Lighting Challenge #20: The Shop Girls


#81

OK this is my Current WIP. I have not done any textural work/Lighting yet Mainly Cuz im doing remodels of the Char in the scene i felt they was too cartoony (no offense) So i am Creating New Models i have my First one completed and mainly i wanted input on it. Its a Full Body model w/ each major body piece separated into its own section i also have the clothing separate also mainly so i have more control over fine Details (granted it’s more work).But with the 2 month time on this i believe i can finish it in time. Also i haven’t created the Hair system yet that will be done after i finish everything else since that is easy to do with “Shave and a Haircut”

i plan to do the same with the cashier but i want them to look noticeably different.

Well here ya go.

P.S. Great work so far people.


#82

Hi, my first update

I am pursuing 3ds max now…


#83

Hi, this is my first update

I am pursuing 3ds max now.


#84

http://i1010.photobucket.com/albums/af221/coolmaya/store1.jpg

I am pursuing 3ds max right now


#85

@Vesty I love the warm feeling of the scene.
No offense taken for the character. It was intended to be cartoonish. Actually the idea was to have some warm, cartoonish, pixarish, non realistic character (and in my idea scene). also if someone would like to rig the character and to give facial expression a whole set of teeth is there :wink:
They were also left as low poly in order to texture without problem.
(I had in mind “the incredibles” when I modelled them). I’m really curious to see some renderman render of this scene or some “heavy” ambient occlusion :slight_smile:
one thing… the hair can be very difficult to render (and that’ why genrally are rendered in passes) I preferred to left the “as stripes” since with trasparency map they can look good :wink:

Keep going to all !


#86

Haha, heavy ambient occlusion is what I had in mind with the claymation look that I’m thinking about doing.


#87

Here is the concept I’m going for. I was trying to think of how I could make this scene interesting so I’m going to go with a post apocalyptic type world and the clerk is in the store and there is something outside the door trying to get. I’m going to repose her with a model of a rifle I’ve made, there is still tons of work to do, and I’ve never done hair before so that should be fun to. No textures yet just three spotlights and two point lights in the scene so far. I had to erase all the materials because mental ray wouldn’t load, oh well I usually do that anyways.

Thanks all


#88

@ Jojo
lol i think i will do 2 scenes one with your guys models and one with mine… As far a renderman i just bought a copy of it … But i don’t Know how to Use it (Its a Beast and most of the Options are lost to me. I texture the scene light it but i can’t seem to get it to look like i intended it too ( i was self-taught using Maya Hardware/Software/Mental Ray) If you know a good Free Resource for Learning Rendermans Functions in Depth please let me know cuz i would love to be able to utilize it. I wasn’t Able to Afford the Studio So Codeding Shaders isn’t something im used too … Now Shader networks in maya i can do but i think for this project i might stick with MR and when i have the time and knowledge i will use Renderman.


#89

I also had a question. This is something I Personally have never Tried is it possible to Make the florescent tubes in the ceiling lights Emmit light and shadows? and i mean is it possible to create a Truly light emitting object (not faking it) in maya 2009.

@ Zmuh11 Interesting Approach. Do you plan on using Light fog or a particle system to give a Smoky effect?

@ Coolarena Your lighting Seems Dark and uneven for the environment with those Ceiling lights looking the way they do it should look brighter imo.

@B4C i like your a Approach but try reworking your Textures on the floor they seem with that type of floor that groat (spelt that wrong i think) would be a bump map to give the the tiles depth otherwise its a nice start.


#90

@Chad 5118, my scene is actually using light fog right now but it’s not coming through the doors. Though I may just use another light with fog inside the actual door to give that effect. This was just a very early test I have loads of work left to do and with school starting we will see how much of this I can get done, thanks for the comment.

Zach


#91

np Zack make sure you have Depth Shadows on Light fog wont work properly otherwise, also Make sure that your Spot light shape Extends to the point where you want your light fog to stop.


#92

okay i’m still a noob, but should there be a significant difference in Maya between the renderview window’s renders and the Batch Render’s rendering? They’re using the same RenderSettings, right? When I try to get the lights adjusted to where I like them in the renderview window, the batch render picture is several notches brighter. Granted the overall product has better reflections and ambient light, but it also takes longer (the last one just took an hour with just Area lights in the ceiling) and I guess I’m wondering if there is a way to get the Renderview Window’s product look closer to the Batch Render product.
Can anyone help me? Should I just avoid using Batch Render altogether or are there some settings that I could adjust to get them similar?


#93

My start on the lighting and texturing…


#94

Hello everyone!

Here’s my rough layout and temporary lights so i can start making my shaders.

Idea is that some parts of the ceiling are made of glass and moonlight will come through that.


#95

Hey, Might be a little late to this challenge but ill give it ago, :smiley:


#96

@chad5118

I think what you would want is an area light?


#97

Another update…


#98

brookselliott - Looking good! The TV screens could get brighter and more reflective, I think. Right now they just look as bright as posters to me. See if you can get some more bounce light on the front of the counter, and more reflections or highlights on the black plastic. I think the background area might go darker and more saturated for contrast. Keep going!

devank - Using the security camera housings as if they were lights might be problematic, we’ll see. There’s a lot of fill light in the room, probably you should turn the light on the floor down and make sure it casts shadows or is darkened by occlusion. Some more color in the lights could help.

psycosven - Good start! A scene like that could benefit from having dark shadow areas in some places.

VinVang69 - Render view should show the same thing as batch. You don’t mean the real-time viewport, you actually mean the Render View window isn’t matching batch? Maybe you’re batch rendering using Mental Ray, but using the Maya Software Renderer for the render view? Or you’re opening the batch image in Photoshop and have PS’s own color settings changing your view? Something else going on that you’re not telling us?

chad5118 - You can have truly light emitting objects (using Final Gathering and/or GI in Mental Ray) but that’s not the most practical solution. You’re better off using area lights, or spot lights with the MR area light option turned on, to simulate the light from the tubes, plus giving them a material with a bright incandescence. I look forwards to seeing your re-modeled characters.

zmuh11 - Good concept! That could look great!

coolarena - Keep going!

B4C - Good start. The darker areas seem grayed-out with a lot of ambient light. For a night scene, you could use more contrast, with really dark shadow areas in places, and bright spots and highlights used selectively. I guess having the emergency lights turned on is OK if it’s supposed to be a power failure, but then why would the TVs be on too? Or maybe I’m just thinking too much. :slight_smile:

-jeremy


#99

Let me know what you think.


#100

Another take at it

  1. Lights on the ceiling need to act more like area lights instead of point lights ( they are area lights but are looking like point lights at some places, will figure that out later).

  2. I don’t want any specific focal point in this scene, i want it to look like a TV shop but with our characters in it, which is why i have subtle depth of field and contrast in lighting to help pop the characters out but just a little, not too much.

Edit: P.S. Thought maybe it would be useful to share this info: using mainly area lights and directionals to light the scene and using an environment map for reflections on the glass. No FG/GI, Occlusion is point based, no raytracing Using Maya + PRMan for rendering.

Also, still working on getting the tv image to look proper

Oh and for those who still haven’t checked the Avatar trailer, you are missing all the fun!
http://www.apple.com/trailers/fox/avatar/