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View Full Version : stills from WIP uni animation.. feedback please


sp1re
09-08-2003, 04:42 PM
hi all, never posted anything on here before, but u seem like a nice bunch of lightwavers and i was interested in getting some feedback before i start setting some of my scenes to render..

The piece is a 5min lightwave work, that contains 7 characters at a dinner...heres a render;

http://www.members.optushome.com.au/sp1re/56 -26mins.jpg
and another angle
http://www.members.optushome.com.au/sp1re/54-brighter.jpg

There's still some textures which are yet to be made, (like the old man's singlet and food), but i am really interested in any feedback, especially tips for lighting that could compliment this kind of environment...

thanks,
spire

AstroSanchezz
09-08-2003, 05:07 PM
It looks like you should have yellowish light above the table. Can you do a render showing more of the room?

sp1re
09-09-2003, 11:33 AM
ok, heres some wider ones of the set. (couldn't manage to fit it all into one shot)

I am finding it really tricky to evenly light the whole set. Anyone have any ideas?
I would also appreciate any thoughts on textures or objects in the scene..



http://www.members.optushome.com.au/sp1re/64b.jpg

http://www.members.optushome.com.au/sp1re/65b.jpg

Ayreon
09-09-2003, 01:00 PM
Looking good! Only thing that's reaaly bothering me is the green things on the wall in the last picture. The overall mood of the pictures is dark and grainy, yet these thing stick out to much.

As for the character, I think he could use some tweaking on the arms and hands. You've got a lt of detail in the room, yet the character loses a lot of detail in the arms. Could be caused by the rigging I guess.

Good luck with the rest of the project and keep us posted!


Ayreon

sp1re
09-10-2003, 01:57 AM
ahhh. good point. I didn't realise how much those green ducks stick out!
cheers :beer:

yeah the arms are annoying me a bit too... they are like this on all of the characters beacuase of their slim arms and oversized hands they look a bit funny once animated. Perhaps if there was more geometry there?

kretin
09-10-2003, 04:22 AM
What I would do is to bake a radiosity render (illumination and diffuse) to all the room objects. Then apply the baked maps to either the diffuse or luminosity channel of each object depending on whether it needs shadows cast on it or not.

Then exclude the baked luminosity objects from your lights and you'll not only speed up final rendering, but it'll look much nicer too.

Also something funny's happening in the TV corner, the shadow on the right wall leading to the corner (under the TV) should be crossing to the left wall, but it's stopping dead at the corner...

I agree with Ayreon about the arms, I don't think they need more geometry, but to be rounded out more. ATM their cross section is too square.

I think overall you've done a great job on the room layout and furniture. It looks totally cluttered, but its very authentic for the style/period...

sp1re
09-10-2003, 04:42 AM
hmm..
Havent done any baking before; its been an area i've kind of steered clear of, but from what you're saying kretin, it looks like it'll definately be worth me checking out... I'll look up a few tutes.

you guys are being a great help/ appreciate it :thumbsup:

kretin
09-10-2003, 04:51 AM
There's a pretty good baking tute on Newtek's site.

For an example, here's an anim using radiosity baked objects:
http://www.zerogravity.com.au/gallery/3Ddig/RGMT/ZGE-PlatypusTVC01.avi

I baked radiosity into all the objects except for the platypus character. It rendered in around 7 mins per frame at PAL res...

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