Lighting Challenge #25: (WIP) Artistry


#201

I thank you for your comment to my sence … it helped me a lot of skill and experience what a beautiful light … I do not have enough time and skills to investment in material and render … so I tried to create another scene with the new light source … new layout … new emotions ,focused on exploiting the new perspective for the scene … wish everyone happy with this …sory for my english…happy newyear everyone…:):slight_smile:


#202

beautyfull light…i love it…:x:X


#203

It will be a homework for my mental ray teacher!


#204

hi everyone,
Happy Holidays!
heres my concept, a futuristic robot doing traditional artistry.
rendered in low resolution in Max, vray, Pshop.
any suggestion are welcome.


#205

Thanks a lot for the comments I try to solve that next week!!
See you!


#206

very nice…i love it.the floor is perfect…very nice.


#207

cool… i love it


#208

happy new year 4 everyone


#209

hey its look so nice story…one suggestion from my side…:slight_smile:
try to do more elaborate your scene, use some extra element like pencils, board paper etc…
u can play with this tools also… :slight_smile: then u r story looks more interesting …keep it up…:slight_smile:
happy new year too… :beer:


#210

i just wanted to kno if anyone else is/was/were having problems with the fbx file? i’ve been experiencing flipped normals, vertices on-top of each other and various issues. i’ve been rebuilding all the meshes since then but just thought to ask, as of now…


#211

Hi all,

Here my last updation…looking for your comments


#212

maya vray


#213

hello, im kinda new here, i got a problem when try rendering this scene with maya 2010 & mental ray, its says

“Warning: (Mayatomr.Scene) : Line264Shape: empty UV set map1 detected, ignored //”
// Warning: (Mayatomr.Scene) : polySurfaceShape309: empty UV set map1 detected, ignored //
// Warning: (Mayatomr.Scene) : polySurfaceShape310: empty UV set map1 detected, ignored //
// Warning: (Mayatomr.Scene) : polySurfaceShape311: empty UV set map1 detected, ignored //
and there’s a lots of it…

anyone can help me solve this?

thx…


#214

I get the same thing but ignore it - some of the meshes don’t have UV maps but they seem to take a texture pretty well without one


#215

verry nice drmaya


#216

asinn: Unless there’s a visual problem the warning isn’t really a big deal. What you could do is just create some UV’s for those objects. To select one of those objects you can just type
select polySurfaceShape309; into the MEL script line.

drmaya: Great work with the lighting. The right leg of the easel is extremely bright compared to the left one, try achieve some more balance. Compositionally the image could be a little stronger. Try to either crop the image or zoom in closer so that the majority of the objects aren’t in the center of the image.

esswar4u: Nice updates. The depth of field is looking a little odd, from a wide angle like this you may want to have deep focus or just have the extreme foreground blurred. With both of your images the ambient light is very uniform. Try adding some bounce lights from the bright areas like the floor.

coolayan: Great concept and lighting! The strong light coming through the window is very bright and saturated. Try to tone that down a little bit, I did a quick paintover to demonstrate http://www.dockay.com/CGTalk/LightingChallenges/Lighting_Challenge_25_artStudio/coolayan_204.png. The stool in the foreground is a visually confusing in front of the robot. I’d recommend either taking it out or arranging it so the robots legs are more visible and not lined up with the stool legs. Also, some of the reflections are a little grainy, in particular the floor, in your final render make sure to turn the samples up. Keep going!

vanviet: Awesome concept and great work on the lighting so far. One area that really draws my attention is the figures in the top right of the image. It’s pretty obvious that there’s just a spot light illuminating them. Try to give the light a little less obvious of a shape by either using a gobo or a few more spot lights to change the shape. The characters climbing up the rope could use some of that cool light behind the crates creating a kick onto them.

whiteg3: Great work! The very blown out white light source really draws a ton of attention. Try keeping the same illumination on the scene but visually decrease the brightness of the light source. Also, try darkening the corner a little bit. It may be unrealistic but it would help bring more attention to the figures. Finally some rims on the objects in the room will help create some continuity with the light source. Here’s a paintover with some ideas: http://www.dockay.com/CGTalk/LightingChallenges/Lighting_Challenge_25_artStudio/whiteg3_200.png


#217

oww…ic… okee i try to continue =)

and thx for the advice kanooshka :slight_smile:


#218

Thanks Chris

drmaya: Great work with the lighting. The right leg of the easel is extremely bright compared to the left one, try achieve some more balance. Compositionally the image could be a little stronger. Try to either crop the image or zoom in closer so that the majority of the objects aren’t in the center of the image

.Im going to fix it
Thanks


#219

Here is mine based on some of the feedback. I also created another version right below it.

Here is the clean version.


#220

@kanooshka - Thank you so much for the the paintover, I love the idea of adding the rim lights on the other objects in your scene, even in the paintover it makes it look so crisp. I’ll also work on the overexposed source and the corner, great advice, gettin right to it, thanks again