View Full Version : A well of gunk....
original render (http://www.posergallery.com/wip/20020810-Grey183158.jpg)
Trying my hand at photorealism... (not that it's photoreal...)
100% geometry, BTW. No displacement or bump mapping for the cobblestones.
suggestions, rants, rips all welcome :D
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I like the well :)
For the lighting its hard to find a light source and my eyes are having trouble working out if it is 2d or 3d.There should also be a lip of light around the edge of the well at the top due to the contrast of the stones and the light itself :)
Stu.
JeePee
08-10-2002, 11:45 PM
hmm rant let me think....nope can't think of someting
why do the textures look so undetailed?
the idea isn't bad....not that i would hang it on my wall or something :p
mabey do something with lightning?
changed the shadows from soft to hard
and lowered the intensity of the lights down the shaft (which cast no shadow).
Second REdner (http://www.posergallery.com/wip/20020810-Grey23222.jpg)
Layering very complex procedural and bitmapped shaders onto the stones now...
The gunk, BTW, isn't mine. It's a shader I downloaded from the DeepShade site...
Also, in order to complete the floorspace, I mixed in Cinema box primitives. It's still 100% geometry. (the camera angle has changed a bit too...
Hosted at Posergallery.com
third render (http://www.posergallery.com/wip/20020811-Grey17155.jpg)
Thats much better :D
There are still a few areas of butterfly symmetry in the map though,these always kill realism.The soultion I some times use is using set selction I map a piece to a different interpolation,or you can remove them in PS post render :)
For rock textures I try to make mine upwards of 512 x 512 as that you can get more coverage and even if your 700 x 700 or something you can scale down with greater image quality.
Stu.
I've got two layers of shaders now, I may have to simply go higher...
It renders fast, still, however...
For photoreal I always use photo textures or textures I have made which look similar to photoreal :)
Sometimes I use uvw mapping and cubic mixed together as well.
Stu.
I didn't want to mess with UV on this one, however, as it was a flat surface.
Everything here is either cubic or cylindrically mapped.
http://www.posergallery.com/wip/20020812-Grey233336.jpg
Added a coloured light and a displacement map (flat mapped) which gives it a bit more substance on the surface I think, but also reveals some issues with the mesh.
If you look closely you can see that there's some detatched verts ringing the rim on the main floor cobbles.
matty2x4
08-13-2002, 04:18 AM
Have you got cell shader on?
I like this bit (in circle)... it looks more man made, I think it would be hard to get bricks to stop and make a perfect circle without some corners cracking and perhaps falling out. I have also done a bit of air brushing to the rest (so u get what i mean), how about roughening them bricks... just an idea hope ya dont mind. Also I think the shadow on the water is a bit hard (crisp)
my 2 cents
2x4:wavey:
AdamT
08-13-2002, 04:23 AM
I can't put my finger on it, but I don't find the texture convincing. I think it's too contrasty and too saturated. Try toning it down a bit. For overall realism add some *stuff*: pebbles, rocks, bits of glass, leaves, cigarette buts, paper, gum, dog shit .... Stuff.
each of these is a straight raytrace render. In the last one I have two lights above the surface of the floor (the rest only have one) and three down the shaft.
all the advice and crits I'm getting are critical to improving this... I think I've become obsessed witth it :D
Also, sand, how would one apply it to a surface like this?
I am still interested in helping too :) ,its just I am using a 56k modem and this thread is taking way to long for me to load.
If you get to page 2 can you make the images a bit smaller please :)
Cheers
Stu.
I'll go back and edit the older ones so their links instead of full images
Matty, I'm going to see if I can figure out a way to do that cracking effect with a material...
Hey thanks Grey :thumbsup:
Stu.
The thing that stands out the most is the lighting,there appears to be more light in the bottom of the well then on top which creates uneeded contrast.Also try adding just a tinge of blue to your light bud for the sky.And it is really hard to work out where the light source is coming from,so I would suggest moving the to the left or right and then you have the added bonus of it acting as a rim light as well.
To get the well looking really realistic I would be tempted to model the cracks and the shape rather then using a bump,although you could use a bump for clean up later :)
Stu.
I've been having issues with my lighting on this one.
What I wanted to do was have a well defined shadow on the sides of the shaft which is why I have the offset light up top with hard shadows. Unfortunately that gives me what I think is too hard a shadow on the liquid below.
I'll have to go back in and re-model the cobbles in order to get the cracking, which is probably the best idea for that...
Sometimes I find if I get a lighting rig setup the way I want and a material will not play the game,I reduce the opacity a bit,works a charm :thumbsup:
Also remember the light will make your water reflect what is around it to a degree,so it may just be dark and absorb the light.For still water I usually just use standard glass.
As for the blocks I think its because the grain is to tight bud and it makes the image look processed or what I call mechanical in nature.
Stu.
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