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bronco
02-21-2006, 09:19 PM
Hi,

like the most of us here, i don't know if i am going to finish this project.
At least this is a nice excuse to model something different than maschines and car parts :)
So here it goes:
______________________

Surrounded by barren land stands an old warrior statue of a long forgotten culture.
Wind, rain and centurys of sandstorms have broken parts of the old king away and turned them into rubble. Inside, hidden for so long, the core of all living is revealed. The statue of mother earth stands unharmed and beatiful.
Sometime war and death will be gone, life goes on :)

_______________________

On to the drawing board!

Oh well, i never modeled a human figure before, but hey, this will be fun!

Vizfizz
02-21-2006, 09:39 PM
Welcome to the contest. Looking forward to seeing your sketches. Remember they are due by midnight tomorrow night.

Good luck!

halfworld
02-21-2006, 09:51 PM
Woo!

Go Uwi, I hope you beat me ;)
Ian

bronco
02-21-2006, 10:11 PM
here we go!

sure i will beat you or NOT... :)

i am kinda afraid of the modeling task, never done something like that.

_
i hope you can see anything on the pic.
my scanner (never touched for 2 years) failed for some reason. i had to go the digicam route.

buggsy
02-22-2006, 06:18 AM
I like the statue the lady (maybe a little young for mother earth) is in. Maybe she could be a older to impart a scense of wisdow?

What are your ideas for your background?

Buggsy

bronco
02-22-2006, 10:48 AM
nothing fancy, i guess.
right now i am in the middle of a project and the modeling of the statues will take some time.
some kind of landscape with some rocks and little (very little) vegetation should do.

what i want to try is generating some nice clouds with just the eias toolset (no fancy 3rd party stuff here).

edit:
oh, forgot the lady. i think mother earth is not young nor old, she is just a representation of something beautiful. think about it. god is often pictured as an old man with a beard. why?
i don't know. i don't think there is anything like a gender or age for a deity.
just my opinion :)

bronco
02-26-2006, 05:53 PM
well, today i started modeling.
here is the 1st wip render:
http://www.orangefx.de/pp/1st.jpg

the model still needs some heavy work. i think i have to change the hair. how? i don't have a clue right now :)
but first i have to start on the rest of my setup.
now the problem: looks like the normals get messed up using the fact export.
look at the chin area. do i have to go trough transporter?
btw, this is my first model using silo. quite nice workflow.

critics welcome

uwe

bronco
02-26-2006, 06:26 PM
here is a closeup. i tried transporter and got nothing. the model was not even visible anymore. are there any special settings i have to use? anyone? reuben?

http://www.orangefx.de/pp/silo_bug.jpg

kevmo
02-26-2006, 06:57 PM
after "refine control mesh", try modify>tesselate: to triangulate the polys.

I have gotten pretty good results saving as .fac right out of Silo without having to run thru Transporter even without tesselate/triangulation. I think also if it is too dense it can cause problems, usually subdivision of 2-3 is sufficient.

looks good so far.

k!

kevmo
02-26-2006, 07:02 PM
here is a closeup. i tried transporter and got nothing. the model was not even visible anymore. are there any special settings i have to use? anyone? reuben?

http://www.orangefx.de/pp/silo_bug.jpg


The model is still there - just not visible for some reason...

export as usual and it should show in EIAS

bronco
02-26-2006, 07:02 PM
thanks kevin, i'll try that.
i guess 440k polys just for the face is a little dense :)

Reuben5150
02-26-2006, 08:00 PM
You might get better results exporting an .obj from silo then convert with obj2fac or transporter.

Its a pitty about the Silo fact export, its nice not to have mess around with file converters, but it seems everyone is using GI now, and with GI (and the occlusion shader btw) this problem manifests itself.

Another way is to use the Encage plugin, although i've just tested this and the only way to get a clean render was using "loop" sds and triangulating output also which results in a slightly different surface as you would see in Silo.

Probably the best work flow would be to export a low-res mesh (obj) > transporter > Encage.

Good luck !


Reuben

bronco
02-26-2006, 08:38 PM
thanks for the tips reuben. unfortunatly i don't own encage.

i think it's strange that this only occures when using GI or occlusion. very strange.
well, i have to investigate this later, on with more modeling.
http://www.orangefx.de/pp/silo01.jpg
...blocking the torso

richardjoly
02-28-2006, 02:40 AM
This is so great! I envy you. I make textured boxes and cylinders and you make art...
Good job!

bronco
02-28-2006, 11:23 AM
thanks rick. very kind of you, but i wouldn't go as far as calling this art.
i am still learing to use silo. today i discovered the topology brush and started to model some new and inproved (i hope) hair.
first test with just some strands:

http://www.orangefx.de/pp/2nd.jpg

i think this is a doable way for the hairs. what do you think?
as you can see i decided against modling "in pose". well, i never rigged a character in eias, but i am willing to try my best. at least this way i will be free to change the pose without remodeling. so, where is that rigging tutorial? :)
tomorrow i will start with the lower half of the statue, the broken warrior.
uwe

bronco
03-02-2006, 10:32 AM
update on the lower part.

