LC#43 Tears in the Rain (by Stahlberg)

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  01 January 2016
Lighting Challenge

Here's a wip. Wet skin is definitely a bit tricky. I'm using the blade runner scene as the reference. No skin textures or images used. Just a procedural noise to break up the glossiness in the reflection.


*please excuse the watermark.
ps. Anyone know a good way to distribute water droplets on a surface in Maya without any sort of plugins?
Attached Images
File Type: jpg wipLightingChallenge.jpg (50.7 KB, 312 views)
 
  01 January 2016
@all As always I will give feedback during weekend but I just wanted to say the pingpang WIP rocks this is what I had in mind keep going !!
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  01 January 2016
@pingpang That Spec map does such a good job making things feel wet nice job. A great way to paint on without any plug ins is to take your mesh and make it paintable. From there go into the visor and go to paint effects. Go to the water mesh sub section and just paint them on. Convert to Poly after that. You will need to alter a good amount but its a great way to get things moving. You can always run a nparticle sim too but I usually stay away from that


WIP 6 Think the Comp is starting to come together. I need to start adding detail and start to clean everything up. Still need to get the drops on his face to not look so fake. The Eyes need A TON of help so im going to get to that next. Going to get some of the background built out so it feels a bit more deep too


 
  01 January 2016
Just added a few water droplets by hand here. Simple spheres intersecting the mesh (which is physically incorrect) But looks ok. Still using procedural noise as wetness/glossiness map

Attached Images
File Type: jpg wipLightingChallenge3.jpg (80.9 KB, 277 views)
 
  01 January 2016
Preston, it's starting to come together. Did you use particles for your rain? I'm considering nparticles.

Thanks for the pointers on paint effects. I will try that.
 
  01 January 2016
Thanks for the great model! It's giving me some much needed inspiration. I'm going to throw my hat in the ring for this one and take the opportunity to learn some new techniques. Working in Max 2016, Vray, and Photoshop.

Here is my first WIP. I just started blocking out the scene and adding some base textures and lighting. Things that I'm planning:

- Proper diffuse and specular maps for the skin
- Hair and beard on the character
- Shirt will turn into a fur hide
- Refining lighting. Giving the scene some life
- Adding detail and textures to the shield and giving him additional props
- Water ripples around the character to give him movement
- Water dripping down from the character and anything he has on him
- Rain effects
- Vegetation and snow on the mountains in the back
- Adding a longship floating in the background
- Sky replacement
- Maybe some mist. Will leave that to post work.
Attached Images
File Type: jpg Progress_01B.jpg (97.0 KB, 47 views)
 
  01 January 2016
Wip

still at the very beginning stages of this, so be gentle. this is my first time going forward with one of the challenges so really looking forward to it. this model is awesome by the way thanks to all who brought this together.

I'm pulling inspiration from the blade runner ref given, but also from Detroit the new Quantic Dream game because I'm a fan of their work. but really those feel like there in the same ball park.

Been on this for a few hours now, so everything's very much a WIP. started with the basic material set up, started face tm, and blocked in lighting. its brighter then ill end up I think, but a lot of that I'll do in comp because that's my profession, so I feel more comfortable there. The actual physical rain will most likely be done there for me as well. Really liking how pingpangs rain set up for the mat is looking, so after seeing that tonight I'm going to try to get closer to that feeling, damn good work there by the way.

a lot of cool stuff being posted, can't wait to see all of these finaled.

by the way, the the red line on the cheek is a zbrush export error which I need to fix, looks like a scar, which I kind of like as a concept, but not intentional at the moment.

any thoughts welcome, but this will change a lot and get more personality. Really excited to do a human as I have never done that before.

sorry for the long post, blame it on my first time in a challenge.



quick mock up of concept

Attached Images
File Type: jpg TITRWIPV001.jpg (41.9 KB, 3 views)

Last edited by rabble1narms : 01 January 2016 at 06:33 AM.
 
  01 January 2016
My contribution to the contest.
Attached Images
File Type: jpg blade_runner_Style.jpg (36.7 KB, 5 views)

Last edited by chris_lwgr : 01 January 2016 at 12:25 PM.
 
  01 January 2016
Really like where everone is going. So different . This is my work so far.


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  01 January 2016
Wip2

got some eyes now. everything's still very much a wip. starting playing with boosting the wetness, little more towards hyper real then I want for final. hair, textures, bg, shirt, comp all need fixes, but this is where I am at as of today. I want to put in that circle thing on the face, that you see in the Detroit become human trailer, dont know if I will for final but want to experiment. might mess with framing too, as its a little more towards heroic then I want. Been lots of fun playing around with though.

 
  01 January 2016
Originally Posted by prestonplatt: WIP 6 Think the Comp is starting to come together. I need to start adding detail and start to clean everything up. Still need to get the drops on his face to not look so fake. The Eyes need A TON of help so im going to get to that next. Going to get some of the background built out so it feels a bit more deep too


I prefer that composition and the aspect ratio.
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Last edited by Scote : 01 January 2016 at 01:13 AM.
 
  01 January 2016
Preston, that's looking really nice. Are the eyes just a texture?

I've been making a bit of progress the last couple of days. Honing in the lighting and the water on the character as well as his expression. Got the hair and fur modifier working, except for now I'm kind of afraid to break it when I add his head hair and the fur hide. Still quite a ways to go with this, but I'm generally happy with this direction.



This said, I have one question for anyone who has experience with water effects... I'm using the photo bellow as sort of a reference for the general feel of the water running along the face. Though while I have small droplets rolling down, you can see in the photo he has bigger streams of water. Is there a way to achieve a look closer to the reference image using a particle system or would I have to do a sim or model those water pieces by hand?

 
  01 January 2016
Originally Posted by Yelena3D: Preston, that's looking really nice. Are the eyes just a texture?

I've been making a bit of progress the last couple of days. Honing in the lighting and the water on the character as well as his expression. Got the hair and fur modifier working, except for now I'm kind of afraid to break it when I add his head hair and the fur hide. Still quite a ways to go with this, but I'm generally happy with this direction.



This said, I have one question for anyone who has experience with water effects... I'm using the photo bellow as sort of a reference for the general feel of the water running along the face. Though while I have small droplets rolling down, you can see in the photo he has bigger streams of water. Is there a way to achieve a look closer to the reference image using a particle system or would I have to do a sim or model those water pieces by hand?




If you are using 3ds max? then you can use one of the rain drip Particle Flow preset. You can Probably use Bifrost in Maya but I have no experience with that so I am not sure how that would work, either way doing a particle sym with that hair would take such a long time on a slow computer.
 
  01 January 2016
Ok here we are back, sorry for not finding us, as you have noticed a lot of stuff is happening and so we disappeared from a while Don't worry and keep posting
Giorgio
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