Devil man

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Old 02 February 2013   #61
I think it's a little bit better, but I still don't understand the story context of that smokey background? What is connection with the background and the devil?
I still think you should get back to the prison door (or door to hell) idea you have on previous updates, and perhaps redo it like I suggest you in my first post.

As for the devil himself, you need to work out better shaders and lighting on him. He seems lit like with just default (no shadows) light, and the material are just textures, not adjusted shaders that define skin or cloth, or anything.
Compare your devil (in terms of shaders), to this picture, and you'll see what I am saying:
http://digital-art-gallery.com/oid/...gital_art.jp g
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Old 02 February 2013   #62
Hi,

Thanks again for your very great advices.

Here is the new version, I think that it is a good one...


Cu,
Jeff
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Old 02 February 2013   #63
I think this newest image is definitely an improvement. I think the pose as suggested by Boban was a good one. However, your devil dude is still flat to the camera. I would suggest a bit more of an angle to him and you can still tweak the pose a bit to give it more of a dynamic feel (tilt his head, shift his feet positions a bit,, etc). And if possible, I would change his facial expression to a much more sinister grin. This guy is a mischievous devil...his expression has to match that

I think the separation between BG and FG is a bit better than before but your character could still use some better lighting. He is still coming off a bit flat.

But keep up the good work and dont get discouraged, you are getting there!!!
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Old 02 February 2013   #64
I agree what Innovator said, and would like to add something:

Lighting is still bad. I want you to ask yourself question, before you place an effects like you did with the volumetric light: "Is this effect going to help me deliver the story better?" Effects are good, but you don't put them unles you have a reason for them.

Secondly, I would remove those ivy plants in there, because in hell there are no plants (even in humorous cartoony hell), if you need to put something in there, put some chains, nails... something suitable for the scene.

Thirdly, if you want to do this right, you need to dedicate your time to each element.
That's being said, I would completely remove all textures from the scene, and make everything dark gray texture, and I would start adjusting light.
After I get lighting correctly (which looks good even on gray texture), I would start texturing things one at a time.

So, if it's Ok with you, I would like to see one render with just a gray default material (on everything)
If possible... few renders with strongest lights turned on (every other light off), and one render with ambient light, GI, FG.. or whatever you use for GI, or faking GI.
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Old 02 February 2013   #65
Hi,

In response to your answer, there are three clay render with different lighting

Just front light:





Front and lower light:





Front and back light:



Front, back and lower light:




Give me your opinion....and thanks again for your interest in my WIP

Cu,
Jeff

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Old 02 February 2013   #66
Hi again,

Another one more worked:



Jeff
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Old 02 February 2013   #67
Hi,

Here is my last render, I have take care of each element to make it usefull for the image.



Cu,
Jeff
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Old 02 February 2013   #68
I think you have too much blue in your lights.
What software do you use?
Can you make me a screenshot of just diffuse-ambient light?
Something like global ambient occlusion?
Something like this:
http://peach.blender.org/wp-content...orabbithole.png

It will be a little hard to explain, so, if you can, you can send me obj scene, so I can try to lighten it, and show you what I did (if you like it, ofcourse).
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Old 02 February 2013   #69
Yes you are right I have forgot to set two light to blank in place of blue.

I have fix this and make a new render:



Cu,
Jeff
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Last edited by adoracion3D : 02 February 2013 at 07:19 PM.
 
Old 02 February 2013   #70
I think your new lighting on the character is an improvement but there are other unresolved issues with your scene.

Your use of DOF makes no sense in that it obscures a vital part of the image, namely the word HELL on the door, which should surely be in focus, since it's a part of the theme of the image.

The huge red/orange reflection of light on the ground is distracting. I'd get rid of that entirely. If you want to give the impression of light emanating through the door, rather opt for some short volumetric beams, just extending perhaps 30cm through the bars and keyhole, and possibly also around the doorframe, before decaying.

The character itself could benefit from some additional shader work, I think. Most of him seems to have the same shading properties; his skin, in particular, doesn't really look like skin, and his trident looks like it's made out of plastic. Some tweaking here would provide more visual detail and variety.

The same shader issues apply also to the stone walks and steps around the door. Some more variation there, especially some specular/reflection detail, would liven it up a little, because right now it just looks very flat.
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Old 02 February 2013   #71
Hi,

Thanks a lot leigh, you give me great advises.

Here is the new render:


Waiting for feed backs.

Cu,
Jeff
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Old 02 February 2013   #72
Your getting there.
Now I see you have diffuse lighting, but you should reduce it by little. make it darker blue tone.
Also, I would place there additional 2 lights, one from (our left) slightly behind character, and make it include only character, blue color, so you have nice backlight on the character, so it further detach him from the background.
Also, you need a similar light (only for background), but with attenuation, also blue, so you have something like gradient light variation on your wall, not just equally lighted like this.

Maybe vignette effect could add here more focus, but I am still not sure (you can add it at the end).
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Old 02 February 2013   #73
Ok, I will adjust the main light and add a light on the left to more detach the character from the background.


Thanks,
Jeff
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Last edited by adoracion3D : 02 February 2013 at 10:42 AM.
 
Old 02 February 2013   #74
Hi again,

This is the new version:


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Old 02 February 2013   #75
Great progress in this thread...

In my opinion the format of the render is the first thing I would change.. Making it square kinda takes away from the composition. Would widen the format a bit and also increase the depth, by slightly bringing the character to the front more and maybe even adjusting the camera. If you widen the image you should also adjust so that the main focal points are located at the thirds of the image for a nice composition.
I agree with d4rk3lf, you should make the lighting more dynamic in the background, it's too uniform now. Make a weak light behind the character facing the wall to give it gradient illumination so you achieve more seperation of the character and also more variation in the background. Also I think the fire behind the door seems too dark and doesn't have enough 'energy'. The whole image could be slightly less dark at the focal point, but maybe even darker and more obscured at the corners.
The character should also pop more, play around with lights, try rim lighting him from the left side with a bluish color and see what happens.
Also in the latest render the light rays from the door seems to have lost their 'edge' and are now just too blurry. All of this is just my opinion, I hope it helps..

Good luck and keep up the progress
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