http://www.orangefx.de/pp/silo02.jpg

yhloon
03-02-2006, 11:03 AM
Uwe, I've follow your thread for quite sometime, you work very fast, and your model is very nice:thumbsup:... the muscle of the leg looks very good. but the topology is too even, I’ll suggest you try the Spin Edge “\ key” on some of the edge (may be you already know it)





regards,
Loon

bronco
03-02-2006, 11:48 AM
thanks loon.

do you mind to explain why the spin edge is any helpful?
i don't have a clue. this is my first try at silo and character modeling in general. so, i need any help you can provide :)
but i have to say this real fun so far. i think i have learned A LOT, just sitting down and doing this.
thanks brian! without this contest i would not have learned or bought silo.
after trying EIMs übermesh for a few hours and getting really nervous :) i tested the silo demo and after 2 hours orderd it without hesitation.

ok, little shading test with the "too even topology" :)

http://www.orangefx.de/pp/3rd.jpg

yhloon
03-02-2006, 01:03 PM
Hi Uwe,

The shaded statue looks very nice:thumbsup:, the modeling style is very suitable for statue, you can forgot what i've suggested (spin edge).


do you mind to explain why the spin edge is any helpful?

Spin Edge, more into organic modeling, select 'one' edge press "\" Key (PC), the edge will be rotate, very good in model muscle and clothes.

for more information in spin edge, here are a great tutorial from Tony Jung :thumbsup:
http://www.nevercenter.com/tutorials/html_tutorials/user_tutorials/character_modeling/
a very long tutorial, he use spin edge quite a lot...this is a tutorial that silo user must read...


now back to my work...:)

regards,
Loon

bronco
03-02-2006, 03:06 PM
nice tutorial. i have seen it before, but i am way to lazy to go through it all! :)

some more detailing and modeling updates.
bringing it all together i've got so far:

http://www.orangefx.de/pp/4th.jpg

ladys hands seem a little small. well, still enough time to fix it...
i am not so sure about the shading/texturing of the lady. she has to be somehow astral but still made of stone. that will be a hard one.
sometime i have to get a good anatomy book.

uwe

odwalla
03-03-2006, 02:57 PM
Oh,you are speed-star,I can`t believe that it`s your first work with silo. A month ago,I bought silo and tried to make a human model,but not complete yet :banghead: So now i `ve been reading Andrew Loomis`s drawing book.That`s very useful for human drawing or modeling,I think.

bronco
03-03-2006, 05:32 PM
i have some drawing background (even if you can't tell from the sketch :) ), so it's just a matter of learning the tools. that's where silo really shines, imho. the interface is very straight-forward and very customizable. i haven't even explored all the tools silo offers (like the spin edge, thanks again loon :) ), but i feel quite comfortable right now.
i think it's comparable to eias, the interface is really simple and you can get nice results fast, and if you like, you can dig deeper and deeper into the program with even greater results.

i started a little on the background, i post a quick render later tonight.

richardjoly
03-04-2006, 02:14 AM
You must have thought about it but volumetric scattering for the lady would give an "Astral" look...
The hands are a little small... what about those legs!!! :p

I really like the model.
You work really fast.








I really hate you...

AVTPro
03-04-2006, 06:45 AM
Very nice Michealangelo! :)

bronco
03-04-2006, 10:07 PM
please, don't hate me rick! most of the time i am a nice guy :)

well i haven't found the time to work on th background like i wanted to, but the last half hour i started on some background modeling. here:

http://www.orangefx.de/pp/silo03.jpg

i know, the shape is not really correct (mainly the wings), but it's gonna be so small, it doesn't matter.

...AND i was experimenting with clouds :eek:
i am not really happy with what a got so far. i want to do it in eias, so no simple texture.
i started with power particles basic and Mr. Blobby. first it looked promising, but after playing with shaders i am a little stuck. if i make them nice fuzzy on the edges it takes ages to render, really. after two hours i canceld camera. it wasn't even half way through. :sad:

so, question to brian (i hope you read it):
i know we are supposed not to use compositing. what if i render a pic and put it as a camera map on some poly, with blur (in eias). the blur would be compositing, but inside eias. correct? legal? look for yourself:

http://www.orangefx.de/pp/clouds.jpg

note: these clouds are very wip. they will most likely change for the final render.

i guess thats all right now.

uwe

bronco
03-04-2006, 10:10 PM
on a side note:
is it only me, or is the Noise Factory shader THE slowest shader on this planet?
it's nice, but takes foooorevvvvvvver.

