Spectacular 3D Entry: Glenn Dean


#61

You aren’t allowed to be done so early! :wink: Congratulations on a cool image. I completely agree with the story you have shared. I try to be one of those people who do appreciate the little things.


#62

Congratulations with finishing this interesting image :slight_smile:


#63

Brilliant image,simple but powerfull.


#64

• Nice and sweet! Congratulations, it looks great, I only hope that bubble doesn’t explode until the challenge is over! :D:thumbsup:


#65

Wow nice work. I especially like the material you have done for the bubble, it is a nice blend of the map and the soapy look. Super nice final overall. Cheers. Good luck.


#66

what a beautiful idea…really good job ! :slight_smile:


#67

I want to thank all these really talented artist that were generous with their praise. A great online community and an inspiration to me.

3rd user
melkao
danielkenobi
jmturbo
daWinky
detached
stefan
pluMmet
(o)ne
Gunilla
MrMicro26
Eumel
cHum
Crying Horn
THE CLYKE
DimitrisLiatsos
mac_andre
Novacaine
denverbz
ilusiondigital
Dodgeas3d
claudio_jordao
yunisirees
gardogg
eddieellis
dvelasco
dern
shabriri
mmoir
rblitz7
SONIC-X
Climax
soapy
monks

Thanks all

Glenn
http://features.cgsociety.org/challenge/spectacular/view_entries.php?challenger=9224


#68

I’ve been trying to get this thing to render at a higher res. If i go any higher than 2048 pixels it freezes. Sometimes I’m able to see the render is finished in the renderview but if I try to save the image the machine crashes and there’s nothing in the images folder. Only happens with mental ray.

Any ideas?

Thanks,
Glenn
http://features.cgsociety.org/challenge/spectacular/view_entries.php?challenger=9224


#69

I´m stunned over this beautiful image you have :applause: well done…:bounce:


#70

Hello glenn, maybe you could render your amazing image by regions. Good luck.


#71

Really nice render, skin, hair, lighting… good job.:slight_smile: :thumbsup:


#72

Hi Glenn,

It’s a pleasure to meet you. Your work is amazing!

About the rendering issue, you might want to try rendering in passes at full res and compositing the channels using different transfer modes in Photoshop. This is what many renderers do internally anyway, but this will give you much more control over the final product and give you a little more artistic flexibility.

If that doesn’t work, or if your renderer has a maximum pixel limit, you can break up your rendering into eight or so sections. Here’s how it works:

First, render out nothing but the alpha channel. This doesn’t have to be at full res but it needs to be as big as you can render it. Next, create a numbered grid of eight or so squares in Photoshop, matching the proportions of your intended rendered image. Each square can be a different color, like red and green, but they should be labeled.

Second, use the grid as a background plate. If your 3D software allows you to use a background image along with an alpha mask, then this would be best and you can ignore the very first step.

Next, drag a section marquee around the first background grid square (with your model if the foreground, of-course). Make sure to go a couple pixels beyond the grid lines. Some if not most of the grid squares might be obscured by your model but the important thing is to see just two intersecting lines so you can line them up in Photoshop. Render this section at full resolution. Do this for the remaining squares.

Finally, in Photoshop, create a file with the same proportions and desired resolution and up-sample just the alpha channel, if you couldn’t render it along with the background, and use this as a layer mask (reveal all) for the foreground image. If you could include the alpha channel along with each grid square, then ignore this last step (this would be best). On a layer, bring in your grid (the one you used for your background image) and size it to fit proportionately. Last thing – bring in each full-res rendered section as a layer and align the over-leaved edges of the grid lines. It might be helpful to turn down the opacity of each layer while checking the alignment.

That’s it.

Hope this helps!


#73

Amazing work!

I do agree with harryb! its a good way… but there is another way to try…I had the same situation and it helped :

Optimize mr memmory limits : u can try BSP or large BSP (for heavy scenes) , change BSP settings : BSP size > increase (this will use less memmory but will be slower) and BSP depth.

Hope this will help!

Goodluck!


#74

Nice image, simple but great, good luck!


#75

Claudio, Harry and Arnas. Thanks so much for your advice! I probably don’t have time to get it done on this piece but I know the render regions tip will save my ass in the future. The image looks pretty tight at 2048 by 2700 and hopefully that’ll be good enough for now.
Very generous and helpful group here! Good on you all!

Glenn
http://features.cgsociety.org/challenge/spectacular/view_entries.php?challenger=9224


#76

What a final piece my friend, but… we need the story :scream:

Godd luck mate, and thanks for the mention


#77

Exellent idea and realisation :applause: great work :thumbsup:

Good luck :bounce:


#78

Hi Glenn, I finally have time to congratulate you. Your work is one of my favorites, the idea is just simply wonderful, and realization is perfect :applause: Good luck mate I hope to see you next time, and have beautiful christmas :smiley:


#79

Hi Glenn,

Thanks for your compliments! I’ve put up a revised image. I found a weird compositing glitch in the water – some kind of alpha channel artifact that didn’t belong there.

Thanks for your praise for my story too! This means a lot, especially from someone who appreciates the work of William Blake.


#80

Well done Glenn, this is one of my favs in the 3d challenge so far.

Look upon the world as a bubble. Look upon it as a mirage. Death looks not at him who looks upon the world thus - Buddha