Industrial

Here is my last personal work done with max and vray. Vray physical cam and vray sun only. Fusion and photoshop for postproduction work

Some crops from 5k render:

and some extra passes used:

Very nice. How did you achieve the flaking paint? Are they just scattered meshes?

If you haven’t seen this site yet you might get a kick out of it. Lots of ideas to play with; one of these days I’ll start modeling something.

Not enough detail.

Stunning as usual mister, but I’m actually more impressed by the modelling than the lighting and texturing this time round. Dunno what it is, just find i’m a bit confused by it all, don’t know where to look at. A screen version of this probably doesn’t do it true justice.

Christ, don’t get me wrong I love the image. If I had a 5k version i’m sure it’d make an amazing print. Maybe it’s becuase I’m tired! I think a bit more distance fog or a little bit of background blurring might help.

Maybe not, what do I know!

wow thats awesome. love the detail. how many polys?

THX guys for the comment, you`re right, i`ve paid too much attentions to the details and not overal look. result - crops are better then the whole image, and that`s how i was working on it too - playing with modeling and details was fun, and i`ve enjoyed it.
The peeling paint is done via script, and the whole scene is maybe 8-9 mil poly without displacement.
Biglolly - i have also 5k version :wink:

Something is awfully wrong with the lighting. The amount of detail both texture and model wise is impressive but something is making the whole image somehow sharp and flat. Maybe the shadows are too dark and black, the engine in front, being a matter of focus, looks like it’s been stamped to the picture, cut and pasted from a different image.

This is not as bad on the clay render but still feels wrong.

I would love to see this shot with bright light coming from the center, beyond all these machines, through the skylight opening in the distance.

Could you make a brief ‘making of’ of this scene? It reminds me a lot of the game fallout, and especially of the Vue d’esprit renders. Did you model all of this yourself? Have you done propper (hand tweaked) mapping for all of these objects or is there a faster method to achieve this look?

It looks incredible.

very nice, looks lke a load of work!

One question though, why did you use Fusion, can it do anything that photoshop cant?

yes, very nice, lots of detail.
but I think the render is too crisp and clear for this kind of stuff, you would expect more mystery in lightning. How to achieve that, don’t know. but like said distance fog and dof could help some.
There is probably a lot of dust and smell in the air that you didn’t render :slight_smile:

Details are amazing and I think the sharpness and contrast give it a cool contemporary look. I have to agree that i’s a bit hard to find a focus in the overall image, but stunning work regardless.

b

The greyscale lit version is my favorite, what attention to details! Love the peeling paint. I’ve always wondered about a method for doing that myself…

great stuff man

that must have taken forever to model and texture! Very good results!

that could be very nice image, you should play more with deep etc on postwork!

but render without texture looks really nice! :slight_smile:

cheers,
peter

WOW Psanitra very nice image. Looks like alot of hard work in there.
I like the flaking paint the most.
E

really awesome stuff. Its almost too much information to take in at once but the zooms do help a lot to highlight the amount of work that went into it.

I think the heavy texturing is dominating the lighting in places though causing the overall image to look a bit flat (eg the engine) but its more of an illusion than problem IMHO

Fantastic image and the detail, its painful to think how long this took.
Very inspiring, I soooo need to do some personal work.
Death of the industrial age?
One humble comment would be to make the foreground silo a centre piece and cover it with big-leafed ivy (ivygen) and flowers as a bold contrast to the decaying surrounds? In death there is life - now I’m getting all philososphical.
Then again it might look shit.
Brilliant work!

Top notch job Peter!

Regarding the script used for the flaking paint, without posting it (unless you want to ;-)) could you give an indication of how the script works? Is it a modification of a scatter comand? Possibly using a random selection of ‘paint peeling’ vray proxies?

The mind boggles! It’s very effective though.

No, is easier. Just select object you want, then run the script. It will create nice topology via polyboost ,then it will break object to element, detach them, set pivots for each of those objects to corners, and ramdomly apply bend modifier with random values from given range :wink: