Showing posts with label lighting. Show all posts

Brand X Lighting WIP

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Scene/model taken from the 3drender.com lighting challenges.
This is still a WIP - caustics not yet done and could do with a few more lights.

Render time (on my very slow laptop 2min5sec)

Here's a view of the rig so far, 1 directional light and using Final Gather with some image based lighting, also using the white planes (primary visibility and emit/receive shadows off) to add a little more to the reflections/ lighting (appearing more like studio work).


I also had a play with some Lens/output shaders and gave the mia_exposure_photographic shader a go with these settings;

It produced these results which I kinda like, with some more tweaking I think it will be a pretty fun shader to use - it added 1 second to render time.

and after amb_occlusion pass + some colour balance/ noise in PS;


(model by Anthony Thomas)

Lighting Studies '09

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These were from the Lighting and Rendering with Mental Ray course I went on last year. The course ran by Jeremy Birn (Lighting Artist, Pixar) was great for further study in to lighting/rendering with 3d packages (Maya used for these). I'm continuing studies in lighting by doing the 3D Lighting Challenges found here




I'd recommend the course for anyone interested in Lighting or Rendering, the basic techniques can be used in any package really and it teaches how to use lights well and more importantly efficiently (getting good results without necessarily the need for advanced rendering options like Global Illumination).

Sculptris Tests

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Sculptris is currently a free to use 3d sculpting program (currently in Alpha stage). It is slightly more basic and raw compared to the big sculpting tools (mudbox/Zbrush) but it still has a great charm and excellent ease of use.


Here are a few tests done with it (using the default sphere as the starting point).

Above: test/wip work of a Magneto/ Raiden character (head would be covered with helmet)
Below: A goblin


Above: WIP of a Kingpin style character
Below: Test Render in Maya with bump and skin shader applied


I found the program really easy to use and a nice start for those not used to importing objects in to Maya for a render. (I used a modified version of MayaSSS Fast Skin Shader as a base for the skin with my texture painted colours as bump added to it, then a simple lighting rig for the images). The downside is it's quite a bit harder to get a refined model such as in zbrush and poly count can be quite high (although the reduce brush does an excellent job of lowering poly count).

This program is perfect for lunch time doodles at work or test ideas which can then be developed in more powerful software combinations. Give it a go!



Instruments and uploads

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Just a couple of photos I took tonight of the new instruments the Mrs bought me!




Above: A Suling - an Indonesian bamboo flute.
Below: A Mbiri or Kalimba - Thumb piano




I have also uploaded my test shots for my final year project (which was during the 2007/2008 term) to youtube. While they are already up on here I can't seem to share them so here they are for all to see!




Motorbike II

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Just a few more shots of the bike so far. I'm not too keen on the materials for the brakes currently but I'm just testing out lights and materials while I go do each step. Aiming to get started on the engine over the weekend and if I can put it on the bike for Monday.




Updating older work

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I managed to find an old memory card I used for shooting a few years ago which still has all the photos I took in RAW format. I thought I'd go back to them today and use some techniques I now use within adobe Lightroom and Photomatix Pro. Initially although they were shot in colour when I originally uploaded them (they are still in an older gallery) they were all monochromatic simply because I've always been more comfortable shooting for/in B+W. Now I'm a bit more experimental with colour so here are the results;




Today I also found a couple of books in a second hand book store.

Berence Abbott - Masters of Photography

The Book of Portrait Photography - Jorge Lewinski and Mayotte Magnus


They should be good for some reference work when painting / designing and I've always been fond of Abbott's work, especially as he started as a darkroom assistant to Man Ray (ended up doing similar experimental work at college when I did A level photography).

More doodles

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Here are more sketches I did in the past few days. This week I've also bought myself a sketch pad for the upcoming Drink and Draw in Cork (hopefully a regular thing) with a Daler-Rowney graphic pencil set.

Today I also bought This:


Street Sketchbook

by Tristan Manco

It's a great book packed with sketches and work from a lot of street artists (although I wouldn't call it Graph art more like modern graphic design).



I'm going to try and work on more cartoon/simplified characters this week and some full body sketches and try a bit more lighting skin tones when painting digitally.



Above: More work on lighting, starting from an orange/peach to navy/purple gradient.
Below: Sketching Judge Dredd. I went for an older style Judge (Mike McMahon possibly?). I think I still prefer just the standard black and white one here. Took a photo of my sketch and went over it on the Wacom. Thankfully my new sketchbook isn't lined!



Previous Lighting Tests

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Looking through my old footage on my laptop I found some test shots of my Final Year Project at university and I thought I'd put them on here so that I can compare my lighting techniques after learning some new tricks and techniques later.

