So an update.....
Again we are getting closer to final with this, still tweaks left but we need to start planning on wrapping up since we will have a busy weekend celebrating Artem's 21st!
What is it about german that makes everything sound so purely evil?
Great stuff, I guess my only crit would be how uber black the ceiling is, with all the lights and ambient you'd think it'd be a bit lighter. The equipment turned out really sweet. Keep it up guys, home stretch!
What is it about german that makes everything sound so purely evil?
Great stuff, I guess my only crit would be how uber black the ceiling is, with all the lights and ambient you'd think it'd be a bit lighter. The equipment turned out really sweet. Keep it up guys, home stretch!
Yeah I semi agree and may need some tweaking...
First question is your monitor calibrated correctly?
There is some fine rim highlight details in there that hint of items and the ceiling being there. We originally had it much lighter and it took the focus away and made the scene very, very busy.
Hey guys, good shots. I'm glad you guys are nearing the completion of this. Boyd and I are wrapping up and its a good feeling. Congratulations all around to Team vAntage.
There's something about the smoke/dust you have in your pictures that's throwing it off to me. Did you guys add soft particles to the Infernal Engine? It almost looks like it was done in Photoshop rather than using an atmosphere effect/effect emitter to do it. On top of that, its really removing any sort of contrast those areas of the the scene have by using that grey smoke/dust.
The idea of the room being dusty/smokey, I think, would be pulled off more convincingly and keep the contrast in those areas at an even level if it were done with dust motes/particles rather than filled images.
As well, the materials are falling a bit flat. The concrete areas look decent but I think the machines and the frame work of the gournies could really stand to get a proper environment/reflection treatment to their materials. I know its suppose to be old & dirty/dusty but the reflective property of those metals would still come through in areas. The floor in the second shot is pretty believeable, assuming its a ceramic tile or something similar.
On that note, I wonder how the blood would look if it were a bit shinier. Somewhat unrealistic, especially if its old & dried, but it'd pop out a bit more if it were that way.
That said, I think its a fantastic piece. Some fucked up shit went on here and thats really apparent. My favourite part is the silhouette of the drip bags in the second shot.
There's something about the smoke/dust you have in your pictures that's throwing it off to me. Did you guys add soft particles to the Infernal Engine? It almost looks like it was done in Photoshop rather than using an atmosphere effect/effect emitter to do it. On top of that, its really removing any sort of contrast those areas of the the scene have by using that grey smoke/dust.
The smoke/fog inside is a bit too much and planned on stepping it back a little as your right it does kill the contrast a bit. Yes Soft Particles are in Infernal now
As well, the materials are falling a bit flat. The concrete areas look decent but I think the machines and the frame work of the gournies could really stand to get a proper environment/reflection treatment to their materials. I know its suppose to be old & dirty/dusty but the reflective property of those metals would still come through in areas. The floor in the second shot is pretty believeable, assuming its a ceramic tile or something similar.
Yeah we agree something about some of the lighting on the machines is making it flat we are going to adjust lighting some tonight and give it a retry. I am sure some stronger and more contrasting specular will be needed as well.
On that note, I wonder how the blood would look if it were a bit shinier. Somewhat unrealistic, especially if its old & dried, but it'd pop out a bit more if it were that way.
I think we liked the contrast breakup between the specular ceramic tile and dried blood.
anyways we will keep grinding away at it small tweaks at a time
Very very pretty, much improved from what was an already excellent piece the last time
that I looked. I think its the upgrades to its readability that helps sell it.
Professional level work all the way through, best of luck!
Hmm, yeah, that first final render looks like I'm viewing it at 66.7% zoom in Photoshop, you know where it hasn't quite antialiased right, it looks like it was resampled strangely or something?
It's especially noticeable where the silhouette of the dark wall hits the yellow/orange bright background, that diagonal line looks like it should be really sharp and clear, and yet it looks a bit fuzzy like it's incorrectly sampled...
Oh well, the end result is still great. I just thought that you should be able to get nicer quality AA on the final image.
geez.. just got back in town from the land of no internets and saw the results. If you all woulda started over like I had said... maybe you would have gotten first. grats.
Replies
Again we are getting closer to final with this, still tweaks left but we need to start planning on wrapping up since we will have a busy weekend celebrating Artem's 21st!
Shot 1:
Shot 2:
Great stuff, I guess my only crit would be how uber black the ceiling is, with all the lights and ambient you'd think it'd be a bit lighter. The equipment turned out really sweet. Keep it up guys, home stretch!
Yeah I semi agree and may need some tweaking...
First question is your monitor calibrated correctly?
There is some fine rim highlight details in there that hint of items and the ceiling being there. We originally had it much lighter and it took the focus away and made the scene very, very busy.
There's something about the smoke/dust you have in your pictures that's throwing it off to me. Did you guys add soft particles to the Infernal Engine? It almost looks like it was done in Photoshop rather than using an atmosphere effect/effect emitter to do it. On top of that, its really removing any sort of contrast those areas of the the scene have by using that grey smoke/dust.
The idea of the room being dusty/smokey, I think, would be pulled off more convincingly and keep the contrast in those areas at an even level if it were done with dust motes/particles rather than filled images.
As well, the materials are falling a bit flat. The concrete areas look decent but I think the machines and the frame work of the gournies could really stand to get a proper environment/reflection treatment to their materials. I know its suppose to be old & dirty/dusty but the reflective property of those metals would still come through in areas. The floor in the second shot is pretty believeable, assuming its a ceramic tile or something similar.
On that note, I wonder how the blood would look if it were a bit shinier. Somewhat unrealistic, especially if its old & dried, but it'd pop out a bit more if it were that way.
That said, I think its a fantastic piece. Some fucked up shit went on here and thats really apparent. My favourite part is the silhouette of the drip bags in the second shot.
The smoke/fog inside is a bit too much and planned on stepping it back a little as your right it does kill the contrast a bit. Yes Soft Particles are in Infernal now
Yeah we agree something about some of the lighting on the machines is making it flat we are going to adjust lighting some tonight and give it a retry. I am sure some stronger and more contrasting specular will be needed as well.
I think we liked the contrast breakup between the specular ceramic tile and dried blood.
anyways we will keep grinding away at it small tweaks at a time
render01:
render02:
Construction:
Concept:
Texture:
It was a lot of fun and congrats to everyone for great work! Now lets take down those GA do gooders!
turned out real nice.
B
that I looked. I think its the upgrades to its readability that helps sell it.
Professional level work all the way through, best of luck!
Love the blue and orange contrast.
It's especially noticeable where the silhouette of the dark wall hits the yellow/orange bright background, that diagonal line looks like it should be really sharp and clear, and yet it looks a bit fuzzy like it's incorrectly sampled...
Oh well, the end result is still great. I just thought that you should be able to get nicer quality AA on the final image.
looks so damn good guys, so damn impressive, great work! Good luck!
and congratulations on getting 2nd place, there was lots of competition