Koi_Pond


#2

That looks really nice!
Right now I’d prefer the first camera angle. Maybe it would be worth a try to make the water a little bit darker or murkier?


#3

Beautiful stuff man, really enjoy the first angle!


#4

Thanks archaeotect, Sure i would stick with the fist camera. Yes I would definitely improve my water shader and try to achieve bit darker or murkier look.

Thanks a lot Stavaas, yes i will stick to first camera.

Here is a little progress of the hero prop “Japanese Lamp” which i would like to add in the left hand intersection point of the composition. I just started yesterday and i would like to more details.Hope you like.

Thanks


#5

Personally, I like the 2nd shot more, but the biggest thing I imagine you’ll run into is people seeing it at this phase and go, “Well if it’s a koi pond, where are all the koi?!” and I don’t think you wanna have to explain that a million times over. With the composition of the first, you can kind of get fake it since you’ve got the waviness of the water and some shadows/reflections happening so it’s not as immediately detectable.

But once it’s done - and the koi are presumably added - I’d roll with shot #2.


#6

Thanks Exbendable, Yes i do have in mind to add some colorful Koi. Next that is my plan to start modeling the Koi. As of now most of the elements are baked Displacement and ready for texturing…I’m just trying to finish up the set-dressing/modeling part quickly so i can go ahead with texturing phase… Thanks for your advice…Very helpful.


#7

Hi again,
Here is the finished Lamp sculpt, i have given subtle broken and aged look to the Lamp which will help in texturing/look dev. stage to make more believable . I will bake all maps ( displacement, cavity ) tomorrow and make the lamp ready for production. Hope you like. Thanks


#8

Hi!
I have baked displacement of the Lamp in 4 UDIM and bought in Maya to test before texturing. Next i’m gonna start modeling the Koi. Thanks


#9

Hi koushikrouth! This looks really nice. Especially liking the lamp!

Mind if I ask how you did the foliage?


#10

Hey James,
Thanks for liking the Lamp. First i have created a cylindrical shape as insertMeshBrush in zbrush and used that brush as Stroke path to follow the Curve. You will have the control to modify the Path thickness also by enabling the “Size” attribute in "Curve modifier ".

so basically you have to use these two menus: Stroke , Brush. Finding these tools are initially bit frustrating but you will get hang of it. Hope that helps ! :thumbsup:

here is an example:


#11

Hi Guys,
Do you think this Environment would be good for portfolio piece ? Or would you like to see some changes to make it look more interesting? Thanks for your help. I appreciate.


#12

Hi Again,
I have updated the composition with the Lamp…Hope you Like!

Thanks


#13

Great, thanks for the reply! Though I should have been more clear, my mistake…I meant the foliage in the scene itself. plants, trees etc…what did you use to make those?


#14

Ah i see. Yes for the Hero trees i have used GrowFx in Max and bought it in maya. GrowFX allows you make custom design plants and trees. i have also used Ivy Generator for the Ivy Stand in-front of the door. The background trees are from SpeedTree.
Hope that helps !


#15

Hi again,
sorry for late updates as i was wrapping up my current demo reel. Here is the update of the Lamp texture 'n look dev. so far. I wish to add small grasses on the top area as i have added mosses. Thanks


#16

Hi Guys,
I have worked on the stones and water Texture/shader. Hope it’s coming along. I do need to play a lot more with the lighting and atmosphere after i finish the Surfacing part. Hope you like !

Thanks a ton.


#17

Its looking good to me so far. I feel like the angle is a bit low to see the bottom of your pond though, I’m zooming in and trying to see some detail down there but at that angle the refractions are tough and the reflections overpower them.


#18

Thanks Citadel. Yes i will post another camera angle or maybe tilt this camera a bit to have clear view of the underwater scene. Thanks for the idea.

btw, I do have the idea to put few Koi right under the water surface. I will add them too soon. Thanks again for liking.


#19

Great work, the scene is beautiful. Cant wait to see the finished version! :slight_smile: I have never tried making cg water, would you mind sharing how you made it?


#20

Pretty nice renders and I like the first one too :keenly:


#21

Thanks Elgstrom and Mauricio for liking the render.

Well, the water is just a plane with wavy displacement map along with very specific color and specular maps. The water shader consist of five major attributes - Fresnel reflection, Translucency value, IOR ( index or refraction) , Color of refraction and Min-Max Ray’s Depth of your shader to achieve the desired look.

Light moves slower in water than it does in Air.

In my case it’s a shallow water surface and you should see the underwater elements clearly because it’s a Koi Pond. But this render is at “Glancing” angle, so you get more reflection according to Fresnel term. Hope that helps.