View Full Version : Flooded London - St Pauls, James Shaw (3D)
http://features.cgsociety.org/gallerycrits/290610/290610_1214520347_medium.jpg (http://features.cgsociety.org/gallerycrits/290610/290610_1214520347_large.jpg)
Title: Flooded London - St Pauls
Name: James Shaw
Country: United Kingdom
Software: 3ds max
I did this image for the Flooded London exhibition at the Medcalf Gallery in Clerkenwell, London for Squint Opera Ltd, who I currently work for. My workmate Nick Taylor came up with the original concept/ idea and it developed from there.
The image portrays Christopher taking an afternoon plunge into the flood waters that now fill St Pauls from the Whispering Gallery.
3ds Max and VRay were used for modelling and rendering and Photoshop used for post production work. Christopher is Photographed.
www.squintopera.com
www.jamesshaw.co.nz
|
|
Holgz
06-27-2008, 09:19 AM
congrats on vegetation and texturing....looks great, good work
Sam
copain
06-27-2008, 09:39 AM
great work James
love the concept!
leemale
06-27-2008, 10:04 AM
Great concept, superbly executed!
thebrinc
06-27-2008, 10:15 AM
Great job, love the composition and lighting, really creates a proper focal point.
Hi all,
Thanks for your comments. If you would like more information visit our website http://www.squintopera.com/blog/?p=43 and maybe visit the exhibition at the Medcalf Bar/ Gallery to see them in light boxes backlit; that's if you're in London of course!
I've also made some notes on the making of here if you're interested http://www.jamesshaw.co.nz/blog/?p=141
Cheers.
Magius
06-27-2008, 10:45 AM
Hi there,
very good modeling!
i suggest a few thing though:
1) try to give that figure a "rock"esh look.. maybe a statue ?
2) I'd change the lightening a little bit.. more light, try to give it a morning/late afternoon light.. see what would you get..
MEGO3D
06-29-2008, 08:45 AM
O, very nice! You are in my fav. now... :thumbsup:
And can you show us the mesh?
Hi Mego3D,
yes the mesh can be found at http://www.jamesshaw.co.nz/blog/?p=141
where I've done a "making of" for this image. Pretty simple stuff, relatively. Bulked up the details in key areas, but mostly lathe and array round world origin for this one. Textures are hand painted in PShop.
Cheers.
MEGO3D
06-29-2008, 09:23 AM
Yes, very cool and simple stuff which needs lots of time! :)
LOL. Yes you're right... to get it this simple did take a lot of time. I figured this image took me around 100 hours to complete from research to print.
MEGO3D
06-29-2008, 10:31 AM
Yepp, i understand you! Now i'm making some picture for mini-competition: "Vertical city" at the site render.ru - a head breaking! :banghead: What it could be?! So, that is our hard work! ;)
everlite
07-03-2008, 05:03 PM
Oh my :)
I tried to capture a similar atmosphere in a recent piece, you did it soooo much better :)
Great!
Dave.
gary-smith
07-07-2008, 12:11 AM
Great job, the texturing and modeling details look extremely well-crafted. What was your method of texturing for this scene? VRay Micro-Displacement? Keep up the good work man ;)
Great job, the texturing and modeling details look extremely well-crafted. What was your method of texturing for this scene? VRay Micro-Displacement? Keep up the good work man ;)
You can check out the making of here http://www.jamesshaw.co.nz/blog/?p=141 which has some details. Texturing is all custom; taking a screen grab of sections, taking those sections into Photoshop, sizing them up (as they are just a reference), and using that screen grab reference to paint over with various mixes of bitmaps. I then made custom bump and specular maps for it.
The only displacement was in the foreground top of the arch (little repeating round ornamentation). I tried using vray displacement for the coffered ceiling but it was too much, so modelled this instead.
Vray displacament is only worth using on very foreground things, and if you can use 2D not 3D displacement. The difference in render time is huge. Oh and for a piece of tech trick under the vray tab set the dynamic memory limit higher than 400MB. With 4G RAM we use 2500, so that the displacement can more quickly use more RAM.
Cheers.
CGTalk Moderation
07-07-2008, 08:13 AM
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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.