View Full Version : The Journey Begins Challenge (3D) Entry: Paweł Hynek
Hynol 03-04-2006, 10:48 PM Paweł Hynek is entered in the "The Journey Begins Challenge" update: View Challenge Page (http://features.cgsociety.org/challenge/journey_begins/view_entries.php?challenger=10503)
Latest Update: Modeling: batowalker
http://features.cgsociety.org/challenge/entries/13/10503/10503_1144107152_medium.jpg (http://forums.cgsociety.org/showthread.php?p=3418338#post3418338)
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Hynol
03-04-2006, 10:54 PM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1141512854_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1141512854_large.jpg)
Here is an idea - steam punk like characters and vehicle preparing to trip. On first plane Captain is "catching" the last sunbeams. Soon he is going down there. I'm not sure about composition, but it's good point to start I think. Perhaps not bad idea is to add some "Atlantis" type ruins and part of architecture.
se7enthcin
03-04-2006, 11:00 PM
nice start. I would like to see more :thumbsup:
Hynol
03-04-2006, 11:14 PM
Thx. I will try to show progress asap.
One question - my name on Submited Image - it's seem to be a problem :(. It's my first on CGT and I didn't know there would be a problem.. I think I can't change it, but what about next images in challenge?
Vedic-kings
03-04-2006, 11:21 PM
Wow, nice concept sketch!
And good luck!
RKurczewski
03-05-2006, 12:36 AM
Now that's something nice. I already envy you a big scale- somehow I am unable to think about such a large compositions. Keep it up
flamingbs
03-05-2006, 01:09 AM
Wow, great concept and composition. I really like where this one is heading! I think it would be cool if the captain was looking at something like a family picture or a letter or something, as if he's not sure if he will return from his journey or not. It would add a bit more emotion, as he would be looking at something meaningful rather than just taking in some sunlight. Then again, it's fairly cliche. Ah well, keep it up!
Hynol
03-05-2006, 02:27 AM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1141525635_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1141525635_large.jpg)
Just checking posibility of using procedual 3D maps to create rocks displacement at 3rd plane. I will mix it up with texture later. Mesh is just for test. It needs to be more noisy at dark area at left side.
That’s a nice looking composition, Hynol. I have to say that I prefer the full frame version though, as you get more of a sense of depth and scale. Very nice though.:thumbsup:
Hynol
03-05-2006, 06:54 AM
Composition will remain as on first picture - I cut it, just to show what I did with rocks.
lilCara
03-05-2006, 07:58 AM
Rocks look great, mind sharing the method? :)
Best of luck!
Jelmer
03-05-2006, 10:05 AM
good composition and the rocks look nice too, how did you make them ??? :bounce:
Hynol
03-05-2006, 04:59 PM
Sure I will share it. But You have to wait a liitle bit untill I finish it. Material is based on Smoke/Dent mix for displacement and Gradient Ramp/Cellular for color. Rest dpends on displacement values and light (Vray or Mental Ray will do).
grooshka
03-07-2006, 10:02 AM
hi
very nice rocks. I'm really looking forward to seeing this one complete.
tilite
03-07-2006, 10:14 AM
Your texture/disp map looks fantastic. It may not matter once more detail is added, but to me the image only feels 3 meters tall. It wasnt till I noticed the guy on top that it put it in perspective. But even then he just felt poorly proportioned. So maybe just up the detail or drop the scale of the map. But yeah it looks great!
And I think your idea of the Atlantis style ruins is a cool idea to.
All the best :)
Hynol
03-07-2006, 07:16 PM
Thx m8s.
tilite - I know exactly what you mean. But I hope that more "known" objects like stairs, tents, barrels, boxes etc should corect it. Also DOF and air perspective will add some clues about scale. Now I use 50mm lens - perhaps I need to change it to wide angle (about 38)... Will try. I will scan some sketches today, and I will show you rendering of full scene.
flamingbs - Good Idea - like this kind of support - thx. I think you are right about a letter. But also I'm not sure my character have any family or friends.. I think he is Nemo type ;). Anyway - letter, ink and pen probably will be somewhere on first plane.
tilite
03-08-2006, 04:53 AM
Looks like you have it all under control. I agree with the wide angle lens, you should do a render of that like you said. :)
nelsonteixeira
03-08-2006, 05:27 AM
I´ve already liked the starting tests!
