thefreshestever Posted August 27, 2010 Posted August 27, 2010 wow! there´s so much detail in it! i´m really curious how the final renders with bertram in it will look like. Quote
itsjustme Posted September 10, 2010 Author Posted September 10, 2010 I haven't posted an update in about two weeks, so I figured I should do so to keep me rolling slowly forward. Unfortunately, it's been extremely busy for me...the progress doesn't look like much at the moment. I wouldn't have posted such a small change, but I needed to make sure I don't go more than a couple of weeks without showing something. I did several experiments before I went back to what I had originally planned for the walls...going down dead-ends can really eat up time. I went with a modeled cinder block wall and will eventually get all of the remaining walls looking similar. I'm hoping to get a little time over the next couple of days. The present patch count is at around 280,000. I'll try to have more accomplished next time I post something. Quote
HomeSlice Posted September 10, 2010 Posted September 10, 2010 OK David, seriously. If you aren't going to be shooting that wall with a Macro lens, all that geometry is probably going to be way way way overkill. However, since you ARE modeling each brick.... Can you make the building explode using Newton? Or at least crash a car into it or something? Pleeeease? Really great looking model. Quote
itsjustme Posted September 11, 2010 Author Posted September 11, 2010 OK David, seriously. If you aren't going to be shooting that wall with a Macro lens, all that geometry is probably going to be way way way overkill. However, since you ARE modeling each brick.... Can you make the building explode using Newton? Or at least crash a car into it or something? Pleeeease? Really great looking model. The geometry is crazy overkill...absolutely. I didn't think about it, but there is a future opportunity for a little destruction on the brick wall. I'd have to add a back side to each brick and change the way the grout is made, but I think it would be worth adding...at least for a portion of the wall. Thanks for suggesting it, Holmes! The cinder blocks are connected into large sheets, so they would be more work to break apart. Here are closer views of a section of the cinder blocks showing the spline layout and how it looks in a final render. ----------------------- EDIT ----------------------- I decided it might be better to post a section of the cinder block wall in the "Free Models" section...here. Quote
itsjustme Posted September 27, 2010 Author Posted September 27, 2010 Another two weeks has flown by...I've only been able to do a few hours of work on this since the last post. Just to show some kind of forward movement, I'll post another set of "so far" images. I've finished the cinder blocks...next I'll work on the ground and set up the break-away portion of the brick wall. My last estimate was pretty accurate...the patch count is 280,762. Hopefully, I'll get some free time this week. Quote
wedgeeguy Posted September 27, 2010 Posted September 27, 2010 This is what things can look like in the hands of a very talented person. Nice job David! Quote
mouseman Posted February 9, 2011 Posted February 9, 2011 It's been a while ... any plans on revisiting this, or using it in production? Quote
Hash Fellow robcat2075 Posted February 9, 2011 Hash Fellow Posted February 9, 2011 I didn't catch that last update. That's a great looking set, even in gray! Quote
itsjustme Posted February 9, 2011 Author Posted February 9, 2011 It's been a while ... any plans on revisiting this, or using it in production? It's still ongoing, but extremely slowly at this point. Right now, I'm working on getting the installation tutorials for the Squetch Rig put together...of course, there are some tweaks that I'm adding to the rig before that gets finished. I've had very little free time lately, so that is also working against me. This project will get finished...although I admit it's taking me way too long. Quote
*A:M User* Shelton Posted March 3, 2011 *A:M User* Posted March 3, 2011 David Really looking forward to more of Bertram. Quote
itsjustme Posted March 3, 2011 Author Posted March 3, 2011 David Really looking forward to more of Bertram. I'm trying to get to more on this, Steve. I've been spreading myself very thin lately, but it will happen. At the moment, I'm upgrading the Squetch Rig and then making installation tutorials...which is loosely related because that's what is going to be put into Bertram. I've had very little free time since sometime in December...I thought it would taper off at the end of January, but it hasn't. I've got about seven or eight irons in the fire, so there is still movement behind the scenes. Sorry for the delay. I'll see if I can do more in the way of multi-tasking...maybe that will help show some movement. Quote
*A:M User* Shelton Posted March 7, 2011 *A:M User* Posted March 7, 2011 I know the feeling. Now that I am back to work everything seems to breaking down> Go figure. Don't work yourself to death Steve Quote
Kamikaze Posted October 22, 2012 Posted October 22, 2012 Great Models and project going on here ...and thanks for the models link ....... spot on work ! Quote
itsjustme Posted October 10, 2014 Author Posted October 10, 2014 I started messing with the lighting for the smoking area...not much to look at yet, but it will hopefully get better. Quote