Vizfizz
03-04-2006, 10:14 PM
so, question to brian (i hope you read it):
i know we are supposed not to use compositing. what if i render a pic and put it as a camera map on some poly, with blur (in eias). the blur would be compositing, but inside eias. correct? legal? look for yourself:

http://www.orangefx.de/pp/clouds.jpg

note: these clouds are very wip. they will most likely change for the final render.

i guess thats all right now.

uwe

Your solution is within the rules of the contest. Permission granted.

Reuben5150
03-04-2006, 10:42 PM
on a side note:
is it only me, or is the Noise Factory shader THE slowest shader on this planet?
it's nice, but takes foooorevvvvvvver.

Are you using bump and displacement with GI by any chance ?, if so try just using bump.

Reuben

bronco
03-04-2006, 10:46 PM
yes, the idea was to only generate the main geometry with mr. blobby and then add some nice smaller hills and valleys on the upper side. lower side should stay coarse (? right word/spelling? :)). mr. blobby unfortunatly can't vary in size or mix with a second instance. bummer. thanks for the answer.

buggsy
03-05-2006, 09:11 AM
Have you seen the kmyst shader konkeptoine has konkeptoine http://www.konkeptoine.com/ . I'm using it for the clouds. It's a bit tricky to use but I'm getting nice results.

Buggsy

AVTPro
03-05-2006, 09:28 AM
If you need volumetric clouds, I would recommend a more realistic shader as well. Kmyst or Northern Lights.

bronco
03-05-2006, 10:52 AM
i know, i know. well, as i don't have any need of these shaders for daily work. i don't have the budget right now to buy either kmyst or psyclone. i also would love to use konkeptoines c-shaders for the rocks, but the reason i don't use them is the same. we recently bought a house :) , so the question is: one shader or 4 new door knobs? my wife would kill me if ...:twisted:
enough said, back to work.

yhloon
03-05-2006, 01:06 PM
I just post something on a new idea on create clouds, please check!
http://forums.cgsociety.org/showthread.php?p=3306153#post3306153

bronco
03-05-2006, 06:41 PM
thanks for the tip, loon. great use of technology i never thought of.
but i found a look for my clouds which i liked better :)
its not final yet, colors and contrast are due to change, but here it is:

http://www.orangefx.de/pp/5th.jpg

i added some terrain (no texturework yet) with I2M. a little hi-poly, but who cares as long as eias renders that fast. some other background elements are still missing -> next update. SSS on the lady. i haven't found the right combination of settings yet to be satisfied.

bronco
03-07-2006, 09:49 AM
a little update on the background.

http://www.orangefx.de/pp/6th.jpg

i am not so sure what caused the render hit. i guess its the legs. i updated it with a triangulated version to get rid of the artifacts. there are some other issues like the scale of the stone textures. any other critics?

yhloon
03-07-2006, 09:58 AM
Uwe, You are fast...

the whole image feel so good, and the clouds are nicely done indeed, it suite the camera angle very well, only thing is... something wrong when the clouds and the terrain "touch", i see you add some fog to the terrain, i thing the fog should apply to the clouds also.

regards,
Loon

bronco
03-07-2006, 10:21 AM
hi loon,

you are right. i looks wrong at the horizont. but i am not so sure if the fog should apply to the clouds. look here:

SKY (http://www.bigfoto.com/themes/nature/sky/clouds-v7u2.jpg)

clearly the mountains are fogged, but the clouds, which are much further away, are not. at least not so much. (btw. this is not a reference i used, but a picture i just searched to illustrate my point here.)

but i will change the whole horizont. i am not so happy with the violet clouds and the intensity of the fog.

edit:
the picture was a little big to include in this thread, so i just linked to it

buggsy
03-07-2006, 10:45 AM
Nice sand texture. I love it! What shader did you use? :thumbsup:

Every time I look at your statue my eyes are drawn to the toes. They seem too flat and don't appear to feel grounded on the plynth it's standing on.

Birds flying in the air look good. Are they a model?

Clouds look like how I wanted to do them. I like looking at clouds while I'm out in the car. The amount of detail in real clouds is awsome. To try and replicate their detail is so challenging.

Can't wait to see the sword. :)

Buggsy

bronco
03-07-2006, 11:54 AM
thanks buggsy, sand is no shader, but a texture painted in pshop. to be honest, it's really simple. just noise, multiplyed with a layer of clouds and to break it up a little a littly painting with a dirt brush. thats all.
the birds are models i build yesterday in silo. works quite nice for the background.
this is a close up:

http://www.orangefx.de/pp/vogel.jpg

crazy mix between duck and raven. hehe. working without reference is bad :twisted:

as for the toes. iknow. lets call it artistic freedom. after all it's a statue. if it was a human, i know i really had to fix this, but right now i have some other things to do.