thebest
03-09-2006, 07:01 AM
cool idea and rocks keep going
Hynol
03-20-2006, 03:41 AM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1142826112_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1142826112_large.jpg)
My scaner gone mad, so quick mouse sketch ;). It's second plane/background idea of cave/temple.
thebest
03-20-2006, 07:35 AM
changing the idea? lol I just like the new updates keep going :thumbsup:
Hynol
03-20-2006, 04:39 PM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1142872739_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1142872739_large.jpg)
Main part of cave model. It's very simple so far - I don't need high poly count for now.
se7enthcin
03-20-2006, 05:03 PM
I don't think you need a high polly count, not when you are blocking things out and setting things up. Nice job. I see rocks :)
Hynol
03-20-2006, 09:37 PM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1142890648_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1142890648_large.jpg)
I'm playing with rocks a little bit :). Quick render to show idea of shading (white dots are GI errors of low sampling) - no Z-brush or any other program than MAX. Using just my simple mesh ( + 1 subdivision level) and texturing with cellular, smoke, gradient ramp and speckle without any UVW mapping. It's not great so far, but I hope to achieve decent shader soon. But finishing background model is my priority now.
a-papantoniou
03-20-2006, 09:43 PM
I think the rock shader looks nice and convincing so far. This is going to be a good one.
thebest
03-21-2006, 08:29 AM
very powerful keep going :thumbsup:
Vedic-kings
03-21-2006, 09:34 AM
Wow very nice! This has a Lord of the Rings feel to it.
Keep it up man:thumbsup:
tilite
03-22-2006, 04:57 AM
This is better than you previous idea. You really have a knack with procedual textures dont you.
Keep at it, good job.
Hynol
03-22-2006, 02:29 PM
Well, idea is generaly the same - some kind of steampunk vechicle over hole and older, retired soldier as commander of exploration team as main character. I'm going to change some elements of original idea to achieve better ambience. About a textures - it's part of plan to show younger users there is no need to draw big rock textures for hours, when all they need is material editor.
Hynol
03-24-2006, 10:54 PM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1143240867_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1143240867_large.jpg)
Seamless maping of temple (it's fun with pelt mapping :) ), upper (stones) layer of texture.
Hynol
03-30-2006, 03:29 AM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1143689344_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1143689344_large.jpg)
Well - here is a background model. Some changes in textures and in displacement values should be done, but not now. I think ambience is ok for now. Now I need Hero and ship.
Vedic-kings
03-30-2006, 03:53 AM
What can I say, just WOW!!
Keep up the "WOW" work dude:thumbsup:
se7enthcin
03-30-2006, 04:02 AM
beautiful beautiful work. I am impressed. Reminds me of carlsbad caverns here in New Mexico :)
rasamaya
03-30-2006, 04:19 AM
OK you need to give us a step by step for your rock textures
we want we want I want
Great job, im inspired to get distracted, actually I havnt finished my hillside, Im going to play, thanx for the inspiration
thebest
03-30-2006, 05:23 AM
wow cool keep going
Tigrenka
03-30-2006, 08:29 AM
Wow! So beautiful lighting, nice composition. Good luck, Pawel!
Nomad
03-30-2006, 10:22 AM
Witam kolege,
Hey this rocks looks already great :thumbsup:
I`m looking forward to see more. I wish you good luck and alot of fun :bounce:
Hynol
03-30-2006, 01:59 PM
OK you need to give us a step by step for your rock textures
Yep. Later today I will post some information/material files for MAX. I hope it help.
Thanks for comments - keeps me workin ;)
That looks really atmospheric, nice work - the lighting works a treat. Looking forward to the information/material files - did you use a max default renderer?
:thumbsup:
arte-i45
03-30-2006, 11:31 PM
What can I say but, wow! Great lighting the scene has a wonderful atmosphere to it. :thumbsup:
Matt :)
jamiemccarter
03-30-2006, 11:53 PM
I really like it so far. It'll be interesting to see how it feels with the space ship in there. I imagine the presence of the ship will alter the feeling of scale and space.
As for the textures, you might like to take a look at Petra, Jordan for possible inspiration. There are a bunch of photos of Petra (http://www.flickr.com/photos/tags/petra/clusters/jordan-treasury-travel/) on Flickr.
j
Hynol
03-31-2006, 12:16 AM
Thank you for link. It's great help fo me. Space ship? I think about it more like 1st WW tank and mechanical spider combination ;).
About shader - it work with mental ray/vray very good. Scanline? I didn't try. But it's possible to do I think. But it's time consuming.
