agep Posted June 18, 2010 Posted June 18, 2010 Hi guys I wanted to recreate the metal material seen on the official iPhone 4 illustrations. While testing, I decided to model the whole phone. I did not manage to get the materials 100% correct, but I am satisfied with the result. Let me know what you think. Best regards Stian Quote
Darkwing Posted June 18, 2010 Posted June 18, 2010 I honestly think I could touch that...it's like right there in front of me, but my dang monitor always seems to be in the way and I can't grab it! If you don't understand that, essentially I've just said, great job, looks real! Quote
Hash Fellow robcat2075 Posted June 18, 2010 Hash Fellow Posted June 18, 2010 Looks superb! It should have A:M running on it. Quote
HomeSlice Posted June 18, 2010 Posted June 18, 2010 Very nice Stian. The material looks good enough to me. Very professional looking. Quote
photoman Posted June 18, 2010 Posted June 18, 2010 That looks great! What image did you use for the environment map? Photoman Quote
agep Posted June 18, 2010 Author Posted June 18, 2010 Thank you guys! No environment maps, just four luminaries strategically placed around in the choreography (luminaries are just simple plains with HDR EXR's decaled to them to appear bright white for reflections). Soft reflections on the metal material. The background gradient is simply an gradient image set to front project target on the ground. Rendered using AO Quote
KenH Posted June 18, 2010 Posted June 18, 2010 Nice. Is that done by eye? Or do you have dimensions? Quote
Gerry Posted June 18, 2010 Posted June 18, 2010 Hey don't you have a cathedral to finish? Beautiful as always and just about a perfect re-creation of Apple's trademark glossy look. Quote
Phil Posted June 19, 2010 Posted June 19, 2010 Looks great, nice attention to detail (as always) Quote
NancyGormezano Posted June 19, 2010 Posted June 19, 2010 Looks terrific - very clever with the luminaires to get specular highlights without lights, & using soft reflections and AO. I must try this. Was it trial and error to determine the placement of the luminaires? or something else ? I notice on the first image (left iphone) I see a line. Is that from the edge of luminaire? It is a little confusing. Did you try a kleig that ONLY has spec ON and not find it satisfactory? Quote
animas3D Posted June 29, 2010 Posted June 29, 2010 Very nice images. (luminaries are just simple plains with HDR EXR's decaled to them to appear bright white for reflections). Question: what exactly is an HDR EXR and how do you make one to use as a decal? (I am assuming it is brighter than an 8bit image, but how do you make it? The background gradient is simply an gradient image set to front project target on the ground. Another question: What is a front project target? Thanks! Quote
Fuchur Posted June 29, 2010 Posted June 29, 2010 Very nice images. (luminaries are just simple plains with HDR EXR's decaled to them to appear bright white for reflections). Question: what exactly is an HDR EXR and how do you make one to use as a decal? (I am assuming it is brighter than an 8bit image, but how do you make it? The background gradient is simply an gradient image set to front project target on the ground. Another question: What is a front project target? Thanks! Quite complex topic... A TGA-file has 8bits per Channel (Red = 8 bit, Green = 8bit, Blue = 8bits, Alpha = 8bits) -> means each can have values from 0-255... So you are limited showing colors and more important brightnesses. With an EXR-file which has (up to) 32bit per Channel you can save many more colors and more important: "brighter areas than white". These can not be seen on a normal display, but they can be used to calculate different effects. You can use a 32bit-image and set the exposure in a way, that even in the darkest shadow there are still elements visible which would not even have been captured with a 8bit-format. Additional to that, an EXR-file can handle "layers" which are called buffers in an EXR. These can in A:M for example store only the shadow of the rendered image, or the effect of a specific light. You are able to manipulate these each by itself and like that you can "change the lightening" in the rendered image without re-rendering. There are other buffers too, which can be handy. It is harder to create such a file so. One way is to create three images (or more) from a camera (the camera need to be at the exact same position) with different exposure-settings. So ony very bright, one very dark and one looking good for your eyes. Combining them will give you a High Dynamic Range-Image (HDR). Saving this one as an EXR and you are done. See you *Fuchur* Quote
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