...and you are totally right about the clouds. somehow them always seem not to look right compared to the real ones. crazy how complex a little water in the sky can get.

bronco
03-07-2006, 11:16 PM
another little update. thanks buggsy for reminding me of the sword. almost forgot it ;)

http://www.orangefx.de/pp/7th.jpg

just for testing i upped the GI settings a little and see what happens. 74 minutes just for little more light around the toes... :)

whats next? i still have some modeling to do and i have to start rigging the lady.
oh, for anyone interested here is the pic in rendersize: testrender.7 (http://www.orangefx.de/pp/7th_big.jpg)

ok, thats all for now. good night everybody.

uwe

Reuben5150
03-08-2006, 11:21 PM
Ok, don't know if i'm supposed to give ideas or "art direction" :)

But i though it might be cool to add some kind of transition between the base statue and the lady, like using Mr Nitro to fragment the polys maybe adding some luminance or glow, if you've seen the Dervish plugin thats the kind of effect i'm talking about.

sorry if this is non-sence i've not been following...


Reuben

bronco
03-09-2006, 06:49 AM
hi reuben. i know the transition is quite poor right now. i plan to add some more rubble and more heavy stone fragments. i do not plan to add a light or glow, after all they are just two statues, one hidden inside the other, no magic or something :)
i have a pretty good picture in my mind how it SHOULD look like. i don't know if i have the time to reach that look, i allready streched the patience of my wife to some degree :)
and i have to take care of some paid work, too.
the rules of this contest don't make it any easier, i am used to render in layers and use compositing tricks and tweaks. things that take only minutes in photoshop or after effects ( i really like to composite even stills in after effects) need some more planning and testrendering and tweaking and again testrendering and so on.
but like i said earlier, this project allready paid of for me.

bronco
03-09-2006, 07:03 AM
and here is a screenshot for whoever is interested of the project in its current state, together with a little detail addition.

screenshot (http://www.orangefx.de/pp/screenshot01.jpg)

bronco
03-09-2006, 04:17 PM
i did some rock tests today. take a kook, i think it's quite nice.

http://www.orangefx.de/pp/8th.jpg

mike33
03-09-2006, 04:41 PM
i did some rock tests today. take a kook, i think it's quite nice.



Hi Bronco,

Very nice work so far. I was blown away by how much progress you've made.
How did you go about making the rocks? They look great.

Thanks,

Mike

bronco
03-09-2006, 07:46 PM
thanks mike.

the stones are actually quite simple. the noise factory shader does all the tricks!
look:

http://www.orangefx.de/pp/stein.jpg

this is just a standart ubershape sphere, a little streched and deformed and the shader. that's all.
here is the project:
Stone_Project (http://www.orangefx.de/pp/Project_stone.zip) (zip)

mike33
03-10-2006, 04:19 AM
thanks mike.

the stones are actually quite simple. the noise factory shader does all the tricks!
look:

http://www.orangefx.de/pp/stein.jpg

this is just a standart ubershape sphere, a little streched and deformed and the shader. that's all.
here is the project:
Stone_Project (http://www.orangefx.de/pp/Project_stone.zip) (zip)

Hi Bronco,

Thanks for posting the project file, but I have a small problem, I 'm at EIAS 5.5.
Oh well, something to look forward to when I'm able to upgrade.

~Mike

yhloon
03-10-2006, 07:09 AM
cool, I thinK I might use your stone in my project as well, hope you don't mind....

regards,
Loon

bronco
03-10-2006, 07:15 AM
no problem with that, go on and use it.
i think this project is as much about learning and discovering new techniques as it is about fun and that star wars stuff brian is offering. :)

odwalla
03-11-2006, 03:07 PM
Hi.your rock is very rock,it`s incredible :thumbsup:

SteveW928
03-11-2006, 09:23 PM
Wow... thank you for being so generous. Most of my stuff has been architectural in nature, and that rock as a base will give me something new to experiment with. (well, when I get upgraded from v5 that is).

-Steve

bronco
03-11-2006, 10:25 PM
my pleasure.

you should really consider the upgrade. i stayed pretty long with version 5, too.
only a few days before this challenges started i bought the upgrade for a paid project which screamed for GI. but even without GI the upgrade is great, openGL feels so much faster!
2 million polys? pfff, no problem! no need to dial anything down, it just flys.

AVTPro
03-12-2006, 01:07 AM
The rocks does a great job of livening up the image. Would like to see the textures on the bottom half of the girl.


That's ROCKING.

