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View Full Version : Tag Watch: redone #2



Cesar Montero
01-22-2006, 07:52 PM
Ok guys, here it is the newest version of my TAG Watch.
I made it as a challenge to avoid the use of HDRI.
I used only 2 lights for main shadows/highlights.
I used another 2 for some tiny coloring (blue/green and purple).
I used FPrime to render it, and Photoshop for contrast/curves/brightness.

Numbers and floor are image maps.
The rest are procedural textures.

Even if I'm pleased for today with it...
I know that in a week I will see it and think it sucks...
It always happens to me!
So feel free to comment on it. :D
http://archeidos.com/images/watch_1000px_web.jpg
http://archeidos.com/images/watch_closeup_biggest_web.jpg

Mr. Black
01-23-2006, 07:45 AM
That watch looks perfect! Can you outline how you've set up the lights? I've an outdoor scene with many ships I need to render that screams out for HDRI but I'd like to avoid it if possible. The machine I'll be using doesn't have the muscle of the new boxes.
Cheers
Jeff

Cesar Montero
01-23-2006, 08:16 PM
Well, my solution is not quick rendereable either.
I use radiosity as main source of lighting.
I use normally one light for ambient light.
Then I use another one to light th emain object.
I rearely use more than 2 lights.

As for the background, I try as much as possible to keep it black.
This reduces the variables involved in the intensity of the main light sources.
However, some light brown something is more required.

I don't restict myself to use area lights.
In this one I used a distant light, and a spotlight.

I can say however, that my technique is not the one that matters the most.
I follow a diciplined methodology and way of thinking to achieve the results I want.
Normally, to have a lighting scenario as I want it, it takes me about 8 hours minimum, if I havn't done something simillar before.

If the lighting involves an inside-out ilumination paradigm, then it takes me probably two days to arrive to the solution I want.


It is more much about dedication and keep your eye humble. Being humble helps a lot to say to yourself after 8 hours of work "it still sucks"...and start over again.

starbase1
01-24-2006, 08:54 AM
That is superb use of procedural textures, I am seriously impressed.

Have you considered assembling a package of your procedural surfaces and selling them? I'd be interested in buying.

Nick

Captain Obvious
01-24-2006, 09:00 AM
Bloody brilliant texturing. Downright fantastic texturing, in fact. Great lighting, too! :)

Tiger
01-24-2006, 12:09 PM
It`s a watch...a FANTASTIC WATCH :jam:
Great job!

kopperdrake
01-26-2006, 03:03 PM
That is painfully gorgeous :D Beautiful texturing!!

Cesar Montero
01-26-2006, 11:35 PM
Thanks guys!
I forgot to put the link to the FULL RES version, it is 2400 wide, and 2 megs size. So watch out if you click the link!

CLICK TO SEE FULL RES VERSION OF THE WATCH (http://archeidos.com/images/watch_biggest_web.jpg)

adrian
01-27-2006, 05:23 AM
How the heck you could ever think that a render like that would suck is beyond me...

Awesome render :D

Cesar Montero
01-29-2006, 06:14 AM
That is superb use of procedural textures, I am seriously impressed.

Have you considered assembling a package of your procedural surfaces and selling them? I'd be interested in buying.

Nick


sorry, I just saw your comment until now. I'm sorry!

Well, I have never tought so far in making money by selling textures or similar.
It is a good idea. However, my textures look good because of my lighting.
If you putted into my scenes the default texture, it would look as a realistic default texture, and you would say too "that texture looks great".

But the real trick is lighting...until this scene I played more with dirt and imperfections. Before my textures where very planar and perfect, still realistic I think.

So, to sell textures that can't look good without my lighting skills, would be dishonest. And well, I don't sell my scenes :D