Devil man

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 07 July 2012   #46
Right now you don't have a key light for the character, and you need to separate it better.

You have two more options apart from using rim lighting: background separation and key lighting of the character (may be from lower position).

Key separation: put a light (a lamp) down on the ground near the character feet, so it lights it up, creating a spooky feeling. Hard or semi-hard shadows will look better. If it casts a shadow on the wall, it will look even better. A self-illuminating word "hell" looks good in first variants.
Background separation: light the background with cast light behind the character head mainly( as it's your interest point), like with a projector, but it may be looking natural using a gobo of a window or anything like this.

Try to turn off this blueish ambient lighting for now and light the scene with 1-2 lights. Some areas of the image can be in complete darkness, which will add to the mood.

Also, light with one light at a time until you are satisfied with the result how it models form and does its function. Then turn it off and test another one.

Last edited by mister3d : 07 July 2012 at 02:05 PM.
 
Old 07 July 2012   #47
Hi,

Thanks mister3d, I have make tests with the lighting and reach this version. I have also review the leather shader.


Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 08 August 2012   #48
with the current lighting the first thing that draws the gaze is the window. I think the primary focus should be the face. You already know that I think thr pose could be more interwsting, like if the camera was a paparazziphotographer and he tried to prevent him from taking a picture.
 
Old 08 August 2012   #49
Hi,

Thanks for your comment tobbew but for the pose I'll see if I can found a better one.

In meanwhile, I have reviewed the leather shader and the top cloth of the devil man.

I have also try to focus more on the character.


Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 08 August 2012   #50
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 08 August 2012   #51
And again....

We are sorry, but your recent art submission to the CGTalk Gallery has been declined.

I give up...
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 08 August 2012   #52
I can see it in your gallery. Anyway, I look through your gallery. The artworks are really nice & high quality. I would go as far as saying some of them deserve to get a CG award.

Back to this work.

I think this pieces of work is really nice, love the lighting. The devil man looks a little dull & lack of life though, The rather stiff pose doesn't help either.
__________________
My WIP Thread:
Next Gen Lara Croft 3D Model Fanart
 
Old 08 August 2012   #53
Hi PKD,

Many thanks for your comment, yes may be you are right for the pose but I'll work on other things, may be next time I'll be selected.

Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 01 January 2013   #54
Hi,

I make a little revival of this topic to show the new design of my devil character.

Don't hesitate to give me your feed back

Here is the base drawing that I have done to inspire me

and the current 3D modeling


Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com

Last edited by adoracion3D : 01 January 2013 at 07:49 AM.
 
Old 02 February 2013   #55
Hi,

This is a first try to make a presentation of the character:


Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 02 February 2013   #56
That's a lovely character, but I think your lighting (and shading) needs some improvement.
I don't think you should abandon the previous render, I think you should work harder on the lighting.

But before I comment about lighting, here is the idea on the picture:
You make your devil in the invitation pose, something like this: http://thumb10.shutterstock.com/thu...n-115801921.jpg

BUT,
his shadow falls on the door, and it's not shadow from "invitation pose", but something like this: http://www.elfwood.com/art/r/a/ramos/evil_shadow_2.jpg
-------------

That being said, if character shadow should fall on the door, the main lighting should come from his right (our left). You could also bring another light from his left side (make that light to include only him), and try to lighten his left side (just sides), so you make him more separated from the background.
You are oversaturating your scene, the eye could not focus on anything, because every color screams for attention. You can make your character a little bit more saturated from the background, but you need to desaturate background pretty much.
Remove every glow, dof from your background, and also, I would remove those Ivy plants. If it's door to hell, or something, it's doesn't have much sense to place a growing plants in there. Also, I would return previous texture for the bricks, it's seems better to me.

You need to find some references, and too look at the pictures you like. Is this a night scene? Well, if it is, where's the blue night atmospheric lighting? Here's the image for one lighting challenge I made long a go, maybe it will give you idea on colors to use:
http://img266.imageshack.us/img266/6114/sumrakovac.jpg
Not that this is a great image, or anything (lot's of better examples you have), but compare how much this image is desaturated compared to yours, and you'll see that basically, I just used 2 color (and their variations).

One thing I always suggesting to people when trying to lighten their images. Use "override material", and make everything in one default gray material. Then lighten the scene as best as you can. Why is this?
Because, gray texture is just neutral, and you can see how much you should make your light strong or weak, so you don't "burn" your image, or oposite, and, for example, if the burning is happening on your shaders, even it's not on your gray material, then you know that you should "blame" your shaders, and not lighting, and then just go on, and fix your shaders.
It's also useful to make sure you don't oversaturate your lights color (gray texture would show that instantly).

Here's an example of the gray material lighting test here:
http://img514.imageshack.us/img514/7269/lightningao.jpg

And animation after I did texturing:
http://vimeo.com/5630222

Again, not that this is great example, or anything, right now, I am seeing a lots of problems in my lighting (especially on textures) , but you can google much better examples, and my examples should just gave you idea on how you should start thinking, when you are start lighting your scene again.

Keep us posted!

Cheers.
__________________
Now it's the time to be extreme!
Demoreel
website
 
Old 02 February 2013   #57
Hi,

Many thanks for you comments, it is very detailed !

For the moment I try to simplify the presentation like this to put more the focus on the ampbiance and on my character.

I have done this render:

Give me you opinion on that orientation.

Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 02 February 2013   #58
Well, not really, imho.
You background (again) is distracting attention from the character.
Also, character needs better pose and angle, because it's too flat right now.

Look at this way (in the attachment), if I desaturate your image, and make it in thumbnail size, you can hardly guess what it is on the picture.
I also did a same thing with this (great, imho) image from CG gallery, from this guy, and this topic: http://forums.cgsociety.org/showthr...f=121&t=1066567 and you can see that, this great piece, even in small thumbnail, you can tell that it's a girl on the beach.

That's one tip you can use to constantly look at your image in small size (and desaturate), and once you achieve that you can tell what's going on in thumbnail size, I think you will then improve your image.
Attached Images
File Type: jpg render_final_800 copy.jpg (20.6 KB, 11 views)
File Type: jpg 917_1345594981_large copy.jpg (37.7 KB, 8 views)
__________________
Now it's the time to be extreme!
Demoreel
website
 
Old 02 February 2013   #59
Ok, I see what you mean.

Thanks.
__________________
Some tutorials are available at: http://www.pixelforfun.com
 
Old 02 February 2013   #60
Hi,

This is the new version. Your feed back will be gratefully appreciate. (I have updated the image)


Cu,
Jeff
__________________
Some tutorials are available at: http://www.pixelforfun.com

Last edited by adoracion3D : 02 February 2013 at 08:49 PM.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 09:30 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.