Thanks for sharing.

bronco
03-12-2006, 08:34 AM
well, the girls textures (or materials) are in no way finished, not even close. i am not very happy with that.
if you talk about the legs, they are made of the crumpleR shader and dirtlayer lite. 2 layered dirtlayers inside diffuse tab (one color set to no alpha on the upper layer) and crumpleR and another dirtlayer lite in bump.
maybe i just post the project file here after the competion is over, i am not sure right now.

bronco
03-13-2006, 12:56 AM
back again.

i haven't done much over the weekend. just played a little with the GI settings and camera angle. i think the renders so far lacked some dynamic. i like the look, but it seems much too static. just to try something different:

http://www.orangefx.de/pp/9th.jpg

i had to adjust the clouds a little to match the new perspective. i think it's an improvment.
now the GI settings. somehow i managed to produce a 8hr+ render hit for a test render i did friday night.:cry:
turned out it was the details factor. there was not even that much difference in the picture, but the render time just skyrocketed.

now i render, according to rules, in passes:
backdrop and clouds: ca. 20 sec.
image2mesh landscape: ca. 1 min
the rest: ca. 11 min
everything 1024x576

the templates are just too small.
so, i hope i find the time to put some more stuff in the pic i have on my mind.
see ya next time around :)

Vizfizz
03-13-2006, 04:03 AM
I had to keep the template reasonably small so that people could upload to CGTalk if necessary. What size template would you consider to be adequate? Perhaps the next contest could adopt that size.

bronco
03-13-2006, 07:36 AM
hi brian,

i think the templates should offer at least 1000 px working area on one side.
somewhere on cgtalk i read that for the official challanges a print size render is requiered (somewhere around 2500px on the smallest side). they want to force the people to pay attention to details which are only obvious on the large canvas. i think thats a good thing.
obviously this is overkill for wips and screenshots (and for our small contests here, for that matter), but the finals should be larger than now.

maybe you should reconsider the whole template.
right now the working area isn't really working for extreme aspect ratios. too much white on top/bottom or left/right and too little picture in the middle.
i'd say, scrap the frame, make an info field mandatory (left or bottom, white text on black background, text at least 8pt). the requiered info right now is ok, maybe include the program version.
something like this:
info suggestion (http://www.orangefx.de/pp/suggestion.jpg)

maybe we should relocate this into QA so some other can chime in, too.
your call.

uwe

Vizfizz
03-13-2006, 07:55 AM
The suggestion is a good one. I realize that for print resolution, you'll need much more than what I provided. I just wanted to keep file sizes small for those who do not have a place to store large files. The CGTalk file size limit is 94k.

Go ahead and post your template suggestion if you wish. I'm fine with the idea of altering its dimensions if it serves the contestants better. I just want to make sure that the info bar remains intact and people can read the necessary information... and oh.. I'd also include at least some kind of frame around the picture. I think it makes it look a little better rather than having the image flush to the edge.

bronco
03-13-2006, 08:15 AM
i am ok with a frame, but it has to follow the pictures aspect ratio, not the other way around. i think everyone here is capable of doing this in photoshop.

Vizfizz
03-13-2006, 03:23 PM
Fine by me if it helps... Go for it.

mike33
03-13-2006, 04:47 PM
back again.

i haven't done much over the weekend. just played a little with the GI settings and camera angle. i think the renders so far lacked some dynamic. i like the look, but it seems much too static. just to try something different:


Bronco... I think your original layout looked better. It showed the contrast between cultures better. The new layout seems to lead me into a different thought process, like "where is she going?" and away from the "Rebirth & Transformation".

[I won't be finishing my entry in time to pass the 3/15 deadline, I hope you don't mind the critique just the same]

~Mike

halfworld
03-14-2006, 11:15 AM
Afternoon,

The modelling is fantastic, the whole thing is becoming fantastic, but I have to agree with Mike, the camera angle still isn't there, everything looks a little too spread out... more impact! Grit man, grit! ;) Maybe the camera is fine, but if you keep it here I would do something extra with the clouds for some extra drama (I like the storm on one side, but clear skys where the statue is pointing) maybe emphasise that a little more?

Ian

bronco
03-14-2006, 01:32 PM
thanks for the comments.

i know that the whole image looks very different with the new camera angle. i think it gains dynamic, but mikes point is somewhat true. i guess there is some more work to do :argh:

in the meantime i was playing with color and clouds, just a little.
still not "there" yet, but i kinda like the surreal feeling.

http://www.orangefx.de/pp/10th.jpg
(yeah, i know, the tree sucks - i don't know why, but i have a weak spot for the cell. most likely it will be gone in the next render.)

halfworld
03-14-2006, 03:08 PM
Ooooooo,

Those clouds are scary, just what the image needs! :cool:
Ian

FelixCat
03-14-2006, 03:58 PM
Uwe, your image it´s getting better and better. But (if you let me be an intruder) i have the feeling that the girl on top has an agresive atitude (sort of) like the legs. There is no difference for me, both are two options of the same...
I think the girl could be sorrow, sad for the destruction that her alter ego has caused :rolleyes:
I took the liberty to draw over your render what i´m trying to say with my poor english, sorry :blush:
Hope can be for some service...

