Author Topic: Vantiel's Wip corner  (Read 7631 times)

2015-11-19, 06:45:16

Vantiel

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Hey guys, just thought I'd start a thread where I can post my Corona works in progress. I welcome any feedback/suggestions. The first thing I'll be showing is a test render of another exterior scene based on PoE. Some things to work on but nothing huge (although I might transform the cave entrance into something in the semblance of architectural ruins, i.e the Vaal Ruins).


« Last Edit: 2016-01-06, 07:28:40 by Vantiel »

2015-11-19, 09:26:59
Reply #1

mitviz

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beautiful
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2015-11-19, 11:14:28
Reply #2

maru

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Looks promising, waiting for more...
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2015-11-21, 05:42:27
Reply #3

Vantiel

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Thanks guys. =} Update with a test render of the secondary part of the forest (Vaal ruins entrance). Needs a bit of work but I'm relatively satisfied with the direction. I also tried setting up a waterfall with Max's native pflow system, although I'm not having an incredible amount of success. I plan on having at-least day & night renders/comps of each area.


« Last Edit: 2016-01-06, 07:40:47 by Vantiel »

2015-11-21, 05:58:12
Reply #4

dubcat

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The first render with the waterfall remind me of "Mud Flats" before you enter "The Lower Submerged Passage" (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! :)
« Last Edit: 2015-11-21, 06:02:51 by dubcat »
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2015-11-21, 06:19:19
Reply #5

Vantiel

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The first render with the waterfall remind me of "Mud Flats" before you enter "The Lower Submerged Passage" (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! :)

Thanks dubcat. =] And yea you're right; now that you mentioned it does look like that entrance/area. I think the lighting & colors have a similar aesthetic; especially since in-game you typically only see the cavern entrance after activating the ancient seal.

2015-12-17, 06:51:46
Reply #6

Vantiel

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Hey guys, just a WIP render of the atziri gauntlets. Need to finish a bit of extra scene setup/materials & will be posting the final version soon (any critique/input is welcome though). Will also post the final renders of other scenes I did recently, although they're already up on my site/reddit. Cheers :}


« Last Edit: 2016-01-06, 07:31:54 by Vantiel »

2015-12-18, 07:39:20
Reply #7

Vantiel

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Material experiment/study & quick prop model based on the Bloodplay Stiletto concept, from poe. Will do a few more little changes.


« Last Edit: 2016-01-06, 07:26:49 by Vantiel »

2016-01-06, 07:26:20
Reply #8

Vantiel

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Hey guys, few more renders. The gauntlet is a finished render, as well as Diagon's Alley; the others are test. =] Nighttime Diagon's render coming soon as well.









2016-01-06, 10:02:51
Reply #9

romullus

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Wow, town scene looks fantastic, except pavement - those tiles looks too modern and doesn't fit here at all.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-01-06, 10:48:30
Reply #10

PROH

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Hi. I really like the town-scene too. How did you make the snow? Post or 3D?

2016-01-06, 11:27:08
Reply #11

maru

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The town scene looks fantastic. I would really love to see it slightly refined. Things that I find bothering most:
-snow flakes are far too big and too uniform
-tiles on the road, as Romullus mentioned
-the clumps of snow/ice on the ground
-lack of smaller details, maybe even crates or barrels would help ;)
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2016-01-06, 15:39:03
Reply #12

Vantiel

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Thank you for the feedback rom and maru! I agree with what you said, although tbh I didn't notice the pavement was too modern for the scene at first. I was somewhat bothered by the other things as well, so  I'll try to make some refinements for the next renders (& probably edit the current one too.)

@Proh Thanks. The snow is 3d, using a particle system for the falling flakes, cscatter for sticking flakes, layered corona materials for frost/snow for details [crevices & intersecting geometry], and some geometry+displacement for the raised areas.

If you have any other questions or remarks feel free to mention. =]
« Last Edit: 2016-01-06, 15:55:53 by Vantiel »