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Hash, Inc. - Animation:Master

agep

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Posts posted by agep

  1. Thanks!

     

    Great work! For the texturing, did you use bump maps or displacement maps?
    Neither. I used Normal Maps :)

    The walls are very simple textured. I made various tileable textures based on photos I have taken. These where applied to the model using BitMap Plus

  2. Hi guys!

    This project is far from dead, its just slow progress.

    Anyway, I have finally completed the first row of statues on the west front. Two more rows to go.

    I have used parts of the GenMan as a basemesh

     

    Best regards

    Stian

     

    nidarosdomen_lighting_010.jpg nidarosdomen_lighting_007.jpg nidarosdomen_lighting_002.jpg

  3. Thanks!

     

    I wonder, how did you achieve the different linethicknesses in the wireframerendering?

    Not sure what you mean. Do you refer to where I have separated the car into its various parts? like the door frame and petrol cap? if so, that is because there is several splines rings around its edge, making it look like a thick spline

  4. Hi

    I've modelled the Zagato Perana Z-One. While modelling the car, I rendered out wireframes of the progress. I put it together and uploaded the time-lapse video to YouTube

     

    Please take a look and tell me what you think

     

     

    Best watched in HD

     

    You might not like the color adjustments I have done to the final image, I was just experimenting, I have no knowledge when it comes to color adjustment. But I hope you like it anyway

     

    Best regards

    Stian

     

    Small teaser:

    zagato_perana_z_one.jpg

  5. Thanks for the comments!

     

    7 hours? Did you render that on a Commodore 64? :lol:

    WHAT? Do you think I am stupid? I use my Amiga 500 for rendering!

     

     

    The Luminare is what I was curious about. How big was it and where did you place it?
    It really depends on the project, and what looks good. I often have to drag it around in the Chor too see what gives the best reflections. Sometimes it is behind the camera, sometimes I use several of them. In this case it is very big and directly above the ground

     

     

    legochor.jpg

  6. Thank you for the comments!

     

    Your render and lighting is very nice. AO, right? How many passes and how long to render? Did you use an actual environment? Would you share a wire of your chor? I'd love to see the whole setup.
    Thanks! Just AO. Used a white luminaire to add the reflections, no other environment. I used 25 passes, AO sampling set to only 20%. The rendertime was a bit huge, about 7 hours per frame I think. You can see a wireframe of the setup in the youtube link in the first post :) I did some minor post on the render though, added DOF and minor color adjusting
  7. As Nancy mentioned, the depth-map is created by removing all textures, materials and lights in the scene, and then render with fog. The depth map is attached. The white reflection is created by a luminaire. The luminaire is simply just a plain with light aimed at it to make it pure and bright white. The rest is regular AO.

    I think it took eight hours (overnight) to render, with occlusion sampling set to 100%

     

    chesboard_depth0.jpg

  8. Since I don't remember exactly how I did it, I had to try to replicate the technique. I think I came pretty close.

    First of all, set your spline color to black, Tools -> Customize -> Appearance -> Item -> Objects

     

    Remove all your materials and decals from your model, remove all the lights from your choreography and set Global Ambiance Type to Global Color (this is to create the bright white render, with black wireframe. Render using Shaded & Wireframe, 16 (or above) multipass, adaptive

     

    wireframe0.jpg

     

    Then do an basic white AO render

    ao0.jpg

     

    In Photoshop, put the wireframe render on top of the AO render, set it to Multiply

    ps_multiply.jpg

     

    and voilà!

    multiply.jpg

     

     

     

    Here is the project file with the two separate render setups, and the PSD file. Hope you find it helpful

     

    wireframe.zip

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