Felixcat

bronco
03-14-2006, 11:07 PM
hi felix,

you have a very good point there and your idea and sketch are very good, but i have the feeling that the girl shouldn't be sorry.
she is a representation of mother earth, or life.
but again, thanks for your comment, that finally pushed me to start the rigging of her.
well, i can see why motionbuilder and fbx are so much of a buzz these days. :)
this is my first character rig and it's still pretty rough. thank god this is just for a still and no animation.
ok, here is a little update with the girl in a more fitting pose. i have played again with the camera,but haven't updated the background for the new angle. it is NOT fitting and i know it ;)


http://www.orangefx.de/pp/11th.jpg

edit: i forgot to add that she will probably hold something in her hands (or levitating a little above - a little magic doesn't hurt, hu?), something like a symbol for life, a seed or plant or whatever. i am not sure right now.

richardjoly
03-16-2006, 01:54 AM
I really like what you'r doing with this Uwe. I was looking at your original sketch and I like that view more. Maybe it just stuck in my head. Have you try lowering the camera to make the statue more imposing?

tbenesch
03-20-2006, 07:03 AM
Hello Uwe, I agree that you are creating a nice piece of work here. I also like the sketch portion where it looks like the girl is glowing more than the rest of the items in the scene. It gives it an almost magical flavor. Were you thinking of having a ray shine on her (though a bit cliche, it still works) to give her a glow? You've followed your original sketch very nicely. My finished pieces are usually so far afield from my original sketch its a bit embarrassing. Great job.

Troy

DickM
03-20-2006, 01:41 PM
Uwe
Looks really good! My only critique would be the rocks. Either the bump is too high or to dense. Looks very sharp and grainy. I know it's not going to be animated but it looks like the textures on those rocks would really start dancing if it was.

Really like the layout and great modeling!

bronco
03-20-2006, 10:00 PM
hi all,

sorry for not posting any replys for some time, but i am currently very busy. i have two deadlines, both, well... tomorrow! :scream:
that's also the reason i haven't posted any more testrenders. too bad for this project, as i really want to do something nice out of this.
i hope i can do some more testing tomorrow evening.
i think i will go back to the original camera view.

the look of the rocks is actually wanted. i have seen some nice volcanic stone formations last holiday in greece. it gets pretty close. these stones are really sharp-edged. i agree, the setting will fail for animation ( i haven't tested this, but i am pretty sure). and i wanted to set a contrast to the more polished stones of the statues. nature vs. man-made.

i have tested some light beam effects and glows on the lady, but i was not so happy with the look. it felt a bit overdone and, yes, cliche.

ok, thanks for your patience, back to work!

uwe

tjs61822
03-21-2006, 04:28 AM
Great image. I like the rocks, nice contrast with the stone of the statue and sand.

Tim

bronco
03-21-2006, 10:59 PM
some more experimenting.
as mentioned before i am back to the original view. and i have an idea i want to share with you. it's not refined right now, so take it with a little imagination.

http://www.orangefx.de/pp/12th.jpg

as i mentioned before i already tested some lightrays and glows, but wasn't satisfied with the look. so, this is my new testing field. i want to create some kind of aura to further enhance the impression that this is indeed a deity of life.
the effect is not final in the current form, but i hope you get the point.

uwe

AVTPro
03-22-2006, 12:13 AM
my eye went WHOA! It's a lot more emotional to me, but I tend to like the dramatic.

Only thing I miss is the subtle mountains from the other angler

tjs61822
03-22-2006, 01:37 AM
Uwe, I like this view better, more of a direct focus on the main subject.

Tim

bronco
03-22-2006, 08:56 AM
http://www.orangefx.de/pp/PP_final_uweKerpen.jpg

I am happy enough with this to declare it final!

bronco
03-22-2006, 09:10 AM
ok, some more info about that.

rendered in 4 layers.
below you can find a breakdown with individual render times. composited in photoshop in alphas straight out of eias. in the breakdown i made the dustlayer stronger to make it more visible in this size. the effect is very subtle, but it helped to break up some dark areas in the final image and give it some more life.
i hope you like it :)

uwe

DickM
03-22-2006, 12:39 PM
Uwe
Good work. I like your final image very much. How did you accomplish those scratchy rays behind the character? At first I thought they were brush marks from photoshop. Did you create those in EI?

again, great work! :thumbsup:

bronco
03-22-2006, 12:54 PM
thanks richard,

the rays are actually geometry. screenshot:

http://www.orangefx.de/pp/rays_screen.jpg

its a sphere with every other face extruded in silo. some heavy duty deforming in eias and a very, very thin material.

richardjoly
03-22-2006, 01:00 PM
Great image Uwe! I just love thoses rays. I would never have guessed I can get this using geometry.

DickM
03-22-2006, 01:01 PM
NICE!

