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Old 02-14-2014, 01:13 PM   #16
Cre8
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Ben Cooper
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Try assigning a new default shader to everything. I had a similar problem when using the OBJ object provided, some strange things were happening and then when i added the new shader, i saw that there were clearly some polys that needed to flip the other way round, due to normals facing the wrong way.

Maybe post some screenshots of what you are getting from Maya, it might help for a quick answer
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Old 02-14-2014, 05:16 PM   #17
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Quote:
Originally Posted by Cre8
New update for my AO Pass.


I usually like an ambient occlusion pass to have a much bigger max distance than that. Instead of just getting darker a few inches around the corner, it's nice to have an AO pass create gradients that run half way up the walls, so the walls get some overall variation in the AO. This helps make more of a GI-like result when you multiply your fill/bounce with the AO.

-jeremy
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Old 02-15-2014, 03:12 AM   #18
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Quote:
Originally Posted by jeremybirn
I usually like an ambient occlusion pass to have a much bigger max distance than that. Instead of just getting darker a few inches around the corner, it's nice to have an AO pass create gradients that run half way up the walls, so the walls get some overall variation in the AO. This helps make more of a GI-like result when you multiply your fill/bounce with the AO.

-jeremy


I've enjoyed this method as well. Using Vray if you enable the AO controls in the indirect illumination settings, you can get AO that automatically reacts to lights in the scene by checking it on and using an override material. Way nicer AOs that really make things pop. (Beats extratex imho.)


To OP, super excited about this challenge, a more relaxed and artsy style than the last interior. Thanks guys for putting this one together.

Also as a heads up the archive downloads with an unpack error for me. I tried a different browser and then it worked fine, so for anyone having download issues just try a different browser.

Last edited by Diffus3d : 02-17-2014 at 12:58 AM.
 
Old 02-16-2014, 11:19 AM   #19
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I have extended the range of the AO's reach and can see that it will definitely improve the overall shot.

Thank you for the input, i'm keen to see how my final image will come out with this particular AO approach.
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File Type: jpg Master_AO_C.jpg (69.4 KB, 114 views)
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Old 02-16-2014, 11:34 PM   #20
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Big thanks for the supplied model. This one is going to be fun for sure. Here is a quick tip for Maya users if your renderings are not coming out. (Blue screen) @Teloni seems to have this issue as well. Go up in the Render settings and reset default settings for the scene. You can do this by going to presets --> Load-->Default settings. This will reset all the presets and let you get a render out. I don't know exactly what is going on in the settings but this method should work fine. I would also go through and delete the supplied lights. I will be posting my work very soon.

Cheers!
 
Old 02-17-2014, 12:42 AM   #21
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First WIP. Playing with lighting still trying to figure out the story I want to tell with the composition. Its a bunch of fun not being contrained with texturing and just being able to throw some lights in and go for it. So far just 2 spot lights, 2 point lights, and an Area light.

 
Old 02-17-2014, 06:53 AM   #22
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Quote:
Originally Posted by nmcelmury
Here's a max file I saved out with some layers set up...


Thank you for this. It was helpful. I'll pay it forward. I have an updated file here for vray/max users.

Most of the grunt work is all done here. Textures are assigned as closely as possible. Most maps will need to be adjusted in terms of gamma or composite opacity, etc. Some are checked off because they didn't seem needed but I left them plugged in so we have roughly the same inputs as the maya scene, minus procedural shaders. Those have been clearly named and marked with bright colors. I've instanced a turbosmooth to all the objects that seem to want it as well as setting up wireframe colors and parenting for easy adjustments to the scene. There were a lot of procedural noise overlays that got lost.

The eyelashes, skin shader, and maybe one other might be wonky because they are missing uvs or node names aren't the same between programs and I had to guess. You might want to turn off Vray Exposure control in the environment tab, I think I may have forgot to do that. Here is the link:
Download here. (Saved down to max 2011)

For those who are rebuilding in other packages like Houdini and Softimage, I have a material cheatsheet here to make it easier to know which map to plug where, if you are going for the original look.
Material Cheatsheet


Last edited by Diffus3d : 02-17-2014 at 02:42 PM.
 
Old 02-17-2014, 07:41 AM   #23
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Begining now to assign textures and shaders to the set, i would have loved to be able to pose the character in the shot, but im working with Lightwave, so im having to import the objects and put the image together. Is it rigged in the Maya scene for posing?
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Old 02-17-2014, 04:10 PM   #24
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The model is fully rigged and can be posed in Maya, but the nCloth mesh for her dress doesn't update when I play around with the controls. Im sure theres a way to change that, I just haven't learned much about cloth simulation.

Resetting to defaults fixed the blue screen issues (@prestonplatt Thanks!). Still wonder what was causing it. I thought it might be due to the missing shaders but even after fixing them it wont render unless I use defaults. A few of the books were missing shaders for some reason, and so was the diaphram, and needle on the record player. Also the original IBL sourceimage was missing but I googled the hdr filename and found it online. The only missing connection now is one texture map called corner4.jpg which existed on the original artists desktop. It seems to have been applied to Book1 but I don't see where it was supposed to be mapped to, I just see the error in the script editor.
 
Old 02-19-2014, 04:07 PM   #25
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Nice subject

A nice subject! If I can - hopefully - free some time I'd love to join in =)
 
Old 02-20-2014, 06:52 AM   #26
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Thanks AJ for posting that cheat sheet, that helped a lot!

Got a chance to take a crack at this these past few days.

Still only one light with GI. I'm fairly new to VRay, so I'm still trying to get the results I like with VRay Sun/Sky and using proper physical camera settings.

Still not happy with the bed, it's getting really blown out at the moment, will fix for next update.

Hope to see some updates from others soon!




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Old 02-21-2014, 07:24 AM   #27
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Here is my environment layer so far, i am now going to be generating a Depth Channel for the camera and will be applying that ASAP.

The character will be in a kneeling position next to the bed, praying with the bible open infront of here.

I hope i can figure out how to work the character in Maya as i am a Lightwave 3d user. The cloth sounds a bit scary

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Old 02-21-2014, 09:30 PM   #28
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@nmcelmury Really loving what you have going on keep it up. Really making me rethink my lighting I love it.
 
Old 02-22-2014, 12:15 PM   #29
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I gave it a go, too. My WiP version here:

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Last edited by Sowiedu : 02-22-2014 at 10:45 PM.
 
Old 02-23-2014, 03:05 PM   #30
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A more friendly version :-) I like this look more than the gritty one. Despite the motive being a rather dark/serious one rather than a brigt, fun one, I like the contrast of these moods. A gritty motive but a rather friendly lighting/mood.

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