*A:M User* Shelton Posted October 11, 2014 *A:M User* Posted October 11, 2014 David I would be interested in the light settings. Very nice Quote
itsjustme Posted October 11, 2014 Author Posted October 11, 2014 David I would be interested in the light settings. Very nice I'm doing some borrowing of methods used by Rodger Reynolds, Stian and Yves...in combination. There are three kliegs that make up the sun, the yellowish shadow casting sun, a blue non-shadowcasting sun and a negative blue shadowcasting sun. The yellowish sun is positioned 140,000 inches (about 2.2 miles) above the ground and the other two sun kliegs are set to "translate to" and "orient like" it. Then, the Choreography has the "Global Ambiance Type" set to "Global Color" set to the same blue color and the AO is set to "70% Occlusion Sampling" in the render settings. I've added captures of the settings at the end of this post. I still haven't added bounce lights, so it's lacking that for now. To possibly decrease render time, you could try a blue skylight rig to replace AO. Hope that helps, Steve. Quote
thefreshestever Posted October 12, 2014 Posted October 12, 2014 this is looking really good so far... but 70% occlusion sampling??? are you sure you need it to be that high? 1 Quote
*A:M User* Shelton Posted October 12, 2014 *A:M User* Posted October 12, 2014 Thanks David. I will break this down. I will be honest. I did not know you could add lighting to ao. Thank you for posting this, as I was wondering how you were able to achieve the results! I think the results are wonderful Quote
itsjustme Posted October 12, 2014 Author Posted October 12, 2014 this is looking really good so far... but 70% occlusion sampling??? are you sure you need it to be that high? 70% has given me great results with purely AO renders, but it could probably be reduced...I haven't experimented with turning it down for this scene yet. Quote
itsjustme Posted October 17, 2014 Author Posted October 17, 2014 I rendered the smoking area with AO only with a white Ambiance Color to better see the AO grain. The quality settings (for these test images) go from 30 percent to 70 percent in increments of 5. If I were to stay with AO, the lowest setting I like is 65, but I still prefer 70. I've added the renders in the attached ZIP file as individual images and as layers in a GIMP XCF file for comparison (you can just hide layers in GIMP to A/B each setting). I then set up a 17 light hemisphere of blue bulbs to replace the AO and the render time was reduced considerably. I also reduced the saturation of the yellow sun light and put the present version of Bertram in the shade to see what it would look like...attached is that test as well. There is still a lot to work on...it needs bounce lights, possibly a couple of fill lights, etc. I'll also need to finish Bertram so that I can see how he will really look in a closeup in the shade (texturing will help). So, I'll have to start making some decisions about how the final Bertram will look. AO_quality_percentage_tests_10_16_2014.zip Quote
Hash Fellow robcat2075 Posted October 17, 2014 Hash Fellow Posted October 17, 2014 I think the minimum AO setting is 10% and that's worked well sometimes for animation. The flickering grain kind of cancels itself out and then compression smooths things over too. Quote
itsjustme Posted October 17, 2014 Author Posted October 17, 2014 I think the minimum AO setting is 10% and that's worked well sometimes for animation. The flickering grain kind of cancels itself out and then compression smooths things over too. I think I didn't write that very clearly...the test images start at 30 percent and go to 70 percent in increments of 5 (I'll tweak the original wording). Quote
*A:M User* Shelton Posted October 17, 2014 *A:M User* Posted October 17, 2014 Interesting study. what are the render times with AO? What was the render time with the sphere? We are using a sphere as well and some of the frame renders are very large in time. Steve Quote
itsjustme Posted October 17, 2014 Author Posted October 17, 2014 Interesting study. what are the render times with AO? What was the render time with the sphere? We are using a sphere as well and some of the frame renders are very large in time. Steve I don't remember the render times for each AO setting, but (using 16 passes), AO at 70 percent quality with the three sun lights was about 1 hour and 45 minutes (of course, the time gets faster as you reduce the quality), with the 17 bulb light rig and the three suns was close to 1 hour and just the three sun lights without any ambient light was about 18 minutes. I'm not too concerned about the render times since I'll be compositing Bertram into the scene. Also, my render times are pretty high due to the underpowered laptop I'm currently using. Quote
*A:M User* Shelton Posted October 17, 2014 *A:M User* Posted October 17, 2014 Thanks David. I am trying some new lighting and will post soon Quote
itsjustme Posted October 22, 2019 Author Posted October 22, 2019 Here is the smoking area textured (yes, I have taken forever). I may still tweak some things, but I think it will work for the most part. Quote
*A:M User* Shelton Posted October 22, 2019 *A:M User* Posted October 22, 2019 Oh wow, David!! The wait is worth it. very nice!!! Quote
Admin Rodney Posted October 22, 2019 Admin Posted October 22, 2019 David is giving Rodger Reynolds a serious run for his money in the detailing department. Very nice indeed! Quote
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