Lighting Challenge #19: The King's Treasure

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  05 May 2009
awake at work

There are some inverted normals that may cause problems (cinderBlock + the mirrored polys on the throne + the Roof + the big sphere of the crown etc). In maya - how to fix:
1 from the viewport menu lighting select "use default light" and disable "two sided lighting"
2 from the viewport menu shading select "use default material"
3 look around to find the black blocks on the wall (click+shift for add to selection)
4 press F3 to go in the polygons module and tear down the normals menu and hit "reverse"
5 look around for some other black unshaded models and repeat the steps..
6 back to default setting for viewport overrides
.. for nurbs press F4 -> edit nurbs -> reverse surface direction.

In the pic you can see some nice non-smoothed coins.. no textures, no lighting principle yet.. and the crown looks like a miniature.. hey wait! That's the King Rat (fat) treasure!!
Need to add some cheese then -

So you get NOTHING! You LOSE! Good DAY sir!

Last edited by elvis75k : 05 May 2009 at 12:08 AM.
  05 May 2009
Two versions of the scene...

The Maya .mb file is the original as delivered to me. It consists of mostly polygonal objects with some NURBS surfaces, and it has objects grouped into hierarchies.

To create all the other file formats, I made a modified version of the scene. That version has all the models un-grouped, all models converted into polygons, scaling frozen to positive numbers on backwards models, the backwards normals fixed on some surfaces, and the geometry around the windows fixed where concave polygons had caused problems in the conversion.

If you're using Maya and want to load the modified version I'm describing, you can import the .obj file. Be aware that this means you don't get any NURBS and you don't get the original grouping of models, but it will fix the "black bricks" Elvis75k described if you saw that problem.

Jeremy Birn
Author, Digital Lighting & Rendering, 3rd Edition
  05 May 2009
Thumbs up Feedback!

vamsiprakash - Good start. It looks much too bright. Some light isn't casting shadows right, especially if you look inside the money bag at how bright the coins are. Try to figure out where the light is supposed to be coming from, such as if the window should be bright, and aim the light from directions that would make sense in the room.

Elvis75k - Good start, especially on your first image! The second image is looking a little more flat. Try to get nice shaping and shadowing in your lights, get nice reflections from the rest of the room, and keep going on assigning materials!

Jeremy Birn
Author, Digital Lighting & Rendering, 3rd Edition
  05 May 2009
that's an awesome scene, count me in.
  05 May 2009
Quote: As always, changes to the scene and models are allowed, and all 3D rendering techniques are allowed. When you find the time, please share information about your software and techniques and set-up after you post your scene.

Does that mean that we can move stuff around too? Use, say, more or fewer coins, for example, or scatter them around more?
  05 May 2009
Originally Posted by Number7: Does that mean that we can move stuff around too? Use, say, more or fewer coins, for example, or scatter them around more?

Do whatever you want.

Jeremy Birn
Author, Digital Lighting & Rendering, 3rd Edition
  05 May 2009
Hey Jeremy and all! Count me in for this one too! I've been all over the place since the lighthouse challenge, can't wait to get back into another one!
  05 May 2009
for the Houdini users out there:

I have downloaded the OBJ file and fixed it up a bit:
deleted the bazillion groups that maya spits out for every damn polygon
made new, hopefully, more useful and sensible primitive groups
fixed all the normals
saved it as a .bgeo file = 13mb vs 28mb for the obj
so just whack down a file sop and feed it the bgeo

I'll try to go through the other files and do the same over time...(but if you want to help out that would be awesome - just let me know)

I've sent the file to Jeremy Birn so it should be up there soon.

thanks to Dan Konieczka and Juan Carlos Silva forthe models!
Michael Goldfarb
  05 May 2009
woha, elvis you're tha presley!!! nice shading!

so.. i'm in, with an light mood rendering, ..everything lambert shaded.. just lighttesting for the moment. heavy repainted in photoshop to get an imagination how it should look like.


Last edited by Sorath : 05 May 2009 at 09:06 PM.
  05 May 2009
Very interesting theme and a demanding one for sure...

Great progress so far, nice ideas for the feel,keep it up!

I was thinking of a bright day for counting the loot, here is some light test and a possible color scheme.

Good luck to all,
Attached Images
File Type: jpg treasureLightTest_001.jpg (41.9 KB, 387 views)
File Type: jpg treasureColorTest_001.jpg (48.6 KB, 560 views)
>> Deform CG Studio <<
  05 May 2009
The King's Treasure

hi,jeremy sir i done the king treasure lighting.It is done by maya standert light and i use occulation pass for soft shadow. it is my first try.I hope you like it.

  05 May 2009
Ooooooooh Pretty Scene, I am in on this one for sure.
My steampunk

When I walk the fire I am a better man...
  05 May 2009
Post Take 1


Here is my first attempt, no materials added yet. Please comment and crit the lighting and camera view. Thanks

@Sorath: Your image looks great!

Last edited by rmejia : 05 May 2009 at 01:39 AM.
  05 May 2009
Hi everyone.

Thanks Jeremy for challenge.
Thanks Dan Konieczka and Juan Carlos Silva for your modeling.
This is my light setup.
Attached Images
File Type: jpg lc19_ls.jpg (64.1 KB, 496 views)

Last edited by genaf1 : 05 May 2009 at 09:44 AM.
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