View Full Version : 3D lighting Reel - Feedback & Questions
01-22-2005, 08:19 PM
Attached are a few lighting projects that I've been working on for my reel. I was hoping I could get some feedback from all of you. I also had a question regarding projects, in particular, if I had a character or animal just float across the ground moving from light to shadow to light again, or opposite that. Since I don't like to animate characters much, would this be looked down upon by recruiters? Thanks in advance for any feedback and answers to the question.
Link To images: http://www.maykreal.com/avedisekmekjian.htm
Image Descriptions: All the Backgrounds are photos, The Statues are CG, except the one low angel with beard and scrolls
01-23-2005, 07:09 AM
I really liked your lighting and compositing !! Really very nice.
Well for critiques I just think that if you compose subjects with more colors it would give some richness to your reel.
And it seems that the statue in the left in the second picture is a little bit coming out from the picture, it looks too clean and that thing in his/her hand has to be lett bright?
01-23-2005, 08:37 AM
Hey - yea, that's very nice.
I can't even see the first one is CG.
The third one - the sunlight looks awesome, but there is a problem with the part that's in shadow... it should be illuminated by some kind of ambient or radiosity, but it looks like something else, it looks a bit out of place. But otherwise, very nice.
Regarding the reel & floating issue, all the bigger companies always ask for focused reels, meaning if all you want to do is animate, then send an animation reel where you don't bother about modelling, texturing, lighting etc, and if you don't wanna animate, then don't bother animating in your reel.
So I say you're fine. Eccept maybe that internal animation sometimes affects lighting. :shrug:
01-23-2005, 12:18 PM
Hi avedis. Really nice work.
01-23-2005, 04:46 PM
Thank you very much for the feedback, its greatly appreciated. Thanks for the demo reel info as well, really helps in focusing my reel toward just lighting.
Jonas: That’s an awesome demo reel, really like the particle effects, and the whole break down. Great stuff
Lazzhar: I trid to check out your animation, but it was down; you got some nice renders on your site.
Thanks all the feedback
01-24-2005, 04:18 AM
I'v updated image three with the given suggestions and more. let me know what you think.
01-24-2005, 07:42 AM
Hi, (thanks for the reel compliments!).
I can't see exactly what the difference is between this picture and the old one, so it's a bit difficult to tell.
But looking at this attached picture, I would expect surface B to look more like surface A. The staircase looks very desaturated and almost gray in the shadow area (which makes sense, cause the yellow teint comes from the setting sun), where the statue is also yellow in the shadows.
Also, it looks like there is some kind of matte line problem (C). Are you compositing in post-production or in the renderer?
01-24-2005, 11:32 PM
Thanks for taking another look, the only difference between this one and the one old one is some added bounce light in the shadows and another statue in the background. Anyways I'm actually comping it in photoshop, definetly a matte probelm I over looked. Thanks a lot for the exampe of the staircase as well, the little details should defienetly help sell the shot better.
Thanks for the great feedback
01-24-2005, 11:36 PM
Wow that's really nice work,
I'm a complete jackass at compositing. I always wonder how you can get the gamma right and similar things, I mean straight from a renderer you usually get different looking stuff. It's probably me.
01-25-2005, 03:15 PM
Thanks for the nice comments. Actually most of the time when I render all the passes it still doensn't come out exactly perfect. These particualr images, I had to do a lot of post work to make them work, and still needs more.
01-31-2005, 11:20 PM
Just a thought,
would using a custom lens shader help in getting more accurate gradiations in an image. Say where the renderer would have a brighter spot, you could be forcing it to adopt a more custom/accurate sample for the pixel. Since there is so much post work to it, why not have the renderer do it for you? But maybe it would end up being the same as using exposure controls, I really don't know.
02-01-2005, 09:25 PM
Using a custom lens shader is not a bad idea, but I actaully prefer to adjust one things at a time in post, just to have that fine level of control. Everyone has there own work flow, so whatever works and gets the job done is the way to go.
02-02-2005, 01:59 PM
This is kinda cool,
over at splutterfish they're giving away RPManager for free (the lite version), and they're writing up a tutorial. I'll give it another go but with having a clue this time I'll maybe get some results.
Could you please tell me what passes you are using to get to your final images?
02-02-2005, 10:56 PM
The passes that I've used for these images are keylight, texture, occlusion, and Ambient light
Thanks for the splutterfish update
02-02-2006, 11:00 PM
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