Author Topic: Awaiting for the thunderhawk.  (Read 8402 times)

2015-12-16, 03:36:30

Nekrobul

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Inspiration seem to keep me awake so i started a new projekt for myself.

And here is the first test of the scene.

And i am realy hoping to finish this one to the end of the weekend (if i won't be pined down by the insane amount of work again)




PS - there might be something wrong with the collors right now cuz i did this on home pc on the 4:3 monitor wich i bought more than 10 years ago. And as always C&C wich i realy care about are very welcome.
« Last Edit: 2015-12-18, 18:51:35 by Nekrobul »
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2015-12-16, 06:50:13
Reply #1

Nekrobul

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Progress trough the night.



Things left:

- rig and pose spacemarine
- add more detail to the enviroment in the near range.
- tweak snow texture to get crispy look
- create bonfire near spacemarine
- create stone for spacemarine to sit on
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2015-12-16, 10:39:02
Reply #2

Nekrobul

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Finaly got to my work PC
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2015-12-16, 10:54:35
Reply #3

romullus

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So, in year 3000 spacemarines will use fusion technology as a bonfire substitute? Cool... i mean hot :]
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2015-12-16, 11:01:53
Reply #4

Nekrobul

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So, in year 3000 spacemarines will use fusion technology as a bonfire substitute? Cool... i mean hot :]

Heh in 41 millenim romulus. But it is just for testing perpouses. This will be replaced with proper imperial promethium fire.
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2015-12-16, 13:25:43
Reply #5

maru

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The colored version looks nice. I think the soldier/robot (sorry, I am not familiar with the theme) should be more subtle, less saturated, maybe some reflectivity would help.
My advice would be (based on Juraj's advice ;) ) to go easier on the sharpening. If you look at real photos, the edges are usually soft. Of course that is unless you wish to introduce some sharpness on purpose, which seems to be popular in game/sci-fi themed works.
I think the composition could also be improved - the copter could be moved a little more towards center, the horizon could be moved up or down away from vertical center. But that would probably require some trial and error. I'm not really good at it.
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2015-12-16, 17:45:49
Reply #6

Nekrobul

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Thanks for the comentaries Maru.

I actualy dont know about composition, there is this thing that in warhammer thunderhawks very rarly fly near the surface for the surface so i want to keep the boarding angle and behighnd the sun position. But most probably i wil mooveit closer to the composition center.

And i cheked the texture on the character and there was some isues with red balance inside the bitmap so i just desaturated it and added some metalish reflections.

Aw and i finay made bonfire.

And i will try to keep my self from using sharpen on the final render XD
« Last Edit: 2015-12-16, 17:51:20 by Nekrobul »
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2015-12-17, 01:52:03
Reply #7

Ludvik Koutny

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I'd ditch the tree or make it less dominant somewhere in the background. Probably do some cliffs/rocks instead, cause right now it looks like an archviz scene with two scifi elements just stuck in it. The red soldier also blend with silhouette of the tree, especially since colors (black and red) are similar on both character and tree.

I'd also work on inner logic a bit. If he's waiting to board the Thunderhawk, then there should be some space for that vehicle to land. It's probably not gonna land into the river. Not sure vertical aspect ratio is good for epic shots like this one. It may work out in some cases, but for this, I'd try regular 1.5 aspect ratio (not 1.778, to get more vertical space).

Lastly, you may wanna use box with volumeMTL instead of global volume material, if you are not doing so yet. It will render faster and be more controllable. And of course single bounce only volume, otherwise you will never render it clean ;)

2015-12-18, 11:16:59
Reply #8

Nekrobul

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After a short discussion with dad and reading and analising the comments i decided to make some changes.

Here what it is (for now) but there are more things to come.

UPD - playing with comp and collors
« Last Edit: 2015-12-18, 13:12:56 by Nekrobul »
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2015-12-18, 11:20:23
Reply #9

maru

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I am not sure about landscape mode. Portrait looked more interesting imo, more dynamic. Make it square. ;)

quick notes: trees need variation, soldier needs different pose
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2015-12-18, 11:38:33
Reply #10

Nekrobul

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I am not sure about landscape mode. Portrait looked more interesting imo, more dynamic. Make it square. ;)

quick notes: trees need variation, soldier needs different pose

The pose will be the last thing to do cuz colegue will need to help me with that (model is not riged and he is quet buisy right now). I am planing to do at least 3 shots in this scene with different aspect ratio.

Agree about the variation, may be i will even use mask for the skale of the trees to add some more dynamic to the image.

By the way the interesting thing about this lithing set up is that does not have any enviroment ilumination at all. Fog+sun does all the job.

UPD - As idea may be add a couple of titans on the background and some explosions to amake a feeling of gong on battle. Just an idea. Or may be just one on the rhs.

UPD - I think final collorgrading will look something like T10
« Last Edit: 2015-12-18, 15:46:22 by Nekrobul »
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2015-12-18, 18:49:53
Reply #11

Nekrobul

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Added some flames behignd the titains.

UPD - Finaly posed the charecter and added a couple of servosculls to logicaly lithern the charecter.
« Last Edit: 2015-12-18, 20:59:44 by Nekrobul »
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2015-12-20, 00:42:23
Reply #12

Nekrobul

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3 hires renders before final render.
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2015-12-21, 20:19:08
Reply #13

Nekrobul

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I have a wierdest idea to make a 1 min animation in this scene X_X if the rendertimes will not flick up to the time when all the things i wanted to improve will be improved.


« Last Edit: 2015-12-21, 20:49:10 by Nekrobul »
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