PDA

View Full Version : Couple of early W.I.P pics


MoodyB
02-25-2006, 02:33 AM
First up is a model I've had for years ( started him in Tornado3D on the Amiga, if anyone happens to remember that app ), but never got around to finishing him. So I've decided to dust him off and, hopefully, finish the model in Silo.

This is just a very, very early HDRI render test from M:S, with a slight ref gradient thrown on him as he has no textures yet. I hope to get him rigged / animated once the model's finished.

http://img521.imageshack.us/img521/2015/mechearlywip9sg.th.jpg (http://img521.imageshack.us/my.php?image=mechearlywip9sg.jpg)


And this is a 40-50% complete model of my car, except this one's black and has nicer alloys :p . Not the best camera angle and no enviroment so far :

http://img301.imageshack.us/img301/9621/blackcoupe4bf.th.jpg (http://img301.imageshack.us/my.php?image=blackcoupe4bf.jpg)

Any comments, good or bad, are welcome.

Wegg
02-25-2006, 03:45 AM
Tornado3D. Never heard of that one. Did it become anything else or did it go away after the Amiga died?

Cool stuff. I like the look of that HDRI render. I can't say I understand WHAT I'm looking at but it does look cool. Keep us updated. Thank you for sharing.

AlexK
02-25-2006, 06:20 AM
Looks cool! Definitely keep us updated on this one. :deal:

Lino Grandi
02-25-2006, 10:33 AM
Tornado3D. Never heard of that one. Did it become anything else or did it go away after the Amiga died?

Cool stuff. I like the look of that HDRI render. I can't say I understand WHAT I'm looking at but it does look cool. Keep us updated. Thank you for sharing.

Tornado3D was an application coded by Massimiliano Marras, an italian guy (I sold him my old Amiga4000, really a very nice person). I don't really know where he is at the moment, and I'd like to get in touch with him.

MoodyB
02-25-2006, 12:12 PM
Tornado3D. Never heard of that one. Did it become anything else or did it go away after the Amiga died?


Tornado3D just disappeared iirc, which was a shame as it had a lot of nice features / potential. I remember being very impressed with it's ' interactive ' preview speed, especially considering it was running on a 50mhz 68060 :)

MoodyB
02-25-2006, 01:21 PM
Cool stuff. I like the look of that HDRI render. I can't say I understand WHAT I'm looking at but it does look cool. Keep us updated. Thank you for sharing.


It's a sci-fi soldier / alien, haven't decided which yet. Not 100% sure what it'll be doing either.

Cheers for the replys guys.

MoodyB
03-01-2006, 09:21 AM
Small update on the Coupe render. Car's about 80-90% done, lighting's getting there and still lacks a decent enviroment

http://img297.imageshack.us/img297/8/bluecoupe6zz.th.jpg (http://img297.imageshack.us/my.php?image=bluecoupe6zz.jpg)

dobermunk
03-01-2006, 09:43 AM
Looking good!
Either the rerflection image or the mesh is causing dells, though. Above the wheel-well, for example.

MoodyB
03-01-2006, 06:54 PM
It's the ref image, which will probably change once I attempt to get a decent environment in there.

MoodyB
03-06-2006, 07:04 PM
Haven't been working on the Coupe image much, but at least this looks better than the last image I posted ( not as dull / flat ). I might take the easier( ! )route and comp an suitable bg image in, instead of modelling / texturing an enviroment.

http://img467.imageshack.us/img467/795/bluecoupe0uo.th.jpg (http://img467.imageshack.us/my.php?image=bluecoupe0uo.jpg)

MoodyB
04-05-2006, 02:37 AM
Finally happy with the car's surfacing / lighting. The poor reflections are from my bad choice of HDR, so it should look better once it's in a decent enviroment, or when I get my hands on Thomas's RayType shader :)

http://img294.imageshack.us/img294/5931/coupe0089xk.th.jpg (http://img294.imageshack.us/my.php?image=coupe0089xk.jpg)

