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Old 10-11-2012, 07:33 PM   #31
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Samuel Cote
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I think it will be a good idea to give us Shader render. Because you light setting is not finish and we cančt judge well the placement of your things at the moment.
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Old 10-11-2012, 08:02 PM   #32
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Quote:
Originally Posted by Scote
I think it will be a good idea to give us Shader render. Because you light setting is not finish and we cančt judge well the placement of your things at the moment.


Not sure what you mean by shader render
 
Old 10-11-2012, 08:24 PM   #33
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a simple grey shader on everything.. no texture and no light.. just a simple view of everything
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Old 10-12-2012, 02:37 AM   #34
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I've completely redone the lighting. There's stuff left to do but it's looking better.

For some reason non-vray lights even with vray light attributes added to them just remain normal lights and do not cast photons / etc...

 
Old 10-12-2012, 07:31 AM   #35
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I agree with Scote, It would be easier to judge composition from a grey opengl render.

I know it can be fun to play around with lights, but It might be a good idea to get the composition and modelling locked down first.

Also, your chairs look a but tall. Not sure someone could get their legs under the table. Looking more and more like a ships cabin every update though.

-AJ
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Old 10-12-2012, 09:00 AM   #36
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Hmm was exaggerating the chairs for a more stylized look but maybe that's a bad idea, I'll change it.

Here's the grey view

 
Old 10-12-2012, 07:26 PM   #37
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Here's a higher quality render. So much happier with the lighting this time.

 
Old 10-12-2012, 08:00 PM   #38
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If I go on texture/shader part I would say too many things are too reflective.

Wood is too reeflective.. maybe the floor would be with a water ghost creature on board. But the roof?

also, the earthball is way too reflective
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Old 10-13-2012, 09:28 AM   #39
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Hi guys,

I got some really good feedback from a friend today. This is the result.

 
Old 10-13-2012, 02:01 PM   #40
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Have you a script who automate reflective new item? lol

everything new item you bring to the scene is reflective.

That atlas map is reflective? why? There no plastic wrapping in that time.

And you have still reflectivity on your globe. you have to ask yourself why putting something reflective.. metal reflect, wax wood reflect.. but a globe as less reflectivity and is specular is way diffuse.
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Old 10-13-2012, 04:52 PM   #41
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The comp looks much better, but yea, you should tone down the raytrace reflections a bit. What raytracer are you using?

It might help to get the modelling a bit more refined before you go to far with the lighting...

-AJ
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Old 10-13-2012, 07:28 PM   #42
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I guess the intention with the globe is lost then, it was meant to be encased in glass. Since the water element was going after it I figured it should be somewhat not ordinary.

The map hasn't got a proper material yet

The materials come in reflective, usually I drop them a bit but that was the first render with the map in it

Last edited by JaredTaylor : 10-13-2012 at 07:30 PM.
 
Old 10-13-2012, 11:59 PM   #43
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You try to create a realistic scene with a mystic craeture in it.. As human we take every things to a realistic point. So if you want to add to many elements that is not really commun, people won't like it because they need commun base.
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Old 10-14-2012, 01:35 AM   #44
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The only issue is if I remove it then any aspect of a story is gone, I'm not sure how else to get it in the scene.

The goal of this piece is to show I can do the work, so I can put it in a generalist demoreel. My specialty is rigging but in NZ we have no option but to be generalists if we want to survive.
 
Old 10-14-2012, 03:24 AM   #45
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come to quebec. rigger are a rare creature
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