View in Archviz style
« on: 2019-08-26, 22:05:21 »
Hello to all gamers!

When I was a kid, here, in Russia, we had computer clubs, because there you can play games that not run on your PC (If you're lucky to have one), and, especially, GTA Vice City. It’ll be always something for me in terms of what you can do in games, how it can look, and sounds.
Going back to the clubs, due time limit that you can play on rented PC, mostly saved files were in one place at the start of the game, which was this Ocean View hotel, so its appearance forever imprinted in my memory.

Eventually, I received an architectural education, learned that the style in which the hotel was built as a reference is called Ar-Deco, and becoming a visualizer for some years decided that it’s a good occasion to remember old times, to distract from work projects and try to convey the atmosphere, and how it seemed this building in my imagination.

For a basis, I, as well as the developers at Rockstar took real hotel Clevelander, with a little of diversion. Since the real hotel got a modern extension wing, I decided that it would be logical to reflect this element in my version of Ocean View, so now instead of a blank wall of the side facade, there is another entrance and a console ledge with panoramic windows.









Hope you like it. You can check my instagram https://www.instagram.com/ktrn_3d, for my other works :)

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