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WIP - interior/exterior - to be frequently updated - insight appreciated please :)

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  • #31
    Yes i tend to completely drive the exposure through the ev vakues in environment settings so that i have complete freedom when i setup the dof
    Martin
    http://www.pixelbox.cz

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    • #32
      Originally posted by joconnell View Post
      I'd say that's quite a tough one - how do you shoot something that's black and retain it's detail? I'd be inclined to set the material brightness a bit higher - a lot of the blacks I've sampled with a colorimeter are more around 15 on the 0-255 scale. I's definitely going to be your colour threshold making the biggest difference to your sampling too.
      Hey John! Would be interesting to know how much of that comes from the reflection/spec (surface) instead of actually from the subsurface.
      Rens Heeren
      Generalist
      WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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      • #33
        15 indeed proved too much in my tests for black.
        i tried various scizzors between black and white as well as various black /white levels in various lighting conditions trying to come up with something that working nicely in general...i think i now have a nice balance in my scene, however next time i start on a project like this i will bild the main scene colors purely as colors without adding any texture or reflection/glossy and hopefully it wont take that long tweaking
        Martin
        http://www.pixelbox.cz

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        • #34
          Can You say something about how is that carpet made in the first image You've posted ? Is it Hair and Fur modifier maybe ?
          http://gamma22.com/
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          • #35
            Originally posted by eligiusz View Post
            Can You say something about how is that carpet made in the first image You've posted ? Is it Hair and Fur modifier maybe ?
            you mean the cowhide?
            thats a spline object converted to editable poly and then i applied garment modifier to get some nice even polys, painted some bumps and used max displace modifier on the object - after that i applied vray fur and used some colored bercon noise maps for initial direction, bend etc - this way i can easily change the fur styling by controling noise size and colors i all those slots. I also use vray hair shader for the fur strands. Another way how to create the cowhide object, which i used later on, is to create the spline in marvelous designer, create garment there and simulate it there for some nice bumps.

            Hope this makes sense?
            Martin
            http://www.pixelbox.cz

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            • #36
              Yes, makes perfect sense. Thanks for the explanation.
              http://gamma22.com/
              https://www.facebook.com/gamma22com/
              https://gumroad.com/gamma22

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              • #37
                Great, congratulations!

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                • #38
                  Very nice, love the exterior shots,
                  Accept that some days you are the pigeon, and some days you are the statue.

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