I got scene for MAX8/Mental Ray prepared as an example of rock shader. But got some trouble with ftp :(. Is any site like imageShack for files? Quick and easy? Or I can send it to someone with working ftp to share it? It's just 28kB. Waiting for info
se7enthcin
03-31-2006, 12:34 AM
hey! I sent you a PM, send it to me and I'll put it up on my server for everyone to download! :thumbsup:
Hynol
03-31-2006, 02:47 AM
Ok. I hope file will become accesible soon - thx to se7enthcin.
Now some information and instruction:
1) Material is simple and you can easy manipulate procedural maps/mixing values to get other texture on surface of model.
2) It's world unit dependent - that means material is fixed to world, no object scale (like texture). If you want to change density/deformation of rock, you have to change values of size in procedural maps.
3)Material is ready to add blending texture, to control height of displacement through surface. But you have to add UVW texture coordiantes to object. Create grayscale blend texture and put in mix amount texture slot, in base displacement mix. You shouldn't make texture too sharp.
4) It's not good idea to use ambient lighting such as single skylight.
5) Remeber to turn off global displacement settings in object properities. Look in object properities of rock, from the scene I made.
And one more thing - material is set now to match my chalenge scene - big walls of rock (10x20 meters) and object in scene is small (2x2x2 meters). You can try scale it up and zoom out view to make it more detailed.
se7enthcin
03-31-2006, 02:58 AM
Here is the file for everyone to view.
http://www.coldseatproductions.com/CGTalk/rock.rar (http://www.coldseatproductions.com/CGTalk/rock.rar)
:thumbsup:
se7enthcin
03-31-2006, 03:04 AM
Thx. I will try to show progress asap.
One question - my name on Submited Image - it's seem to be a problem :(. It's my first on CGT and I didn't know there would be a problem.. I think I can't change it, but what about next images in challenge?
I am very sorry, I ment to reply to this quite a while ago but I guess I didn't. I don't think you can change the way the name displays but I don't believe it is a problem. I think everyone will understand. :)
thebest
03-31-2006, 12:11 PM
thanks guys for this great help
Zethriel
04-01-2006, 10:39 PM
I love your lighting and you did a good texturing too.
Hynol
04-04-2006, 12:32 AM
http://features.cgsociety.org/challenge/entries/13/10503/10503_1144107152_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10503/10503_1144107152_large.jpg)
Beginig "ship". No details so far, nor walker part. It looks now as platic submarine - I will change it later (textures, details).
Your composition seems to be coming together quite well. I really like the rocky background area. It has a good sense of scale to it.:thumbsup:
tilite
04-04-2006, 02:31 PM
I had a look at your rock texture... really nifty :thumbsup:
No CC with your model, I'll give you a chance to work on that a bit more first ;)
But just wanted to say I'm still keeping an eye on this and seems like it is comming along nicly... keep it up.
pedros3d
04-04-2006, 11:26 PM
related to the layout, i wowld recomend to give more space on the top field, cos`the spaceship on the back is chopped, be ware, and the distant look of the character in front, looking
upwards to left needs more space too, working with sky and more enviroment,
youre right in using a grid
good luck
tilite
04-05-2006, 05:29 AM
Virgin poster... Awesome :)
Welcome Pedro ! Hynol you should be honoured... lol
Hynol
04-05-2006, 10:54 PM
Tilite, Pedros3d - thank you for comments. I'm aware that layout should be changed, and Pedros3d help me a lot to make decision how to do that. But I think I will wait untill ship and character is ready, cause I'm going to do smaller ship and standing main character. And now I can't predict how elements will look together.
Staszek
04-18-2006, 12:39 AM
Very nice background! Atmosphere and colours are awsome!
Keep it up!!
oceanbluesky
04-21-2006, 06:56 PM
Really cool concept -- especially like the potential for personality in your captain as he awaits departure in sunlight. Also like the image you've used as your avatar. --Doesn't seem as if you have anything in your Portfolio section?
Good luck -- look forward to seeing more!
AdrianWilliams
05-23-2006, 03:46 AM
Really nice start love the mapping so far!
jfalconer
06-07-2006, 08:42 AM
This is looking pretty cool, keep going...
hi ziom,
u have so realistic renders of that rocks :o. u have time to finish that work?. god luck.
cpa360
06-13-2006, 12:27 PM
Amazing work and fantastic rock shader!
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