LC #42 Pipers Alley

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  10 October 2015
Thank you hgagne! Finally I have scene in Max!

From the first glance at the model I can't figure out where 3 Million polys comes from and why it 500mb. Especially then everything looks extremely low poly.

So I have an answer. No offence guys but why there is a horde of flies with 1.5 million polys on???
5 minutes later...
stafford - Just saw you post

Last edited by korabkoff : 10 October 2015 at 06:54 AM.
 
  10 October 2015
You found the Trap
The flies is a bug in this scene
If anyone work whit this scene first delete all flies

admin question : how much time is left for this Challenge ??

Last edited by iranimation : 10 October 2015 at 06:50 PM.
 
  10 October 2015



That is what I was able to do in unity 5 with my crappy laptop. The GI took 28 hours to calculate. I think I need a new machine, too bad I cant afford one right now.
 
  10 October 2015
Originally Posted by iranimation: You found the Trap
The fly's is a bug in this scene
If anyone work whit this scene first delete all fly's



Originally Posted by korabkoff: Thank you hgagne! Finally I have scene in Max!

From the first glance at the model I can't figure out where 3 Million polys comes from and why it 500mb. Especially then everything looks extremely low poly.

So I have an answer. No offence guys but why there is a horde of flies with 1.5 million polys on???
5 minutes later...
stafford - Just saw you post



To make the scene compatible in various formats, I didn't use referencing/instancing ... as per my previous posts, I added those in by hand.

The issue with the fly geometry is that it doesn't contain proper UV's - thought I had used the fly that I had fixed, but apparently not ... it's what happens when you rush to get everything cleaned up within a week.

The issue isn't the poly count on the flies as much as the polycount on the Clothes/Curtain ... and I decimated those by 90%.

As I previously posted, also keep an eye for the light bulbs as I discovered that those require UV's in order to avoid rendering (v-ray) errors.

I'm not having any issues with the navigating the scene - as extracted from the archives I made available - in Maya (~260MB) and/or Max (~300MB) . But then again, I've got quite a bit of "horse power" under the case.

Anyway, glad to read you're at least able to make it work with minor changes.

Cheers,

Last edited by hgagne : 10 October 2015 at 11:56 AM.
 
  10 October 2015
Hello ! Keep posting, there is still time, I'm startgin preparing the new model Also I will give accurate feedback next week.
Jojo
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  10 October 2015
Lighting Process - The Piper's Alley

The Piper's Alley - Opening Shot 001 - I will be talking about the shot breakdown along with the lighting for this image.

I had initially created a background for the main scene, which I later altered, but the principles still remained the same. I am an strict pupil of lighting that makes complete sense. I understand when working on Fantasy and other whimsical projects or artworks, one tends to bend rules but like everything else one must not forget the basic anatomy that actually drives the medium. I have read a re-read Jeremy Birn's book on Lighting and Shading and I recommend reading it before staring lighting. Jeremy explains in-depth about the emotions involved when lighting a particular scene or subject. I can't stress enough but throw your first idea in the bin, its probably likely to be the most average one. Keep exploring with lighting and shading. Here is the link to my Lighting breakdown along with my compositing breakdowns.

http://thepipersalley.blogspot.co.u...ng-process.html

I used Vray to render the entire image, I have been overly impressed with the render Engine but I still do believe every new Artist should still learn Mental Ray, such a great foundation for all the other render engines out there.

I usually follow the basic 3 point lighting setup, or Rembrandt's lighting technique and tweak my way through the process, there is one thing coping somebody's style another getting inspired by it. One major mistake a lot of Artist's make when they start lighting especially in 3D is add one too many lights, first of all the result most of the time ends up looking average, secondly too much control is not good and more often than not ends up confusing the Artist. I like to keep things simple and clean, name your objects (every single one of them) likewise name your lights.

For this image I started off with the Key light (Vray Rectangular Light). Once I had my camera fixed, I focused where my eye direction would lie, its very important to note that audiences notice even the slightest mistake without actually knowing whats wrong with the image, they will most often than not find something amiss if your artwork doesn't convey the right message, always ask your peers for opinions. The Key light constitutes for the most light that hits the scene, its the most important light and gives direction to the image. Once I'm happy with my key Light I shut it OFF or hide it and then start of with my Kicker light or Rim light, well for buildings and Environments its a lot more different than lighting a character but they follow the exact same principles. My kicker is almost diagonally opposite my key light and its another light that gives shape to the Image.

Once I'm more or less satisfied with my kicker light I move on to the Bounce or filler lights. As the name suggests this light helps fill in all the gaps and dark areas in the image. I usually end up using at least two fill lights but again there is no particular rule to lighting, it all depends on the Image. Your first Lighting might not turn out great, and along the way there will be a lot of hit and miss when lighting but eventually one will truly understand How they want to light a particular Image.