AAAron
04-05-2006, 02:51 AM
:thumbsup: NICE! there are big chances I will soon buy a motorized panorama rig to make topnotch HDRI´s in that case count on at least one freebie to the lovely Messiah community.. :wavey:

MoodyB
04-06-2006, 08:37 AM
Thanks AAAron :)

Here's an early version of the enviroment I'm working on. It wont be seen from this angle in the final anim ( which is a good thing as I'd need double the grass polys I already have ) but I'm fairly happy with it so far. Just reworking the pavement / road textures as I've changed to using the UV feature of Thomas's AoN shaders instead of a morph target, so that's why the pavement slabs appear to change size ( UV map's not right yet )

http://img236.imageshack.us/img236/7002/coupeenviro9tt.th.jpg (http://img236.imageshack.us/my.php?image=coupeenviro9tt.jpg)

And here's one with a little glow and levels editing done in Gimp2.2

http://img90.imageshack.us/img90/5271/coupeenvirofiltered7eu.th.jpg (http://img90.imageshack.us/my.php?image=coupeenvirofiltered7eu.jpg)

AAAron
04-06-2006, 10:12 AM
Amazing! The thing I like most is that stuff that doesen´t look totally realistic yet looks more like a 2d image than a 3d one :bounce:

Julez4001
04-06-2006, 01:08 PM
What were your GIMP setting for glow and blurs.
The renders are very nice my friend, very nice!

Nichod
04-06-2006, 02:20 PM
What I like is seeing WIP renders. I hope we see more of these.

MoodyB
04-06-2006, 03:21 PM
Thanks guys :)

Julez, in Gimp I used a 40pixel gaussian blur on a layer copy, set the blending mode to additive @ 50% and then tweaked the layers' colour curves [ just the value curve ]

The image took 2 1/2 hrs to render at 960x540 / Adaptive AA @ 0.015 / AA level 4 / 6 GI samples. What killed the rendertimes were the large numbers of transparent polys for the grass. Without the grass polys it renders around the 30-40min mark iirc.

Still debating wether to render the anim with GI, since it's just a personal project so no looming deadlines, apart from it going on my showreel at some point. I'll post an updated version of the camera anim over the next few days.

MoodyB
04-09-2006, 08:02 PM
Did another test of the previous image, this time at 1280x720 with ' no bounced light ' set under the Illumination block ( I forgot that it was the equivilant of bg radiosity ). This dropped the rendertime to just over 1hr with no visible difference to the final image :bounce:

Taron333
04-10-2006, 12:11 PM
GREAT STUFF, MoodyB! Wow, thanx so much for sharing that!!! It's starting to look great! Kind of like a next-gen game of some sort, and I hope you don't take this as a bad thing. I think it's coming along beautifully! Can't wait to see an animation!!! :bounce: :applause:

Taron333
04-10-2006, 12:19 PM
Thanks guys :)
...What killed the rendertimes were the large numbers of transparent polys for the grass. Without the grass polys it renders around the 30-40min mark iirc.

Still debating wether to render the anim with GI, since it's just a personal project so no looming deadlines, apart from it going on my showreel at some point. I'll post an updated version of the camera anim over the next few days.


Hmmm...the "speed hazer" shader is not just a fog shader, in case noone has noticed that, yet...hehehe...uhm, sorry, I should finally make all the tutorials. It actually is a volume shader and not just a steam, fog, smoke volume shader, but actually a solid volume shader! And because of it, it procedurally can be instructed to render volumes of any shaper or form, which in turn can be generated in any way, controlled by imagemaps or only noises or whatever. On top of that it has an "input" that allows for a shading shader to get hooked up, like the basic shader for instance! This means that the volume that the speed hazer has defined can be shaded just like any other geometry with pretty much everything (except translucency I think...yeah...none of that)! The volume can be defined in 3d space alone by it's parameters already, but with the proper textures applied you can very clearly define where this solid volume is supposed to be!
...now what does this mean. Hmmmm...this means, if you can think of a good way to make procedurals look like grass, you could get ridd of all your transparent polygons and simply use a textured volume for the areas you'd like to have covered. Particularely if you only have a flat ground, it should in theory be super easy and will most likely be plenty of times faster, I'm sure!
I'm still planning to eventually go a whole lot more crazy with volume type of renderings. it's sometimes stunning how fast that can be made to run!
Anyway, you might want to have a peak into it, but I'm not sure if you will be able to get something going with it right away. Just play a little and see what happens. Of course you should use an empty scene for playing first!
If I find time, I'll prepare some examples again!

