pixelicious opened this issue on Apr 18, 2002 ยท 23 posts
pixelicious posted Thu, 18 April 2002 at 7:10 PM
hello everybody...
i'm posting some of my test renders from my donut contest entry. there is alot of detail in the scene that isn't visible in the final image. i thought people might like seeing a little bit of my process.
i'm going to try to be brief. if there are any questions when i'm done, please feel free to ask.
please do me a favor by not responding until i have posted all parts, just so i can keep them all together.
thanks,
scott springer
pixelicious posted Thu, 18 April 2002 at 7:13 PM
pixelicious posted Thu, 18 April 2002 at 7:22 PM
i like to model, texture, and experiment with lighting all at the same time. the following sequence will show the evolution of the scene.
i used a string of 40 bulb lights set at 2.5 intensity with a fall off of 6ft (the scene is built to scale, with ft as the unit of measurement)
some of the test renders use the 40 light string, others just use one bulb light. you can tell the difference by how soft the shadow is by the toaster plug.
pixelicious posted Thu, 18 April 2002 at 7:25 PM
some of the objects arent textured yet. and the lighting set-up is really basic.
pixelicious posted Thu, 18 April 2002 at 7:30 PM
i modeled it by converting the torus to the vertex modeler, and using the magnet to deform it (after i cleaned up all of the bad welding that the conversion caused)
pixelicious posted Thu, 18 April 2002 at 7:33 PM
pixelicious posted Thu, 18 April 2002 at 7:39 PM
the grooves on the plug are actual geometry. and all the edges are chamfered. although it is barely visible, almost every edge has a bevel or radius in this scene. i believe (i hope, since i spent so much time doing it) that this ads subtle realism to the scene.
another major reason for doing this was to allow myself the freedom to get as close to my models as i wanted, without worrying about fidelity breakdown. i also just like modeling.
did i say i liked modeling?
pixelicious posted Thu, 18 April 2002 at 7:43 PM
pixelicious posted Thu, 18 April 2002 at 7:48 PM
the neighbors apartment, visible through the window is an actual photo of my neighbors apartment, modified in photoshop and applied to a vertex wall. i made a luminosity map for the glow channel and faked emitted light with a spot coming from behind the neighbors window. logically, the vertex wall was set to not cast shadows.
pixelicious posted Thu, 18 April 2002 at 7:52 PM
pixelicious posted Thu, 18 April 2002 at 7:58 PM
i also began to fall in love with the refrigerator, so i wanted to find some way to work it into the composition. it is one spline object plus the spline handles, but i would like to go back into it and model it completely. like all the other objects, it has nice radii on the edges.
pixelicious posted Thu, 18 April 2002 at 8:02 PM
i really like what's going on with the lighting on the winow frame. the moonlight is mixing with the neighbor's window light and with the fluorescent.
pixelicious posted Thu, 18 April 2002 at 8:05 PM
if you look closely, you can see the spilt coffee in the middle of the floor. it is just a big metaball object that a stuck halfway into the floor. hey, time was running out.
pixelicious posted Thu, 18 April 2002 at 8:12 PM
this was the first thing i modeled for the scene. all the parts are modeled. i tell myself it is good to spend... waste so much time making models because i can always use them in subsequent scenes.
i hope this is the case.
pixelicious posted Thu, 18 April 2002 at 8:20 PM
pixelicious posted Thu, 18 April 2002 at 8:23 PM
pixelicious posted Thu, 18 April 2002 at 8:27 PM
well at this point i'm done yapping about my work. if there are any questions, feel free to ask. thanks for your interest / patience.
-scott
MarkBremmer posted Fri, 19 April 2002 at 5:47 AM
Sweet! Mark
ppowellaa posted Fri, 19 April 2002 at 8:17 AM
Thank you! This was excellent!
Kixum posted Fri, 19 April 2002 at 9:21 AM
I'm really glad you posted this. It shows how tough a work can be and how much time it can take to get things working. I go through very similar processes and usually end up in a place I never expected to start at. -Kix
-Kix
velarde posted Fri, 19 April 2002 at 10:03 AM
Scott: Great job on the scene. It shows how Carrara can be pushed to its limits and show results that rivals the ones from much more expensive software. Are you use you used Carrara.....? just kidding : ) The lighting in the scene is superb. I remember your previous posts when you were making test renders for the flourescent light. I'll have to dig that one up for reference. In my opinion I like more the other angles for the scence, compared to the final image you subbmited (they show the compexity of the scene much better). Any way, congratulations. And good look with your next project, the Error type 11.
AzChip posted Fri, 19 April 2002 at 12:08 PM
So much detail in that room. Amazing. And your belief that having the details in the models -- the radii and the bevels -- is correct. You get little highlights off the edges of objects that you wouldn't have otherwise. All the little details go a LONG way toward "selling" the image. It's really great. And thank you very much for sharing your creative process; it's always interesting to see how someone works on a project. Now you have a remarkably complete room for any number of stories to tell. By the way -- does your neighbor know you're taking picutres of his apartment and posting them on the internet? :o) - Dex
TOXE posted Sat, 20 April 2002 at 4:54 AM
Hey! These are excellent images and the lightning is too great, why i win the contest? You are a real master of Carrara my friend:) TOXE