Lighting Challenge #27: (WIP) 52 Main St.

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  07 July 2011
@zrainish-thanks for the feedback..am making some adjustments..shifting the rack was a gud idea..regarding the right wall..i was pretty confused what to do with the empty background hence the wall..even i am not liking it though...lets see what can be done about it..

@Akarshiita- going good!!.. but a lot of adjustments need to be done.
1.starting with the wood between the two floors..its too shiny...reduce the specularity.
2.there shud be a visible light source on top of the poster board on the wall..
3.add some contact shadows to the bottles on the street.
4. dust bins are not generally reflective surfaces..so u can replace those reflections with some nice soft specular highlights.
are the barrels meant to some kinda plastic? if yes then reduce the specilar highlights..
and the car tyres arent really looking like rubber tyres (if they are meant to be)...darken the colour. darken it and reduce the specularity a bit.

cheers
__________________
There are a few thousand ways u can learn how to create, but there's only one way to know what to create.....listen to your heart!!
 
  07 July 2011
Some Feedback

Akarshiita: Nice update. Overall the scene is very bright for a night scene. Try to create some more focus with the light sources and reduce the ambient lighting a bit. There's a nice kick on the character looking into the trash on its left side coming from the window, definitely keep that. However, I'd like to see the fill light on that character darkened. The character standing in the doorway could use a similar kick on the side facing into the store. Also, his hat looks like it's floating off of his head. The wood splitting the top and bottom floors has a bright reflection which is very distracting. See if you can either soften it or just decrease its intensity.

razzlovesall: Looking good! The sky is looking extremely dark. Whether you go with a bright blue or a warm glow from the light pollution it could help create some reflections on the top of the car roof and hood.it's a little difficult to see where the foreground building ends and the building in the background begins. Perhaps giving the light on the background building a different color will create some more depth. You could also try a small amount of blur. The bump on the left part of the sidewalk looks like the depth is too high, decreasing that, should decrease the amount of attention it's getting. The too bottles in the scene look completely black. I would expect at least some reflections and highlights on them. The canopy over the window looks like it's glowing and makes it hard to tell if the light is coming from underneath or above. The shadows from the hanging lamps on the second floor could be softened a little so the contrast doesn't draw as much attention up there. Hopefully that's enough to keep you going.

MeanPi2: Welcome! I know it's early in your image, I just want to point out that the tire on the far right side of the image appears to be floating make sure your lights and objects are using shadows and are visible in reflections.

zrainish: Getting better! I'd like to see some larger differences in light color. You have more than 3 practical lights in your scene and they all seem to be similar in color. if there's more color variation it should help give the scene some more depth. The sky seems to be a black void, try giving it some brightness and color. Besides the highlight on the wooden barrels in the scene they're looking pretty flat and consistent in brightness. Try to emphasize thir roundness by creating a gradient across them. The door on the car seems to be much darker than the rest of the car. Try to get those a little closer in value so the contrast isn't so drastic. The glass in the window could use some more presence. See if you can get the awning to reflect a little more in it, not quite as much as your previous version, but just a little bit.

horngreenet: Nice update. The extremeley saturated blue underneath the car is really sticking out to me. I'd expect underneath the car to be almost black from shadows. It's also a little odd that the sky light is so bright and blue yet the sky is so black. I'd expect the sky to appear as bright if not brighter than the light it's emitting. I'm not sure what could be causing the bright spots on the snow. Try soloing lights to see which lights are causing the issue. Then you can turn features off and on and until you find the culprit. Keep going!

GabrieleConsolini: Good improvements! The transition between the foreground and background is working very well. I'd like to see the decay of the hanging lights increased so there are some darker shadows and illumination focus on the second floor. After that I think you're ready to start working on some materials so we can start seeing some highlights!

patrickrowan: You're definitely right about the grass, looks better longer. Since you desaturated the light on the inside, the left kick on the character in the door looks over saturated now. The eyes are looking a little scary because they're so wide open and staring but maybe you like it the way they are. Good work.
 
  07 July 2011
Thank you

Hello, I am new in 3ds max lighting & texture, but would like to join this Thread.
 
  07 July 2011
Hi LopaSoni, just download the scene from the first post in this thread and then post your images by replying to this thread. Enjoy!
 
  07 July 2011
wip 02

Hi all,

Here is an update of my attempt to render the scene in Tove Jansson style.

I realized trying to mimick the drawing style with just shaders wasn't going to do it, but that I needed some 2D stroke magic. Looking on the web I found this great article:
http://graphics.stanford.edu/lab/so...appnote.24.html which lead me to the ppmtopen program (by Mark van de Wettering). ppmtopen generates postscript based on luminosity, normals and edges, so I used that and did a little of compositing for the coloring.

As for the scene.. I'm trying to get the contrast between the cozy cafe/restaurant and poor sniff out in the cold with the garbage...
I guess I need more drama :-/
I'll work some more on sniffs surroundings, but will first look at what you all have been doing!