Taron

Taron333
04-10-2006, 12:56 PM
Ayyyyy carramba! Sorry, guys, I just had to notice that something must have changed ever since I wrote the Speed Hazer, which makes the raymarching not working anymore...I need to examine that now...sorry. It still works fine for the fog and ground fog right now, but no worries, I'll get the rest working again in no time. Darned... :banghead:

MoodyB
04-10-2006, 01:28 PM
GREAT STUFF, MoodyB! Wow, thanx so much for sharing that!!! It's starting to look great! Kind of like a next-gen game of some sort, and I hope you don't take this as a bad thing. I think it's coming along beautifully! Can't wait to see an animation!!! :bounce: :applause:

I didn't take that as a bad thing :) I just bought an X360 with Project Gotham Racing 3 recently and I realise that my render isn't that much better looking :/ Just means I'll either need to find ways to improve it, or stick to animating instead :p

OT - it's quite frightening what the recent realtime engines can do. Most X360 titles are using 'fake' HDR / Depth of field / decent looking motion blur. Crytek's engine is probably the most impressive - http://uk.media.pc.ign.com/media/694/694190/imgs_1.html

The 2nd image and the last are probably the best examples with the sss on the heads / plants

MoodyB
04-10-2006, 01:39 PM
Hmmm...the "speed hazer" shader is not just a fog shader, in case noone has noticed that, yet...hehehe...uhm, sorry, I should finally make all the tutorials. It actually is a volume shader and not just a steam, fog, smoke volume shader, but actually a solid volume shader!

Shouldn't you change it's name to ' volume / voxel shader ' then ? I guess this is like Jules old request of the ' basic shader ' being renamed since it's far, far from being basic :)

It does sound vey cool though. When you get the raymarching working again, I'll see if I can get grass out of it ( might be able to with Thomas's AoN Grid 1D shader with some noise input into the linewidth / rotation ).

MoodyB
04-12-2006, 01:53 PM
Another update to the still image. It's getting there, but I've just realised the tree leaves aren't casting any shadows anymore :/

http://img102.imageshack.us/img102/9247/coupetone057filtered3iz.th.jpg (http://img102.imageshack.us/my.php?image=coupetone057filtered3iz.jpg)

Taron333
04-12-2006, 01:58 PM
Another update to the still image. It's getting there, but I've just realised the tree leaves aren't casting any shadows anymore :/

http://img102.imageshack.us/img102/9247/coupetone057filtered3iz.th.jpg (http://img102.imageshack.us/my.php?image=coupetone057filtered3iz.jpg)
Looks very cool! Getting better and better!

The Speed Hazer's solid volume rendering (voxels if you will) actually isn't "broken" as I've noticed, only that it previously had to overcome a limitation that is gone now and I didn't update that "work around". So in the next revision it'll be all super-peachy again! :D

You could already play with the solid rendering, but I've also renamed two inputs to make it more clear in the upcoming version! (value = density, density = global density). It currently only renders against objects or ground and not the background, but the upcoming version renders against empty backgrounds as well... ...just like it should've.

MoodyB
04-12-2006, 07:31 PM
:) I'l try and play around with it over the next few days.