How to Light in a more controlled manner?

When lighting to avoid confusion, When done with one light I shut it off completely and move on to the next. Once all the lights are complete I turn them all on and then tweak each light individually. This works for me perfectly and I usually more or less get the desired result.

Lighting In - Depth (The Piper's Alley) - Shot 001

Key Light or Sun Light - The Most important light in the scene. Gives the image a sense of direction and purpose. Doesn't have to be the brightest light but more often than not tends to be. In this particular image I ended up using two Key Lights, one for the Foreground and one for the background. I used the Vray Rectagular Light and the Vray Sphere light. Spend a good time setting up your key light because once you set the tone for the main light all the other lights follow.

Kicker Lighter or Rim Light - This is probably my favorite light and often gives shape to your scene or subject. Its probably the hardest light to control but when done right, produces some of the best results. When I started lighting I never quite understood what the rim light actually did but reading about it and getting exposed to various lighting techniques I cannot do without a kicker light. I used the Vray Sphere light as my rim light. I usually place the light diagonally opposite the key light.

Fill Light or Bounce Light - This completes the images and adds touches to the final render. The bounce lights helps give the subject an environment and just adds to the realism of the image. Bounce light is also hard to get right and I usually use bounce card to reflect light back onto the subject. I use Vray Rectangular lights as bounce lights along with Global Illumination (Irradiance Map and Light Cache) to ease the process. For this image I ended up using two filler lights.

Compositing in Nuke X v8.01 - Once my Final Image (Render from Maya) is complete, I move on to Composting. Being a modeler I am not accustomed to heavy work in compositing but in my opinion every Artist be it Animator, Modeler or Lighter and even a Rigger should have a tiny bit of knowledge in compositing. Vray's great a spitting out passes Quick and easy without much effort. My final Render per minute ended up at 11 minutes (1080p Full HD) with 8 Passes.
The passes are Diffuse, Raw Global Illumination, Raw Light, Reflection, Refraction, Specular, Shadow and zDepth.
I used Nuke to Composite my final image and got a desired result as expected.


This Video explains how I go about my lighting process. Sorry my English isn't that good
Hope this helps

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  10 October 2015
Its a nice scene.
But like many scenes here for the lighting challenge there always some low poly objs on it like simple rectangulars woods that cant be subdividaded properly... or any geometry bad modeled with ngons... or missing uvs or reversed face normals.

I wonder why the scenes for the lighting challenge always have to lack attention for good modeling standards?

Would be nice to keep in mind this for future xhallenges because it takes time to fix thoses issues that are not part of what we should be doing as lighting artist.
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Antonio Neto - Look Development Artist (Texturing, Shading, Lighting and Compositing)
 
  10 October 2015
PipersAlley work in progress

Hello Everyone..
Please take a look at my work in progress output
Creative criticism are most welcome ..
Attached Images
File Type: jpg pramod-nirwan-PipersAlley-wip04.jpg (95.4 KB, 81 views)
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  10 October 2015
Originally Posted by Meglatura: Great scene. Really nice model and great UV's made it very easy to work with.
Here's my final result.

Thank you Clint Rodrigues great work.


It looks like Christmas time.. I liked it ..
I think it could be more better if you work on windows and street lamps .. its look solid color light
2.De focus its looking wrong
and 3. Atmosphere is missing ...
Keep rocking
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  10 October 2015
@pamulighter
Your rendering is really awesome!
Only thing that comes in my mind is giving the lights more variation in temperature and intensity.
 
  10 October 2015
Originally Posted by Fex: @pamulighter
Your rendering is really awesome!
Only thing that comes in my mind is giving the lights more variation in temperature and intensity.


Thank man!! I appreciate your Critique. Actually u read my mind ..
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  10 October 2015
Originally Posted by pamulighter: Hello Everyone..
Please take a look at my work in progress output
Creative criticism are most welcome ..


Nicely done!

Would love to see some breakdown details - lights, volumetric fog approach, renderer, etc.

Cheers,
 
  10 October 2015
@kewel7
Thank you for this wonderful scene and thank you for the breakdown. We need experienced people like you contributing scenes like this and explaining things for most of us who are learning

@netocg
I have another perspective for you. Problems = learning
I am pretty sure nothing will be spic and span in real world production houses also... Think of it as an opportunity to prepare yourselves for the kind of problems you may encounter... guess what by doing these challenges you are already ready

Cheers!
 
  10 October 2015
@pamulighter

Looking great!! Looking forward for the final output.
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  10 October 2015
Thanks

Originally Posted by hgagne: Nicely done!

Would love to see some breakdown details - lights, volumetric fog approach, renderer, etc.

Cheers,


Thanks hgagne
Once I will final this I will upload detailed break down with camera pan.
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