Master and Servant 3D Entry: Gregory Werner


#261

I like a lot the design of the architecture man… original :thumbsup: I imagine well all your characters inside…


#262

Ace4016: Actually I want it to be a fancy human pound where animal characters find their new servents…:slight_smile:

Lemog: Thanks for the complenent…nothing like a bit of encouragement to get this thing finished …BTW I like your new avatar :thumbsup:


#263

Ok minor update on the mistress…want her to look a bit darker…added a chain (still needs a collar)…I think I’ll leave one wolf warrior only maybe repose him…it seemed a bit crowded with the two of them…let me know what you guys think…


#264

the cat in the background will get a new texture set today…going for black grey and white…

Still got to work on the lighting…it’s too dark in places


#265

[witam rodaka] :thumbsup:

that’s nice. plenty of characters and original style. I like it. i think your stairs seem a lil bit empty. it would add depth and action if someone will stand upstairs and prepare to jump.
like this => :bounce: :slight_smile:
good luck!


#266

grooshka: Yep already moved the cat character up the stairs …& repainted her…interesting thought about the jump…I’ll see how it looks…waiting a bit till the next update I want to make significant changes to the scene before posting this time

arturro I’m currently fighting with modeling a tree …I feel your pain…it must have been hard to get it to look so nice :thumbsup:


#267

Started adding in textures and mixing them together…added falloffs for building materials…unfortuanatly my render times have practically gone to hell…guess I need some tweaks here and there to speed it up again…


#268

hey there…Looking real good Greg…nice color choice and style to the works…Real fast too…I like the mood and feel you are coming up with…well done and nice appeal to things,Doing a real nice and real fast job here…Keep it coming…:arteest:


#269

Whoah, great concept 3draven, looks like a wole lotta modelling going on!
Good luck mate:thumbsup:


#270

looking very nice… the lighting really sells it… well done


#271

Virtuoso:[color=White] Nice of you to take a breather from you lab and pop on down here :slight_smile: Glad you like the progress…a little post work can do wonders don’t you think :smiley:

DaddyMack: A ton of modeling still ahead…gotta get gritty with details soon

Versiden: Lighting can definitly make the difference…glad you like it so far, lotsa tweaks ahead though…(still have to battle with the sky it’ll change a lot once it’s done)

Anyway found the culprit of the bad render times. Turns out the floor displacement was the major killer (over 9 min per frame)…cut out the ground texture for one run now it’s chugging along at about two minutes per frame…now back to work :twisted:
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#272

greg,I could’nt get the Pm off for some reason…But here it is for you…Hope it helps…

the main thing just to get some kind of speed for a quick render but not of high quality is to go in the indirect illumination rollout and check or tick the irradiance map button then right there in that same location where it says min rate type in -5 And Max rate type in -4 under where it says control thresh type in .8 and the distance thresh .5 also the HSph.Subdivs at 45 and the interp.samples at 20

In another rollout the Image sampler rollout…Check or tick the adaptive subdivision button and in min rate type in -1 and the max rate just 1 and the threshold do at 0.2

These are pretty fast…but you can play around with it from there…By the way in the direct illumination rollout I have the on button checked…for global illumination…But if you turn this off it should still be faster…But remember this setting is only good for tests…

have fun…


#273

Found a nice little checkbox called DISPLACEMENT and turned it off…much better…my models didn’t have bump maps eariler so the slowdown crept in the back door :)…I’ll turn it back on near the final render right now it cloged up my whole evening of rendering …


#274

I like the style of the wall…And the gras between the stones…olllaallaa!

Good job!

my servant:

http://www.cgtalk.com/showthread.php?t=226450


#275

Gáll Attila: Yep it’s that nice grass that slows down render times :smiley: Good to know it’s worth the wait :slight_smile:


#276

Your architectural design really caught my eye, it’s looking nice! Looking at the larger version, have a few comments. The underside of the bridge looks a bit harsh…it might be nice to taper the angle just a bit after those holes. Also the wires of the fence look just a bit off to me…not sure exactly why, but they seem a bit insubstantial and like they don’t quite match. Otherwise it’s looking really good and I look forward to seeing the characters take shape.


#277

Nice progress you’ve made so far. The background is looking pretty good. I hope my little system will be able to hold the poly count, lights, and effects at completion. This has a fairytale vibe to it; brings back memories.


#278

jowens: Hope the fence will look better once I add vines to it…it’ll break the monotony with a bit of color. Leaves are planes to be translucent so some nice lighting effects might go to work in this boring area. The bridge is still without detials. I’ll go for some extudes and chamfers here & there to get it looking better…oh yeah and dreaded displacement maps :smiley:

ace4016: Gotta love the old fantasy type movies right ACE…now that you made me think about it I guess Dark Crystal comes a bit to mind :slight_smile: (hope I get it to the point where I can compare it to mr J.Hensons style)

Guess I better have a week set for rending this out hours won’t cut it:D


#279

minor update…Added leaves on the fence…displacement maps back on…turned off the gradient for the dirt map…still needs work


#280

Just a compo test…added a proxy for the tower in the background…need to add variation in the leaves color…cloudy day so far…might change the color of the sky next update…back cat has a changed pose…slight changes to the bottom of the bridge…hopefully makes it look more sturdy.