That was my second guess ;)

Good luck!

tjs61822
03-22-2006, 02:05 PM
Great job Uwe! Like the glitter and color variance added to the light rays.

Tim

halfworld
03-22-2006, 02:18 PM
Uwe,

Not bad for a human ;)

Congrats and VERY well done! Love the rays, just love em!
Ian

velarde
03-22-2006, 02:21 PM
Hi Uwe:

Sorry to butt in... :)

I've been watching the contest threads, and I like this one very much ( also like some others but I think this one has a lot of potential)

My comments ( of course just my opinion), feel free to disregard them

I don't think the background rocks and trees are helping your composition. They are taking away attention from the main subject of the picture ( the statue)...
The textures are too "bumpy", they dont match with the other elements .... Maybe blur them (Depth of field) or completely take them away... ( some times less is more ...) :)

In fact you have 3 subjects competing for attention.. and they are more or less balanced visually right now, The arm/sword, the main statue and the trees/rocks... none of them stand out, I think...


I think you are also experimenting on finding the best Point of View for your scene.

Here's a very nice Visual composition article (several pages) in case you haven't seen it.
http://features.cgsociety.org/story_custom.php?story_id=3275&page=

Hope it helps and good luck everybody!

fjv

P.D. The girl/statue model is great by the way..!

bronco
03-22-2006, 03:14 PM
Sorry to butt in... :)
no problem, your opinion is welcome :)

you are right, the picture is pretty balanced, maybe to much, maybe not. somewhere in the middle of the process i was searching for a more dramatic, dynamic composition, but i changed my mind. reason:
the picture itself is about contrast. contrast between mankind and nature, war and life and so on. sword on one side, tree on the other, statues (which are both, warrior and mother earth) in the middle.
i looked at the link, very interesting.
let me show you this:

http://www.orangefx.de/pp/grid.jpg

if you look at the article you'll find this under the topic "Iconic". pretty good match for a picture of a deity, i'd say :)
from the article:
Usually Iconic composition is used to describe symbolic subjects, heroic subjects, or religious subjects.
(ok, i am not completly centered and the sword could line up better, but it's close enough fo me.)

i can see why the bumps on the rocks are too harsh for you. normally i would agree, but in this case i think they work very well. (at least for me)

edit: besides, that was my final render for this contest. no more changes for now.
i will work on this later on, building on the foundation that is laid here.
(but then with compositing tricks:twisted:)

yhloon
03-23-2006, 05:59 AM
Uwe, Great work:thumbsup:!
I Like it a lot...


a potential winner in my personal view...
:scream:


Regards,
Loon

tbenesch
03-23-2006, 07:18 AM
Sweet render! Nice modeling and texturing. I like the clouds you created, a nice touch to the image.

1.7 million polys. Nice. Can Silo handle that much (just curious)?

Beautiful job and I like the play with hard surfaces and soft ones you used. This contest has been great to see all the fantastic work. Truly inspiring.

Troy

bronco
03-23-2006, 07:29 AM
as far as i can tell, silo can handle it, but the saving times are pretty bad. auto-save is breaking the work-flow every once in a while. i divided the meshes into several projects to avoid this.

AVTPro
03-23-2006, 07:35 AM
It's beautiful. I like it a lot.

odwalla
03-23-2006, 01:38 PM
So fabulous work.:thumbsup:
I admire everything you made within EI

AVTPro
03-24-2006, 10:34 PM
Hi Uwe:
I think you are also experimenting on finding the best Point of View for your scene.

Here's a very nice Visual composition article (several pages) in case you haven't seen it.
http://features.cgsociety.org/story_custom.php?story_id=3275&page=

Hope it helps and good luck everybody!

fjv

P.D. The girl/statue model is great by the way..!


I like that article on composition. It's great to see it broken down into such a simple and informative format. However, it is the short version, and there's lots of things that work together to create composition other than construction lines, i.e. balancing of weight, and color distribution.


But again, it's really great to see it watered down to a concrete solution.

After reading the article I'm prompted to ask, does anyone know if there's any such thing as an electronic Munsell Color Wheel? I had a traditional one when I use to paint. I was very impressed with the color composition of the artist at the first link of the articles. The one who did the Triangle compostion. I like the nuetrals. I can't judge that stuff without a wheel. Just can't run to NYC to get one right now :)

BTW, Fern, I understand your critique and though it's of value, as I see the entry, it's does strongly follow the iconic compostion. When I think of iconic, I think of Mucha which I liken this scene to, other than some of the more dynamic compositons (radii or traingle). I think it's meant to be more picturesque. ...like a "godess" statue.\\http://www.allposters.com/gallery.asp?aid=24111&c=&search=Alphonse+Mucha

For more dynanmic or more emotional, you would need to express it within body. Right now it is more linear in the shoulders, hips and gesture is even. I don't think the other picture elements are being combative. At the very most, I would say to mirror the hand so the wrist leads into the center but in general to me, the elements hold it together with more eye candy.

velarde
03-25-2006, 12:12 AM
After reading the article I'm prompted to ask, does anyone know if there's any such thing as an electronic Munsell Color Wheel? I had a traditional one when I use to paint. I was very impressed with the color composition of the artist at the first link of the articles. The one who did the Triangle compostion. I like the nuetrals. I can't judge that stuff without a wheel. Just can't run to NYC to get one right now :)



Hi Alonzo:

Do you mean something like this ?

http://www.wellstyled.com/tools/colorscheme2/index-en.html

You can change the angles and options on the left.

