First finished scene

Show off your final renders
lar111
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First finished scene

Post by lar111 » Tue Oct 09, 2007 4:20 pm

I finally got around to finishing something, its not that great. But I'm happy with it, I'm pretty new to this 3d modelling stuff. This was meant to be a simple scene and the modelling went fine, but its been a nightmare to render. I've had problems with the test versions rendering to black all the time. Finally got it to render using v9.7 by turning off bidi. Critism is welcome (only way I am going to get better), but I probably won't change it. Had enough of this one and want to move onto something else.
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jeffr
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Post by jeffr » Tue Oct 09, 2007 5:37 pm

'...not that great...' ?
you've gotta be kidding. Very good work.

BbB
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Post by BbB » Tue Oct 09, 2007 6:20 pm

Wow! Ok, so tell us how you achieved the holy grail of beer foam! And also a few words about your modeller and generally how you went about doing the image.

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CoolColJ
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Post by CoolColJ » Tue Oct 09, 2007 6:45 pm

awesome 8)

I can tell you tried some of that SSS skin - from the look of the reddish bits :)

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joegiampaoli
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Post by joegiampaoli » Tue Oct 09, 2007 7:02 pm

Now that's impressive! :shock:
Joe Giampaoli
Never tie a ship to a single anchor, nor life to a single hope
My Indigo Gallery

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Stur
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Post by Stur » Tue Oct 09, 2007 8:16 pm

Your first finished scene ? Do you want to see mine ?


I think I need a rope right now ... :cry:



No kidding, it's awesome ! Plz tell us some more ! Could you show us a wireframe view, some materials settings, etc.
I'm also curious about the foam.


edit : the only thing that made me believe it was not a photo, is that the hand is a bit too transluent. You should model some bones into the hand for a near perfect realism.

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matsta
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Post by matsta » Tue Oct 09, 2007 11:21 pm

this "first time render" achieves many things i think alot of indigo users have been trying to achieve for some time now, for me the skin is most impressive but the fluid :O is outstanding! wow. if ur a newbie modeller im surprised at the shear brilliance of that hand. from texturing to shape its perfect! except perhaps for the red sss area :P

great job, would be very keen to see the wireframe as well as your mat settings for beer and hand, and foam!

great job
welcome to the forums

mat

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zsouthboy
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Post by zsouthboy » Wed Oct 10, 2007 1:41 am

<unreal tournament voice> HOOLLYY SHITTT </unreal tournament voice>

Here's how impressed I am:

I scroll down, and go "Okay, so here's the picture he is trying to imitate - his render should be next.."

Then I realized that there is no picture.

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jurasek
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Post by jurasek » Wed Oct 10, 2007 2:17 am

foam :shock:

greetz,
jur

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Stur
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Post by Stur » Wed Oct 10, 2007 3:00 am

zsouthboy wrote:<unreal tournament voice> HOOLLYY SHITTT </unreal tournament voice>

Here's how impressed I am:

I scroll down, and go "Okay, so here's the picture he is trying to imitate - his render should be next.."

Then I realized that there is no picture.
lol ! I exactly had the same tought ! :lol:

Sebastian
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Post by Sebastian » Wed Oct 10, 2007 3:20 am

wtf :shock: :shock:

how did you made the foam ??????????????

the picture is amazing (maby a little to much SSS at the hand.

lar111
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Post by lar111 » Wed Oct 10, 2007 4:53 am

um, I wasn't expecting that reaction.. Thanks a lot everyone. I should explain firstly that the hand is not mine, its off a comercial model ( daz studios victoria 4 and genesis textures), there is no way I could model a hand as nice as that. The skin is a blend of a textured phong and a uniform red sss material. I had to modify the skin texture, made it more blueish and the bump map had to be darkened to make it a bit more subltle. I mentioned the skin material in a previous thread, head test i think it was. The beer is the coorslite beer settings from the scattering pdf, and the foam settings are
:<name>FOAM</name>
<precedence>25</precedence>
<basic>
<ior>1.02</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0.06 0.365 0.85</rgb>
<gamma>2.2</gamma>

</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>100</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function>
<henyey_greenstein>
<g_spectrum>
<uniform>
<value>0.9</value>
</uniform>
</g_spectrum>
</henyey_greenstein>
</phase_function>

It was modeled in blender, the beer is a fluid sim which I converted to a mesh and then had to smooth out the sides so that I could get the beer intersecting with the glass. I then duplicated the top surface of the beer extruded it to make some thickness and then used the sculpt tool to smooth and "fluff" it up a bit and this became the foam. Oh one thing that I did do with the fluid sim was to include particles as foam, I then dupliverted a small sphere to the particles which made the little bubbles in the beer.

BbB
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Post by BbB » Wed Oct 10, 2007 4:59 am

A real labour of love. How many polys in the beer/foam. Definitely sounds like a lot...

lar111
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Post by lar111 » Wed Oct 10, 2007 5:00 am

here is a wire screen of my workspace with the bubbles selected so you can see them. And another version of the image after post processing in violet, I messed with the tone mapping a bit and added some bloom
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out.png
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lar111
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Post by lar111 » Wed Oct 10, 2007 5:11 am

to bbb: Not as many as I would have thought actually, I just checked. 111149 faces. Thats in the beer and foam, including the bubbles. I think. Not sure if I am reading it right. To other Blender users, how do you find the number of polys? Is it the number up the top right of the screen ie "Fa:111149"

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