Things slowed down just briefly at work recently and I saw an opportunity to create some personal artwork again. This was a really fun project and allowed me to learn Mari which I’m pretty happy with.
Everything was modeled in 3dsMax and rendered with Vray. Textures were either created in nuke or Mari. Surprisingly, this is the first project I’ve ever done that didn’t require any photoshop at all. Compositing was done in Nuke. The final render was done at 4k. Below is a link to a breakdown that shows the raw renders and the comp build up. I’ve also included a link to a higher res render.
m sweating… phew.. dont knw up to what level of photorealism one can go… Very nice! just one comment.. i think you have given some feather to ruins texture bump map in ps.. i am talking about plaster.. because of which dirty or broken wall edges are beveled.. IMO they need to be sharp and crisp.. i dont know.. may be i am wrong and sorry for my poor english…
I’ve updated the making of video with labels for what each step is showing. It’s at the same link above. I agree with you guys as well. I made the wall texture quite high res, but just not high enough to get the sharp edges at 4k. Unfortunately, things got busy again at work again and I didn’t see any chance to go in and fix it coming any time in the near future. Thanks for the feedback everyone!
You’re avoiding using any of the raw bits and pieces aside from the GI and lighting passes which seem accurate compared to the raw reflect and refract x filter issues - do you find a lot of use for the normals pass? Do you do a lot of relighting / enhancing of edge lighting with it? Are they the standard dd passes you’d normally put out with a render too?
I’m not necessarily avoiding the raw reflection/refraction passes. I just didn’t think that I would need the extra control over them for this render. Only the water and some leaves were refractive so I didn’t need more control for those…I did need reflection control, but between the reflection buffer and the multimattes I had enough control. I have been reading on the forums lately that people are having issues with the raw reflect and refract buffers, but I personally haven’t had issues with them if you just create your own by dividing. As for the normals pass I didn’t actually use it for relighting in this render. Instead it was only used for checking the bump and displacement detail because it was difficult to see if those details were working in any other buffers. At work I’m sure our compositors use it sometimes…but I think for the most part it isn’t used much. At work we render out a lot more buffers. Most of them are not used by the compositors (unless they need to), but we render them more for the lighters to use for debugging their scenes.