Hope it helps.

Good luck!

fjv

tjs61822
03-25-2006, 12:42 AM
Fernando, thanks for the link. I'll find this useful.

Tim

richardjoly
03-25-2006, 02:07 AM
Alonzo, you can also have a look at these:
http://www.siteprocentral.com/html_color_code.html

http://customsolutionsofmaryland.50megs.com/misc.htm

http://www.colorschemer.com/

http://www.freedownloadscenter.com/Authors/Denis_Skakunov.html

AVTPro
03-25-2006, 06:43 AM
Hi Alonzo:

Do you mean something like this ?

http://www.wellstyled.com/tools/colorscheme2/index-en.html

You can change the angles and options on the left.

Hope it helps.

Good luck!

fjv

Ha! Exactly what I was talking about. I looked and couldn't find anything near this. Yes, you click one point of color and it gives you the tretriary color and different scheme.

Thanks Fern and thanks for your input to this forum, the other link was very valuable too.
Please keep posting good stuff like this guys.

bronco
03-25-2006, 08:22 AM
i have to agree, thanks for the links and the comments.
very appreciated!

uwe

tjs61822
03-25-2006, 07:15 PM
Rick, thanks for the links. I had no clue these tools were available.

Tim

AVTPro
03-26-2006, 03:59 AM
Alonzo, you can also have a look at these:
http://www.siteprocentral.com/html_color_code.html

http://customsolutionsofmaryland.50megs.com/misc.htm

http://www.colorschemer.com/

http://www.freedownloadscenter.com/Authors/Denis_Skakunov.html

Whoa! was going to ask if there was something downloadable. It's quite amazing...

The EIAS CGTALK forum is really a good thing. I definitely am feeling more like an artist.

...I think I would still buy the conventional wheel if I ever saw one again. :)

bronco
04-03-2006, 06:54 AM
hi again.
as promised i started some more work on this, this time NOT playing by the rules :twisted:
here is the first test on some more refined clouds. some more shader tweaks combined with some photoshop painting (hey, no rules this time! :) )

http://www.orangefx.de/pp01/wolken01.jpg

i will post some more as i progress.

odwalla
04-03-2006, 10:05 AM
Hi,Uwe.
i`m glad to see you here again:).
First post is very nice,more dynamic and emotional image than ever. I`m looking forward to seeing your real final image.

WmH
04-03-2006, 01:58 PM
Hey Alonzo, also have a look at Painters picker it puts a color wheel / scheme calculator inside most (OX X) apps. Shareware, if you like it, it only costs $15

http://www.oldjewelsoftware.com/products/ppicker/index.html

tjs61822
04-03-2006, 08:51 PM
Looks good, uwe. Are you going to add the statue's head laying on the ground from your original sketch? I think the sword in hand and the head really help set the mood.

Tim

bronco
04-13-2006, 08:10 AM
thanks tim, yes, i think i will model the head, but as this is a spare time project and right now there is very little of it for me, this will have to wait.

for the fun of it i played a little in photoshop and established a color palette that i like to use for this picture:

http://www.orangefx.de/pp01/color.jpg

obviously, this needs some more refinement, but i like the reduced set of colors. what do you think?

AzOne
04-13-2006, 10:02 AM
Really nice Uwe. The tweaked colours really enhance the image. Hope it gets added to the official EITG gallery.

richardjoly
04-13-2006, 03:15 PM
This is looking great Uwe. I think the reduce set of color is a good idea. Keep at it Uwe... when you find time. The concept is worth the waiting.

tjs61822
04-13-2006, 03:16 PM
Uwe, this is great! The warmer colors and raising the cloud level really add more emotion. The image is nicely focused on the girl and depth is increased by the stars. Great job!

Tim

odwalla
04-14-2006, 04:27 PM
New colour scheme is fine.I like it.
Sorry for my rudeness,but under new colour scheme,is a green one on the sword necessary? I feel it doesn`t fit .

bronco
04-14-2006, 04:34 PM
you are right, the green pops out of the whole concept.
i like the little detail , maybe i'll give it a more brownish tone, so it will fit better.

and no, you are not rude! :)

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