 
  07 July 2011
Wip01

Here's a little WIP of my own. Looking for feedback. (Click on it to look at it larger)

-Dan

 
  07 July 2011
Kanoosha: Very nice! I like the warm redish interior and have nothing to say about it.
For the exterior, the shadow falling on the moomin looks a bit strange.. At first glance I thought he was wearing some asian style jacket, (mistaken the shadow for a cloth wrinkle) but maybe that's just me. Also the bottles and glasses outside look more like metal then glass.
Overall I would suggest adding some 'dirt' to give more life to the scene.

evo
 
  07 July 2011
Originally Posted by evolutie: Kanoosha: Very nice! I like the warm redish interior and have nothing to say about it.
For the exterior, the shadow falling on the moomin looks a bit strange.. At first glance I thought he was wearing some asian style jacket, (mistaken the shadow for a cloth wrinkle) but maybe that's just me. Also the bottles and glasses outside look more like metal then glass.
Overall I would suggest adding some 'dirt' to give more life to the scene.

evo


Thanks for the feedback! I definitely agree about the 3 glasses near the character, I've been struggling with those to look more like glass. I'm pretty sure I just need to make them appear more transparent. Perhaps giving the door a little more illumination will make the transparency more visible.
 
  07 July 2011
Smile To kanooshka

Sir

May be if u increase the number of refractions in Mental ray settings then it may do the trick.

Just a suggestion.
 
  07 July 2011
Originally Posted by evolutie: Hi all,

Here is an update of my attempt to render the scene in Tove Jansson style.

I realized trying to mimick the drawing style with just shaders wasn't going to do it, but that I needed some 2D stroke magic. Looking on the web I found this great article:
http://graphics.stanford.edu/lab/so...appnote.24.html which lead me to the ppmtopen program (by Mark van de Wettering). ppmtopen generates postscript based on luminosity, normals and edges, so I used that and did a little of compositing for the coloring.

As for the scene.. I'm trying to get the contrast between the cozy cafe/restaurant and poor sniff out in the cold with the garbage...
I guess I need more drama :-/
I'll work some more on sniffs surroundings, but will first look at what you all have been doing!



its looking gud..can u elaborate the process behind it..?
 
  07 July 2011
thanks tsshivshankar!

ok.. to elaborate on the whole process here is a pic to illustrate things


Going from top left to bottom right, the most interesting images are the first 3.
These 3 images are used by pptmopen to generate image 4.
Image 1 is a full beauty render of the scene. (yes it's not very beautiful, but that doesn't matter for the end result)
Image 2 is a render of the normals.
Image 3 is a render of the outlines. (using an outline shader)

pptmopen uses the first image to get the luminance.
Basically what it does next is drawing random strokes (in a given linewidth and length) trying to get a density of strokes that matches the luminance.
It uses the second image to determine which direction to draw the strokes.
The 3rd image is used to 'stay in the lines'.

so with the info from those 3 images it generates a postscript file (postscript is a sort of printer control language great for vector graphics).

ppmtopen doesn't generate postscript for drawing the outlines themselves, so I multiplied pic 4 with pic3, using pic 5 as a mask to only have outlines in the cafe. (maybe I should have some outlines on sniff though.. it's a bit hard to recognize him now).
The same mask used to make the 'paper' more yellowish for the cafe, and bluish for the outside. Pics 6,7 and 8 are used as masks to change the black strokes to red, green and yellow.

I think that ppmtopen program is pretty brilliant and it has given me a lot of insights!
Looking at this whole process I wonder if it fits within the lighting challenge rules though :-/
 
  07 July 2011
Originally Posted by evolutie: thanks tsshivshankar!

ok.. to elaborate on the whole process here is a pic to illustrate things


Going from top left to bottom right, the most interesting images are the first 3.
These 3 images are used by pptmopen to generate image 4.
Image 1 is a full beauty render of the scene. (yes it's not very beautiful, but that doesn't matter for the end result)
Image 2 is a render of the normals.
Image 3 is a render of the outlines. (using an outline shader)

pptmopen uses the first image to get the luminance.
Basically what it does next is drawing random strokes (in a given linewidth and length) trying to get a density of strokes that matches the luminance.
It uses the second image to determine which direction to draw the strokes.
The 3rd image is used to 'stay in the lines'.

so with the info from those 3 images it generates a postscript file (postscript is a sort of printer control language great for vector graphics).

ppmtopen doesn't generate postscript for drawing the outlines themselves, so I multiplied pic 4 with pic3, using pic 5 as a mask to only have outlines in the cafe. (maybe I should have some outlines on sniff though.. it's a bit hard to recognize him now).
The same mask used to make the 'paper' more yellowish for the cafe, and bluish for the outside. Pics 6,7 and 8 are used as masks to change the black strokes to red, green and yellow.

I think that ppmtopen program is pretty brilliant and it has given me a lot of insights!
Looking at this whole process I wonder if it fits within the lighting challenge rules though :-/


great..big thanx for sharing ..! let us try my luck
 
  07 July 2011
Smile

okay so after working all the feedbacks... here i am with my final Image



cheers!
__________________
There are a few thousand ways u can learn how to create, but there's only one way to know what to create.....listen to your heart!!
 
  07 July 2011
Wip02

Thanks for the interesting workflow explanation evolutie! Here's an update of my own.

Changes include, Sub-surface scattering on character and clothes. Fixed the glass near the character, added a little specular reflection on the sidewalk and some other changes.

(click to enlarge)

Last edited by kanooshka : 07 July 2011 at 01:39 PM.
 
  07 July 2011
Night Scene....

Hey All... Great renders...

As i said earlier--
(There was a celebration in the town last night.... Just clicked the picture in the morning... have clicked some pics in the night also, will upload them as soon as its developed... have clicked lots of pics in the night.. taking a bit time to select the best of them... by then.. please have a look at this image....and plz comment and criticize... it will make it easier for me to select the best pics from the night celebration time....)



and Here's the Night Shot....



Comments and Critics are most welcome..
Thanks to all....
 
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