Just noticed that for some odd reason, it's translucency that's causing the trees leaves to not cast a shadow anymore, even though they have a UV mapped texture in the transparency channel :/ No doubt user error on my behalf somewhere, but I'll post a few images shortly anyway.

EDIT : Changing the transluceny mode to UnLimit from Uniform fixes it.

stooch
04-12-2006, 08:09 PM
i think this is the most impressive messiah render i have seen to date.

MoodyB
04-12-2006, 08:20 PM
:surprised thanks stooch :blush:

I personally feel that I've quite a bit to go before I get the same render quality that Taron, Wegg, Thomas and a few others have achieved, but I appreciate the compliment:)

Btw, that image above has been slightly filtered in Gimp. This is a straight M:S render, with the white value set at 0.55. I started off wrongly when I surfaced most of the things in the scene as I was playing around with GI settings, so with a white value of 1.0 it's too dark.

http://img402.imageshack.us/img402/9129/coupetone0575lq.th.jpg (http://img402.imageshack.us/my.php?image=coupetone0575lq.jpg)

stooch
04-12-2006, 08:58 PM
nah, i think your quality is easily on par, you just have a different style. But we all know that an artist is his own worst critic, so if you say so then i shall agree.

stooch
04-12-2006, 10:05 PM
how about some motion blur on those wheels.

MoodyB
04-21-2006, 02:56 PM
I'll redo the render over the weekend stooch.

Here's a preview avi of the first camera in the anim. Didn't use GI to render this, just some distant lights, so that's why it looks poorer quality than the still render. Fairly happy with the camera, just need to tweak the motion slightly at the beginning - slower zoom in over the first 1-2 secs. And the tyre smoke's missing as well.... :

http://img77.imageshack.us/img77/3122/coupeanim3mt.jpg (http://imageshack.us)

http://www.savefile.com/files/5704211 - 3.56mb

( sound unashamedly ripped from GT4 )

Any comments are welcome

MoodyB
04-21-2006, 03:00 PM
Almost forgot, does anyone know how you access a shaders value output through expressions ? I'd much prefer to use a fractal texture as the noise generator for the camera shake, as my effots so far with random numbers in an expression aren't ideal.

PaulNewman
04-21-2006, 03:25 PM
Good stuff so far :thumbsup:

I like the sunny feel and the environment. Just missing a bit of movement on the overhanging palm leaves as the shot starts. My eye goes there before the car comes and it looks a bit static.

The camera and car animation is really cool! No crits on that from me.

I love the scene's shadow interaction with the car. It livens the scene up.

edit: Of course the static leaves could easily be solved by trimming the in point on this video clip so the eye is immediately caught by the car.

Gyuru
04-21-2006, 05:10 PM
Not able to play it on Windows Media Player - What codec are you using?

AlexK
04-21-2006, 05:28 PM
Almost forgot, does anyone know how you access a shaders value output through expressions ? I'd much prefer to use a fractal texture as the noise generator for the camera shake, as my effots so far with random numbers in an expression aren't ideal.
I'll send you my camera shaker node if you like. It is a node that you parent your camera under, so it might work without destroying your camera motion.

MoodyB
04-21-2006, 08:50 PM
Good stuff so far :thumbsup:

I like the sunny feel and the environment. Just missing a bit of movement on the overhanging palm leaves as the shot starts. My eye goes there before the car comes and it looks a bit static.

The camera and car animation is really cool! No crits on that from me.

I love the scene's shadow interaction with the car. It livens the scene up.

edit: Of course the static leaves could easily be solved by trimming the in point on this video clip so the eye is immediately caught by the car.

Thanks. The movement on the palm leaves will go in last, there's plenty of other things I need to finish first :)

I'll probably add another car into the anim to make it a bit more interesting to watch, as it'll probably only appeal to Fiat Coupe nuts atm :)

MoodyB
04-21-2006, 08:51 PM
Not able to play it on Windows Media Player - What codec are you using?

It's compressed with the XVid video codec, and just plain pcm for the audio.

