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Bad Company 1680x1050

Carrara/RDS Realism posted on Jun 30, 2009
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Description


At long last here is my Johnny Sweetblood design. I was going to do a violent one to show his brute strength in the book, but instead wanted to show his character; which is that of a "smooth operator" who has his fingers in most of the worlds biggest problems. He is a vain demon who takes pride in his badness. The render took ages almost 2 days at a resolution of 4680 x 4050 due to its high res textures and high poly count. Had to resize it to upload here and kept it at 150 dpi to keep the crispness in the image. I used: Full raytracing with AntiAliasing set to best with a 0.5 pixel accuracy, realistic lighting through global illumination set to sky lighting and indirect lighting set to full which includes ambient occlusion and light through transparency. I set the light sources quality to best in the scene. I would just like to mention that since I switched to Carrara 7 Pro I keep finding it harder to go back to anything else. It has the rendering ability that keeps me satisfied. A big shout out to all the 3D developers and texture artists of the community. The quality of the packages coming out now have gone from leaps and bounds in less than a year. WAY TO GO!!! For those of you who want a 2680 x 2050 view of this design: http://www.fuelmanager.co.za/jason/badcompany2680.jpg And obviously a big LOVE to Mel and my kids :) Any crits and hints welcome! Regards, Jay

Comments (9)


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AwarenessLogic

2:13AM | Tue, 30 June 2009

Great characters, I'd love to see a poster print!

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necrophage

2:13AM | Tue, 30 June 2009

awesome render - great scene, pose and lighting!

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crender

3:01AM | Tue, 30 June 2009

excellent!!!

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chabot

4:51AM | Tue, 30 June 2009

fantastic work! :-)

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HandspanStudios

5:24AM | Tue, 30 June 2009

Good expression, I like the details and it all looks lit well.

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Roxam

6:05PM | Tue, 30 June 2009

excellent!

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Hit0kiri

3:04AM | Tue, 07 July 2009

The scene looks great. I'm not familiar with Carrara, but to accentuate the demons red eyes either a higher reflection setting for the eye surface texture material or a glow applied to the material should make them glowing red. So that they are more striking than the girls lipstick. The billboard on the red brick house to the right has to high focus. If the persons in front are the focus target, the billboard and other distant things will appear a little blurred. Again, I dunno about DOF-settings in Carrara but there should be some options under camera properties. The wine glass which the girl holds has that frosted glass look. Applying the car window material settings (without the toning) to it should make it more translucent. The wine, in case it is a seperately defined material, needs a higher refraction than the glass. Edit: I dunno about the aluminium rims of the car. Are they polished or anodized/matt-finished? For polished it's easy: high spec and about 0.3 to 0.5 reflectivity. The latter value depends on the light source and its composition. For anodized look, the material settings of the demon guys black leather outfit are right. Only with a 30% to 40% gray instead of black of course. With a main light source from top front left the right front part shadows are to dark cause of no irradiance or radiosity. Radiosity calculations will take the light scattering into account which is caused by all the objects affected by light sources and thus brighten up the shadows in the front area. To blur the shadows beneath the car, especially the shadows under the cars bumper, an inreased distance of the responsible light source should help. As for the suns angle of incidence I will go a little into details: Depending on season and circle of latitude there are some characteristic effects on wavelenght composition. According to the low angle of incidence and overall lighting this scene is set in the morning or late afternoon/evening on a rather cloudy day. These facts given, the light is affected by the way through the atmosphere and the clouds (as well as air humidity). The longer path through the atmosphere duriing morning and evening hours has this filter effect on the light: low energy waves (IR to yellow) pass more easily, while higher energy waves (blue, violet, UV) do interfere with the atmospheric gases and are scattered (one of the reasons the sky appears blue), as well as with water (air humidity, fog, clouds), dust particles, etc. This results in a higher ratio of red light in the spectra. During days with no or little wind in cities and other areas with air pollution the red ratio is higher before sunset and a little higher after sunrise than in areas with low air pollution. The closer to the equatorial region you are, the more red there is in the light during said times. During winter, but only if it's cold and/or there's a layer of snow, or if it was snowing up to a few hours before, the red-blue ratio is more balanced. Hence the light source representing the sun would have a higher red ratio for this scene. This crit from Zarat Thank you Zarat

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Hit0kiri

3:06AM | Tue, 07 July 2009

Thats correct Zarat, I have just started getting used to global illumination, and your correct its a lightly cloudy day late afternoon sun. Thing is when I use global illumination and sky lighting, the renders take a lot longer and I cant really see the quality of the light when i do a low res render if you know what i mean.... I guess this all comes with experience. I could apply a depth of field effect on the camera but I am going for a photographical finish and the distance from characters and car to wall is not big enough to empt a depth of field effect based on the zoom setting that I have applied. The reason there is a shadow falling over half the design is due to a building thats standing a few yards in front of them and it is a looming shadow. Also I don't want to make the eyes more red or apply more than the 5% glow on them that they already have. its due to the day lighting that the glow is not really evident. Obviously if some thing has a faint glow your not going to visibly see that during the day. Thank you for such a great crit, the applied science to lighting hints will come in handy on my next design effort.

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Hit0kiri

7:15AM | Tue, 07 July 2009

From Zarat You'r welcome! It's easy to point out physical laws but their application in this type of CG is far more difficult. I myself fail most of the time and scrap a scene sooner or later. You can - to some degree - fake GI/Radiosity by additional light sources (fill-lights) that cast no shadows. Computation of such a light is faster than GI if the fill-lights are not to numerous. In this scene there would be 5. 3 are optional and would be close to the white-brick house's ledge between 1st and 2nd floor to soften the shadow cast by the ledge. The other two would be for the shadow of the car and that large shadow of the not visible house in front. Softer shadows are a result of longer wavelenghts and much irradiance. (compare a shadow on a sunny day with that of a overcast day) Using a skydome as lightsource is another way to fake GI and yields a pretty good result . Another thing is color leakage. Faking it requires a lightsource which is placed mirror-symetrical to the key-light (sun). I.e. in case the Y-axis the vertical one, you would rotate the light by 180° ard. the Y-axis. Light settings include max. 50% intensity of the key-light, light color is the same as the one of the source object (red for the red brick house, pale yellow for the white brick house), no or very very low shadow casting. From Hit0kiri I have posted Zarats crits to my work in the hope that it will help you with your designs in the future... Jay


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