I have a couple of pictures I want to mimic in rendering. These images were originally photographs that were altered to get this look, and I'm hoping to achieve this look when I do renders of highpoly artwork.
The art will be textured, so thats covered.
But I am wondering if others might have insight in to what I could do, or try, to achieve this look. Whether its in Max, Vray, or what.
The heavy lifting of this look is in the texturing. But if you look there's some edge highlighting thats very subtle and effective to my needs (wants).
Thanks
![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)
![amp_rndr1.jpg](http://dl.dropbox.com/u/17188/amp_rndr1.jpg)
![amp_rndr2.jpg](http://dl.dropbox.com/u/17188/amp_rndr2.jpg)
![amp_rndr3.jpg](http://dl.dropbox.com/u/17188/amp_rndr3.jpg)
![amp_rndr4.jpg](http://dl.dropbox.com/u/17188/amp_rndr4.jpg)
![amp_rndr5.jpg](http://dl.dropbox.com/u/17188/amp_rndr5.jpg)
Replies
Basically you'll have a Diffuse/Ambient pass, keylight pass, Rim-light pass, ambient occlusion pass, then a series of masks for the different parts of the car (ie, the metal, the glass, the wheels)
Then set up a render tree with various trickery and colour corrects, much like photoshop, except it will apply to all of your rendered frames.
http://www.videocopilot.net/tutorials/scene_re-lighting/
It can really help when it comes to achieving a strong, bold look. Being able to add extra easily tweak-able light sources and reflections is great too!
Something else you can do is to render the light/shading passes (or even, the final image) using a 16bit image format. It's hard to describe without an example, but you will get much, much more control and range over areas to brighten that way. You can basically increase exposure after the fact, without the image breaking up. Very cool stuff, and the "contrasted AO" look of these trucks actually make me think it's might actually have been used there.
Basically After-effects but with more control using nodes instead of layers.
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Agreed
I got pretty close with duplicating the layer applying a highpass filter doing an auto contrast and setting the blend mode to overlay, it's kinda like doing a sharpen.
You have to tweak the highpass settings to get what you want.
for the edge detection, if you want to understand what most filters do, duplicate your rendering, blur it by the thickness of you outline and set the layer to difference, thats your outline.
Xol - http://i.imgur.com/8UZx2.jpg
Thants a nice technique. I would also say that the best way to accomplish this is with a compositing package, but that will imply that you are familiar with correct linear workflow and compositing packages. If you plan to achieve a turntable animation.
If for stills, you can get away in photoshop.
First I can notice the saturation is higher than real objects will be, sort of what tilt shift photography will do in some manner (without the blur added) also to reinforce the cartoon look black edges have been added. There is an easy way to do this in Ps.
Select image, go to filter, find edges, convert those edges to gray scale then simply multiply or curve match them over your render. You might also take a look at cutout filter.
Its not hard to achieve as technique I think but does look nice.
You might also want to take a look at a couple of tutorials for 3d illustration (archviz) and apply some tips to what you want to accomplish:
http://www.ronenbekerman.com/photoshop-postwork-the-shipyard-breakdown/
http://www.ronenbekerman.com/architectural-illustration-digital-2d-3d-watercolor-technique/
hope this helps man.
edit: as reference here is a concept I did more less trying something stylish with what I mentioned:
http://dl.dropbox.com/u/4138955/drop3d/side_generator_Manuel_Huertas.jpg
In unity doable with mentioned techniques.. other than that toon shader can help
http://www.vray-materials.de/
It kind of looks like you've done a median filter or paint daubs in Photoshop, if so you can either paint the textures that way like Borderlands or you can use a compositing package like Nuke as suggested. After Effects should be able to do it as well. For the famous Mac and Cheese animated short to get the painterly look they used a median filter in the compositing package to get the painterly look.
Anything you can do with a picture, you can do with a render as well (for still, PS is fine), but it becomes a bit harder when it depends on HDR techniques.
Anyway, I do think the specific nature of these pictures to begin with, contributed a lot to the final look.