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Milko 3d commercial

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  • Milko 3d commercial

    Hello, this is the job we did last summer for Greek company "Milko". It lasted 4 months give or take, from idea to delivery. I was responsible for lighting/shading/texturing/compositing on the project along with a colleague. Its rendered on Vray ADV, I couldnt use GPU cause of ALshaders.

    Feel free to ask anything

    https://vimeo.com/229870603

    ps: our behance presentation

    https://www.behance.net/gallery/6268...ko-The-journey
    Last edited by thanulee; 05-03-2018, 02:36 PM.
    www.yellimages.com

  • #2
    www.yellimages.com

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    • #3
      Top shelf stuff, good job!
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090 X2
      • ​Windows 11 Pro

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      • #4
        Thanks Bobby
        www.yellimages.com

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        • #5
          That's great work !
          The quality is top notch ..congrats for the team!
          I'm interested in managing such big scenes. reference, proxies, containers?
          .Do you have anything that you think is important/crucial for project like this regarding organizing the work (for shading and lighting artist specifically)
          Thanks in advance
          -------------------------------------------------------------
          Simply, I love to put pixels together! Sounds easy right : ))
          Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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          • #6
            Thanks a lot Max. We are not very organised in general hehe. We used Xref for char animations, but eventually we had to import the chars proper cause we couldnt include/exclude from lights as we wanted. Scenes were not so big. Vray proxies for cars/trees at some shots. Some shots required unwrap and substance painter, but most of em are textured procedurally with dirts composited on dirts and falloffs etc etc.

            I think its crucial for a shading artist to have a proper understanding of procedural shading, cause it can save tones of time instead of painting manually. And while painting manually can give u greater results, u can be quite close with procedurals especially for generic props. We had give or take 1 day for each scene for light/shade and 1 day for compositing. So we couldnt afford unwrap a lot. Another aspect that i think is crucial, is photography and composition, it can help a lot with lighting as well, although here things were straight forward.
            www.yellimages.com

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            • #7
              A lot of useful info here ..Thanks!
              I see we are on the same boat for organizing LOL =D I've just finished an architectural animation where I had thousands of cars, trees, moving people...etc in a big city with aerial and close up views ..the client provided us with the model and because of the lacking of time all what I could do is to upgrading the RAM from 64 to 128 GB =D
              procedural shading is very useful and save time ..I mostly work on archviz clean shaders with minimal dirt so this method helps a lot and i rarely do any texture painting ..that make reusing the shaders much easier too .
              Thanks again )



              -------------------------------------------------------------
              Simply, I love to put pixels together! Sounds easy right : ))
              Sketchbook-1 /Sketchbook-2 / Behance / Facebook

              Comment

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