My final year project was based around mainly using fluid particles to make a glass of water turn in to a flower (well a flower growing from the water). I knew I was going to be shooting it on just a black background as I was wanting to emulate the slow motion Sainsbury's food adverts that were out a few years ago. Lighting was obviously going to be one of the key things I looked at as I needed to make it efficient and yet still look good. For this I decided not to use caustics as the was no solid background for light to reflect to. Then I created a simply lighting rig using grids with a white or gray Lambert texture on them, hiding their primary ray visibility in the render and then using final gather. This cut the render times down by a great deal without the need of global illumination/caustics and gave me the ability to create a nice studio lighting setup using grids as reflected lights and reflectors themselves.



Above: a wireframe view of the full lighting setup for the stem rising up from the water. I added an environment map to add a little extra to the reflections.
Below: A closeup of the lighting setup used when the petals are created.



I don't remember the exact render times but they were at most 2-3 minutes each per frame. The only troubles I had were actually with using XSI and Realflow together. I made a decision at the time to stick with the package I knew as opposed to which had better fluid/Realflow integration and it caused some pretty nasty glitching problems during the render phase.

Here are a couple of test videos of the petals growing, hopefully the video compression on here doesn't make them look too bad. Unfortunately I don't have the final render/shot on this laptop but I was going to re-render it or infact reshoot it completely using Maya to make the most out of it.


Personal Project Progress I

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This will be a weekly or bi-weekly update of my current projects/ideas in development. I've decided to do this to keep me busy and give myself own personal deadlines which I think is important in order to maintain healthy motivation/pressure.

3D Modelling:
Currently learning some core modelling techniques from a tutorial researched at university. The goal is to build a simple Android model. I'm following the tutorial exactly here before I deviate away too soon. I think learning core 3D skills again will help me show off the areas I want to concentrate in (lighting/rendering/particles).
After this I'm going to do a few simple car tutorials and make the generic car model as a studio lighting and render test. While I could just use a premade model I don't think it will hurt to learn some extra modelling skills with this.

Mini Project Idea:
I want to use the techniques learned to create a 3D version of the image below. It will provide some modelling and lighting challenges and yet not be too complex to be impossible for me.


angel alita rendition by ~emotionography on deviantART

Lighting:
I've been looking back at some tutorials gather from university research as well a great lighting theory tutorial found here . I plan in the next week to provide some very very simply modelled scenes (cubes, spheres in a room, no complex geometry) to show things I've learned, maybe advance that to a few challenges not looked at much in most lighting tutorials (evening shots, multiple artificial light sources etc).

Sculpting:
While this is very much more fun still at the moment I've bought an anatomy book and intend to develop my sculpting skills. My goals currently in this is to create a full body maquette/statue and texture a head.

Long Term Personal Project Idea:
I currently have an idea to develop a short story I visualised near the end of my university course and adapt it in to a simple comic although using 3d models/zbrush sculpts instead of drawing it. As my skills still aren't as proficient as I'd like while I'll be developing this throughout I doubt any practical progress will be made on this till I am comfortable in the areas of organic modelling and sculpting although I can start on the sets.

Reading/Viewing/ To Buy List:
I am currently reading Anatomy for the Artist
I still don't have any of my books from university over here yet so I don't have much else to ready aside from the tutorials and research I've gathered on this laptop so I'm also reading those.
I'm currently watching a few Pixar movies for some lighting ideas and composition techniques. It's interesting to see the evolution of the camera angles used. As always generally speaking the films I watch in my own time I usually watch again in greater detail and write some notes or ideas as to how they did a certain shot. I might write a little essay on futuristic design theory soon as it has been on my mind recently.
My current to buy list are 2 dvds from Digital Tutors. I think Digital Tutors tutorials have improved greatly over the years and now provide some interesting workflow solutions and methods in a good range of 3D packages.
Character Creation in Zbrush - This is a start to finish look at creating characters from scratch in Zbrush and may help me in my comic idea.
Motorcycle Modelling Techniques in Maya - These tutorials have been developed with a bike company and have a lot of techniques regarding modelling parts visible on a motorbike which aren't necessarily shown when modelling a car. These shapes and parts would work well in an android based model as well as improve complex objects. Also one of my projects down the line is to model one of my father's motorbikes.
Mental Ray Nodes online Reference Library - I think this will be invaluable when the time comes to look at advanced rendering techniques. I am considering buying this although the others currently are more important to me for my short term goals.

I shall update this soon with any progress or ideas developed.