LC #40 Junk Room

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  04 April 2015
junk room v01

Hi all,
first test with mantra..no textures yet. No post and a lot of detail to come.

 
  05 May 2015
A little update on texture work.

I'm rarely having spare time from my day time job now, Things getting busy on passed week. Still I'm feeling bad if I don't update any of my progress. So here is some of texture work I've done. Not finished yet though. Things will get even dirtier from now on.

 
  05 May 2015
Hi there! Coming here after a long time!

Here's the first iteration. Have only worked on the composition and base lighting so far. And I'm starting to unwrap the meshes (they're unusual, some of them)

Would love hear any feedback on this!

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Take this lesson to thy heart:
That is best which lieth nearest;
Shape from that thy work of art.
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  05 May 2015
v02

Here is my progress in texturing. Changing the daytime to evening or late afternoon.
Hope u like it.

 
  05 May 2015
Hi folks,

here is my first try with Corona Alpha 6.1, aiming for a neon street exterior. I am hoping to do all the textures with Substance Designer, hopefully most of it procedurally.

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Birnbaumhollastaun.

Last edited by bibi5000 : 05 May 2015 at 11:26 PM.
 
  05 May 2015
Hi,



Posting first WIP version. Working on couple of things at the same time.

1) This is lighting blocking and basic contrast setup without any textures. I'm using Vray as render engine. Experimenting the light direction, Composition and exposure level. Also following few references for drama.

2) Doing UV for the set. It is very head eating job and fed up doing it as models has lots of triangles. Will finish it soon and start with texturing. Also, pulling few references for textures which will go with the theme and overall mood.
 
  05 May 2015
Finished!

Dust! Dusts are every where!

Hello everyone. After spraying dust on every things, I just have second though about did I overdo it? But I left it as it is. Going extreme will be fine as long as it's still on the right direction right?

Before anymore text wall. Here's my composted final render.



Here's change log from last WIP.
-Texture get done, with additional dust.
-Adjust lighting and include model of the light source.
-Adjust camera.

As someone might using PBS texture from any Allegorithmic's software on Blender Cycles might facing problem with mapping those roughness-metalic texture. Here's my shading group for handling those texture, It's also mimic the principle of one material for everything (It's actually cover only ordinary opaque material, But that's quite handy though.). Bare with the messy wire, I don't know how to manage it. I can also share the .blend file of this shading group if you ask.



And finally, Here's the raw render result. Quite boring and you can also spot some of my mistake here. I think I buried it well with my retouch.



Thanks to modeler who offer these great model. Even someone complain about triangulate but I think cleanup is not that hard compare to actually modeling it.
Thanks to http://illuminatedtools.com for the free HDRI.
Thanks to Blender foundation for this great tool. Almost every process done in this little free software. Whatever cleaning up, UV, shading, lighting, rendering with Cycles and composite in one software. Isn't that cool?
I also use substance painter for some textureing (the bed, oil drum and treasure chest.). Thanks Allegorithmic for offering this great tool with reasonable paying method.
Thanks jojo1975 and other participant who made this happen. This is a good start for someone who creating a lighting, rendering portfolio.
Seeing any room for improvement? feel free to say it. I'll really thank you and I maybe able to fix/improve it on next time. I do say a lot of thanks but I'll say it again. Thank you.
 
  05 May 2015


Here is my version of the room. This was done in Modo. Any advice that would improve the image would be welcome.
 
  05 May 2015
Nice entries so far!
Here is an update with more textures and a bit of fog. Still everything textured with substances except the graffiti on the wall (credits to one.zork.deviantart.com). Did also some grading in Photoshop.



The same rendering without grading:

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Birnbaumhollastaun.
 
  05 May 2015
Great entry so far. i will give detailed feedback during this weekend
Giorgio
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  05 May 2015
v03

Hi all,
good entries...i like the night and low key pictures alot!
worked a bit on the wall and did some new floor... carpet and some furniture is beta.

 
  05 May 2015
Really natural and subtle sunlight

I did a daylight version of my scene, but I am still struggling with the sun of corona to find the right ratio between intensity and exposure.


__________________
Birnbaumhollastaun.
 
  05 May 2015
My version this scene
I did with 3d Max 2013, Vray and Photoshop
I hope you enjoy
Attached Images
File Type: jpg Junk_Room_Grey_m.jpg (93.9 KB, 31 views)
File Type: jpg Junk_Room_Grey_m_VRayZDepth.jpg (34.2 KB, 8 views)
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  05 May 2015
This is my version of junk room. Done the work in free time during past week. used Maya and vray. Some work still to be done.

 
  05 May 2015
some questions

Hello everyone,

i'm not sure how active this forum/thread has been but I was interested in this challenge and I downloaded the obj file and did a very basic render with a vray camera setup, with vray sun and a vray sky. however, I couldnt help but to notice two things which I find it strange.

when I've imported the obj file, the model is all triangulated, is that how it's supposed to be? is there any way i can quad them up, instead of leaving them in triangles?

when i did my renders, i noticed that the top part of the beam at the ceiling has light shining on it, is there any reason being so that this is happening? I've got shadows turned on for my vray sun by the way.



it's my first time on any challenge and my first working with obj files. so apologies if i'm asking really basic questions here..
 
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