Industry (final)
Industry (final)
Hey guys,
Here's the final version of my industry wip. It's final in the sense that I lost patience with it and decided to call it finished. I could (should?) have added a lot more tiny details, but even though the scene is "only" 600,000 polys, my 2Gig Core Duo laptop started chocking on it (too many maps, I guess, at 300MB) and I had to transfer everything to my desktop.
There was a lot of postpro done here. It includes the reactor flare (violet) and bloom (Pshop), and the compositing of the sky using an alpha channel (forget everything bad I ever said about alpha rendering). I also rendered a volumetric light pass in Blender Internal, which I used as a layer mask in PShop to create the atmospheric fade-off between the dark foreground and the clear, low-contrast background. I did quite a bit of retouching here and there since I had about six or seven layers with some of the seams showing a bit too much. That's it. Hope you like it.
Here's the final version of my industry wip. It's final in the sense that I lost patience with it and decided to call it finished. I could (should?) have added a lot more tiny details, but even though the scene is "only" 600,000 polys, my 2Gig Core Duo laptop started chocking on it (too many maps, I guess, at 300MB) and I had to transfer everything to my desktop.
There was a lot of postpro done here. It includes the reactor flare (violet) and bloom (Pshop), and the compositing of the sky using an alpha channel (forget everything bad I ever said about alpha rendering). I also rendered a volumetric light pass in Blender Internal, which I used as a layer mask in PShop to create the atmospheric fade-off between the dark foreground and the clear, low-contrast background. I did quite a bit of retouching here and there since I had about six or seven layers with some of the seams showing a bit too much. That's it. Hope you like it.
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- FactoryFinalDS.jpg (239.48 KiB) Viewed 16109 times
We should agree to some simplified netjargon to say "great work BbB, super texturing & modeling work as allways"
Any ideas guys???
The only thing that simply doesn't fit in this "dark future" scenario is the glare on the machine exhaust...
You use it only if you want to enhance the visible value of something, telling this from the advertise business point of view
Any ideas guys???
The only thing that simply doesn't fit in this "dark future" scenario is the glare on the machine exhaust...
You use it only if you want to enhance the visible value of something, telling this from the advertise business point of view

polygonmanufaktur.de
Thanks guys.
I actually agree with that 100 per cent, Zomb. I don't know what I was thinking. But I ran my .igi through Violet for glare and it came up with that. I didn't touch a thing. I thought "well, that must be physically accurate so I'll keep it." Silly me. It does look very cheesy.
(I could easily remove it, though, since I kept a layered .psd file of the image).
EDIT: There you go, higher res and no flare... Definitely better
I actually agree with that 100 per cent, Zomb. I don't know what I was thinking. But I ran my .igi through Violet for glare and it came up with that. I didn't touch a thing. I thought "well, that must be physically accurate so I'll keep it." Silly me. It does look very cheesy.
(I could easily remove it, though, since I kept a layered .psd file of the image).
EDIT: There you go, higher res and no flare... Definitely better
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- FactoryFinal3.jpg (711.1 KiB) Viewed 16056 times
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- Posts: 155
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Hi Bertrand,
Realy a great result. The textures are very well choosen and applied. The two chimneys on background are a nice addition. Not sure that the ship on foreground is at the right place. If you hide it, the perspective is increased and you get a better deepness, don't know exactly where to put it but just before passing under the bridge could be a better place imo.
Realy a great result. The textures are very well choosen and applied. The two chimneys on background are a nice addition. Not sure that the ship on foreground is at the right place. If you hide it, the perspective is increased and you get a better deepness, don't know exactly where to put it but just before passing under the bridge could be a better place imo.
Thanks guys. (grand merci DuarVor!). You're all darlings. I'm reasonably happy with it, but the more I look at it the more I see things I could have done differently or better. Someone at Blenderartists commented on the lack of details in the background and there's definitely some truth in that. Too many big flat planes and sharp angles...
What strikes me is how different elements, which render well separately, tend to lose in realism when combined. It could be a composition problem, as Enrico suggests (composition is probably the weakest part of the image together with the character), or an excess of post-production, or not enough patience to let the render run long enough. Dunno...
Anyway, I've learnt a lot doing this, especially about compositing and I might go more in that direction in future pieces.
What strikes me is how different elements, which render well separately, tend to lose in realism when combined. It could be a composition problem, as Enrico suggests (composition is probably the weakest part of the image together with the character), or an excess of post-production, or not enough patience to let the render run long enough. Dunno...
Anyway, I've learnt a lot doing this, especially about compositing and I might go more in that direction in future pieces.
Awesome as usual!!
Compositing is an art form all it's own. Especially when you are portraying motion like here. The only thing that struck me as odd was that you can see the engine blades. Maybe if they were slightly motion blurred it would better convey the apparent motion of the vehicle itself?
Grimm


Grimm
Grimm
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
Em.... I think the ship is simply pointing in the wrong direction.
It looks like it has no destination.
It should be aligned with the perspective lines and placed in
the golden ratio of the picture - like it is heading under the bridge.
Everything else is kick ass...!
O, motion blur cud be also done with compositing.
Regards, and sorry for my b.a.
Aleksander
It looks like it has no destination.
It should be aligned with the perspective lines and placed in
the golden ratio of the picture - like it is heading under the bridge.
Everything else is kick ass...!
O, motion blur cud be also done with compositing.
Regards, and sorry for my b.a.
Aleksander
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