Rafco Tower - MK2
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Rafco Tower - MK2
same tower as before but, many changes and stressful nights later, its finally finished!
these are the final images were sending off after a bunch of revisions, hopefully theyll like em!
theyre supposed to be a bit dramatic as its pure glamour/marketing. contrast/toning and compositing in Photoshop. modeling/texturing/etc in Blender, exported through Blendigo 0.9.
comments? crits? tips for improvement?
hope you guys enjoy!
these are the final images were sending off after a bunch of revisions, hopefully theyll like em!
theyre supposed to be a bit dramatic as its pure glamour/marketing. contrast/toning and compositing in Photoshop. modeling/texturing/etc in Blender, exported through Blendigo 0.9.
comments? crits? tips for improvement?
hope you guys enjoy!
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
Stunning. Really, really like it. How did you guys handle the darker reflections at the base of the tower. Was it from an HDRI?
Yes, a shift lens would be great. They're kind of a must when doing architecture. Not sure how it would work in conjunction with Blender tho.Too sad Indigo doesn't support these kind of lenses.
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
thanks a lot guys!
PhrOstByte: thanks man!
Ono: yep! the images were all rendered and composited at something like 3072x2304. im gonna upload slightly bigger ones later today!
suvakas: thanks! i composited with the photos the firm sent me, so luckily i didnt have to do any crazy persective correction, although a shift lens would be cool! Blender already has that option in its camera settings, be cool to be able to use it in Indigo
Anthony, Manitwo: thank you!
BbB: thanks dude! for the reflections, i tried everything from painting them in to collaging stuff for them. in the end, what i shouldve thought of at first, i basically alpha mapped a simple city skyline texture to a large curved plane behind the camera and moved it with the camera! simple, and i think its enough to give an impression of the reflective quality of the tower.
and Blender has a shift lens (the offset x & y in camera settings), itd be amazing if it worked with Indigo!
PhrOstByte: thanks man!
Ono: yep! the images were all rendered and composited at something like 3072x2304. im gonna upload slightly bigger ones later today!
suvakas: thanks! i composited with the photos the firm sent me, so luckily i didnt have to do any crazy persective correction, although a shift lens would be cool! Blender already has that option in its camera settings, be cool to be able to use it in Indigo
Anthony, Manitwo: thank you!
BbB: thanks dude! for the reflections, i tried everything from painting them in to collaging stuff for them. in the end, what i shouldve thought of at first, i basically alpha mapped a simple city skyline texture to a large curved plane behind the camera and moved it with the camera! simple, and i think its enough to give an impression of the reflective quality of the tower.
and Blender has a shift lens (the offset x & y in camera settings), itd be amazing if it worked with Indigo!
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
thanks guys!
this one was just me, from modeling the thing from (sometimes) mismatching CAD drawings to texturing, rendering and compositing it! definitely took a few tries and there are some embarrassing failed attempts that i dont think im gonna keep around....
i definitely learned a ton from this project though, hopefully the next one will go quicker/smoother!
this one was just me, from modeling the thing from (sometimes) mismatching CAD drawings to texturing, rendering and compositing it! definitely took a few tries and there are some embarrassing failed attempts that i dont think im gonna keep around....
i definitely learned a ton from this project though, hopefully the next one will go quicker/smoother!
jeez, lotsa work for one guy anyways one other question, im curious. what scale did you use. does the light play on the rigid edges of the glass panels change depanding on how large the building is in blender (blender units) or can the model size be as small as it likes. ive always ben curious as to how model scale effects lighting effects and render speed.
greetz
mat
greetz
mat
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
as far as i know, the scale shouldnt matter except for material settings (ie. absorption, Watts, etc are calculated in units.
i used a real life scale of 1 Blender Unit = 1 meter. the reflections off the windows are helped by a bump map (a simple radial fade with hard black edges) that is mapped onto each face (the tower skin is modeled in such a way that each face = one window pane, at least in the most visible parts )
that distorts the reflections enough so that it doesnt look too 'perfect' and lets me get away with a background thats much less detailed!
i used a real life scale of 1 Blender Unit = 1 meter. the reflections off the windows are helped by a bump map (a simple radial fade with hard black edges) that is mapped onto each face (the tower skin is modeled in such a way that each face = one window pane, at least in the most visible parts )
that distorts the reflections enough so that it doesnt look too 'perfect' and lets me get away with a background thats much less detailed!
Who is online
Users browsing this forum: No registered users and 22 guests