MoodyB
04-21-2006, 08:55 PM
I'll send you my camera shaker node if you like. It is a node that you parent your camera under, so it might work without destroying your camera motion.

Thanks Alex, I'll give it a try and see what it's like. Atm I'm using 2 sliders to fade a noise expression onto the camera's heading / pitch, but it's a bit constant in its' jiggle rate ( maths was NEVER my strong point at school :blush: )

AlexK
04-21-2006, 10:00 PM
Thanks Alex, I'll give it a try and see what it's like. Atm I'm using 2 sliders to fade a noise expression onto the camera's heading / pitch, but it's a bit constant in its' jiggle rate ( maths was NEVER my strong point at school :blush: )
Here you go MoodyB. http://forums.cgsociety.org/showthread.php?p=3475967#post3475967
EDIT: I changed the content of this post so I have only one post to update for changes. Please follow the above link to get to the file links.

Oh and for your case it should be possible to parent your camera under the shaker null. Haven't tested it but should work. You might want to be carefull with the rotational shaking, as your camera will probably not be at the correct rotational position for it to work. Or you just copy your animation to the individual channels of my setup. :)

Hope you like it. :bounce:

stooch
04-21-2006, 10:11 PM
Brilliant, i love the camera placement, the camera work and the car animation. i agree on the vegetation but honestly my eye was on the car and id focus on getting that perfect.

i must say im not fond of the car brand but your work is great, i still enjoy looking at it and the animation is very well done. keep up the good work.

Gyuru
04-21-2006, 11:06 PM
Nice. :applause: Keep up the good work.

MoodyB
04-22-2006, 01:42 AM
Thanks guys :)

Alex - Thanks for posting that. I'll try your setup out over the weekend. Time to sleep here in the UK :)

stooch - The Coupe's one of those love / hate car shapes :) I've downloaded a couple of pretty good exotic car models from here - http://www.dmi3d.com/models1b.html - so I'll stick a Lambo in it instead and rerender the test to see what it looks like

PaulNewman
04-22-2006, 12:31 PM
The Coupe's one of those love / hate car shapes :) I've downloaded a couple of pretty good exotic car models from here - http://www.dmi3d.com/models1b.html - so I'll stick a Lambo in it instead and rerender the test to see what it looks like
Even though I also do not fancy the car used, the scene is so well animated that it just works for me regardless of car model. Of course seeing a Lamborghini wouldn't hurt. :)

MoodyB
04-22-2006, 12:46 PM
Lambo's in, just need to render it out over the weekend. Also realised that VirtualDub is screwing up the colours of the avi ( that's why they look desaturated / washed out, regardless of the iffy lighting ). I'll try and post some comparison renders of the GI / non-GI lighting so you can see the difference it makes to the look of the car - the Coupe does look better when lit properly, honest :)

Tama
04-22-2006, 03:49 PM
That's really nice! Good audio as well. Please post more!

MoodyB
04-22-2006, 10:38 PM
Here's the still with the Murcielago instead of the Coupe. The Lambo appears a little too small though, even though both cars are the correct proportions ( thought the Murcielago was bigger ) :

http://img156.imageshack.us/img156/9691/lambofiltered0oh.th.jpg (http://img156.imageshack.us/my.php?image=lambofiltered0oh.jpg)

stooch
04-23-2006, 09:40 PM
the coolness of your animation has now been multiplied about 5x.

im curious about the texturing on the road. is that procedural or texture maps?

MoodyB
04-24-2006, 01:11 PM
Cheers stooch. I did render out the test with the Lambo, but it had a few errors in it, due to me not making a preview before rendering :rolleyes: Need to rerender it tonight.

The road texture is procedural using Thomas's Art Of Noise shaders. It's using the UV function of the shaders to get it to follow the curve of the road. I'll post it later to zoogono.com once I tidy it up a bit.

CGTalk Moderation
04-24-2006, 01:11 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.