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  • #16
    Originally posted by AJ Jefferies View Post
    Oh man! I was actually pretty happy with the bottle...

    This was the the photography they had been using (the new bottle is a different design)

    [ATTACH=CONFIG]30147[/ATTACH]
    Woooh ! I posted just before you posted your HD render of your bottle ! Indeed I must say that it's not your bottle as such, I like it !
    I like your bottle but in fact, I have trouble with the comp. Especially with the second and third... more with the second
    Also, something bothers me visually, I don't know what exactly... too much reflection ? I don't know...
    Who knows !! perhaps my eyes are tired ! it's friday and I really need to rest !
    Last edited by rikou; 06-05-2016, 10:59 AM. Reason: Text correction
    (Sorry for my bad english)

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    • #17
      I was confused at first because I associated the bottle with washing agent for some reason. Nothing to do with your shading or modeling, it's the bottle design itself.
      Is the bottle done in zbrush too or did you go oldschool on this one? :P

      Oh and in regards to the raw rgb: To be honest I'd have expected a larger difference. Very well done!
      Cheers,
      Oliver

      https://www.artstation.com/mokiki

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      • #18
        Originally posted by AJ Jefferies View Post
        Thanks guys!

        The turn around for all four of these was less than 5 weeks and they're pretty big (12'000 x 12'000). I also had to come up with the concepts and designs in that time, so there were a LOT of late nights/weekends!

        There's actually not a huge amount of colour adjustment on these, most of the post production was adding the mouths to the characters, which I simply didn't have time to model. Here's a raw render from one of the slightly earlier versions of the Apple

        [ATTACH=CONFIG]30144[/ATTACH]
        I had secretly hoped they were this good straight out of vray.
        James Burrell www.objektiv-j.com
        Visit my Patreon patreon.com/JamesBurrell

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        • #19
          I love this kind of plastic feel ads !
          Luke Szeflinski
          :: www.lukx.com cgi

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          • #20
            Originally posted by lukx View Post
            I love this kind of plastic feel ads !
            Mee too, AJ Jefferies's images always have that special cuteness material/ lightning.

            Are the material complex (muliples layers in blend, maps) or does the secret lies in the lightning rig ?
            Philippe Steels
            Pixelab - Blog - Flickr

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            • #21
              Originally posted by AJ Jefferies View Post
              Thanks guys!

              The turn around for all four of these was less than 5 weeks and they're pretty big (12'000 x 12'000). I also had to come up with the concepts and designs in that time, so there were a LOT of late nights/weekends!

              There's actually not a huge amount of colour adjustment on these, most of the post production was adding the mouths to the characters, which I simply didn't have time to model. Here's a raw render from one of the slightly earlier versions of the Apple

              [ATTACH=CONFIG]30144[/ATTACH]
              And I thought some of our building renders were complicated! I wouldn't know where to start with something like this. "You want a curved building? Wouldn't straight, hard right-angles look better?"!
              Kind Regards,
              Richard Birket
              ----------------------------------->
              http://www.blinkimage.com

              ----------------------------------->

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              • #22
                Originally posted by rikou View Post
                Something caught my eye in the mirror / "grainy" bump / lightning
                i was actually really impressed by this detail! it's spot on! i'm with the last comment.... those little vignettes give me a headache when i think about poly modeling all that as my sculpting skills are virtually non existent... do you model most of that stuff roughly and then sculpt? or is it all based from a meta mesh of some sort in zbrush or what have you?

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                • #23
                  I love your work, always have a smile when looking at it
                  Stan

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                  • #24
                    Thanks all!

                    Originally posted by ralphr View Post
                    Is the bottle done in zbrush too or did you go oldschool on this one? :P
                    Oh definitely old school! I still heavily rely on poly modelling things in Max. That said, I ended up doing the section of the bottle that is pushed out slightly with vray displacement. It was much less of a headache than trying to get nice tight loops to follow that shape but keep the bottle surface clean. It did kick me in the balls to some extent when I rendered the high res versions, but I still think it's better/cleaner that I would have been able to manually model myself.

                    Originally posted by Pixelab View Post
                    Are the material complex (muliples layers in blend, maps) or does the secret lies in the lightning rig ?
                    I don't think there's anything particularly complicated in any of the materials. Usually just a plain diffuse colour (occasionally a falloff map) with some soft fresnel reflections. The liquid is a refractive vray mat with fog and usually some translucency. Lighting always helps, but there's nothing crazy special about it. Just 3 vray lights, some colour in the rim light. I think the main thing that helps is the shape and form of the objects themselves. Nice rounded surfaces always look nice, basically

                    That said, the juice in the bottle was a bit of a headache. After a lot of toying with the SSS2 material (which I love) I ended up using the Hybrid translucency mode in a standard vray mat.

                    Originally posted by tricky View Post
                    And I thought some of our building renders were complicated! I wouldn't know where to start with something like this. "You want a curved building? Wouldn't straight, hard right-angles look better?"!
                    Thanks! If anything, I'd say I have it way easier as I can pretty much do what I like and hide a LOT of sins. If you look closely you'll see a lot of geometry is crashing into each other and there's not a lot of texturing going on.

                    Originally posted by rusteberg View Post
                    those little vignettes give me a headache when i think about poly modeling all that as my sculpting skills are virtually non existent... do you model most of that stuff roughly and then sculpt? or is it all based from a meta mesh of some sort in zbrush or what have you?
                    Bit of both. Zbrush has a feature called Dynamesh which allows you to keep pulling things around without running out of polys (that's a terrible way of explaining it, sorry!). Sometimes I find it easier to model 90% of the geometry in Max, then add details in Zbrush, sometimes I do almost all of it in Zbrush. I know I've said this before but I do find Zbrush incredibly freeing, it's unusual interface aside, it cuts so much of the technicality out of modelling that it means you can do practically anything you want, and so, so quickly. I had that bear modelled in less than 2 hours, 10 years ago the same thing would have taken me a whole day, at least. The down side to that freedom is that you're also horribly exposed to your own limitations, but that's the sort of thing that forces you to improve.
                    MDI Digital
                    moonjam

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