Author Topic: Caleb_wip  (Read 7351 times)

2013-02-16, 12:06:32

lacilaci

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Caleb from Blood...Not many details and just wiretex in diffuse for now.. :)

2013-02-16, 13:59:19
Reply #1

Ondra

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I'm looking forward to this, that was a great game in multiplayer. And educational too, where else would I have learned that you can light a spraycan on fire when I was 12 :D
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-16, 15:43:55
Reply #2

lacilaci

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Yes it's awesome! Kids these days don't get this kind of... education in games :D

2013-02-16, 17:58:00
Reply #3

maru

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Sweet, can't wait to see him finished!

This gives a whole new meaning to the phrase "I... LIVE... AGAIN!". :)

2013-02-18, 16:06:15
Reply #4

lacilaci

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Soo.. I'm figuring out proper use of displacement and normal maps in corona for characters...(coat, pants, boots for now...)...

2013-02-20, 14:09:34
Reply #5

lacilaci

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texturing wip of the main character...

2013-02-20, 20:11:24
Reply #6

lacilaci

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adding some "stuff" to relax from texturing...

2013-02-21, 16:13:36
Reply #7

lacilaci

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Corona hair :D and some music :

I love the second comment there :D

Anyways, Calebs skin shader is kinda "consuming" textures on hands due to translucency and the fact that there are no bones there(He has a skull though)

I'm hoping that it'll kinda vanish once I get him posed and get voodoo doll and knife in his hands, else I will fix it once posed together with some other stuff...


2013-02-24, 21:27:05
Reply #8

lacilaci

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a little test insite a train...

2013-02-24, 22:18:03
Reply #9

Ondra

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I like where this is heading! Little note: I would experiment with the lighting to make him pop (stand out from the environment)  - unless you are going for that "when you see it you will shit bricks" kind of image ;)
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-25, 06:53:05
Reply #10

lacilaci

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lol :D... Yeah, I'm doing some tweaks to the car itself and I'm thinking about second character (a victim of calebs voodoo stuff :D) that' be crawling on the ground in front of him. Just haven't decided if that should be a human or some kind of monster... So in the end, the lighting and camera will surely change, thanks for the tip :)

2013-02-25, 13:19:30
Reply #11

maru

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His knees look a bit weird - they are bending towards each other too much. But it looks like the finished image will be awesome. :D

2013-02-26, 12:38:27
Reply #12

lacilaci

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His knees look a bit weird - they are bending towards each other too much. But it looks like the finished image will be awesome. :D

thanks, and yes I guess you're right and the camera even seems to enhance that... I'll fix it and aslo some other details later..

2013-02-26, 13:19:24
Reply #13

lacilaci

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made a secondary character...

2013-02-27, 14:00:14
Reply #14

lacilaci

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so here's what I've got so far...
The shot inside the train is rendering incredibly slowly, lots of very noisy reflections even after 5hrs rendering. I think I'll leave it and revisit this after I upgrade my rig to get there more details and clean output... and in possibly more reasonable time...

2013-02-27, 14:05:45
Reply #15

Ondra

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The scene looks simple, it should be clear in 1 hour. Perhaps there is something wrong with it, we can help you optimize it. Can you post your rendersettings and scene overview?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-27, 14:20:08
Reply #16

lacilaci

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PT 24 samples, lights 4 samples, everything else is default...

Scene is simple it's just what you see there(metro train car with characters and one empty car behind it). It is lit by a hdri and those interior lights...

I believe that the problems come from those lights. They're actual square lights inside onesided material glass meshes(onesided cause I wanted those lights look glossy through the lamp shading). I will try emitting light just from lamps and if it helps I will try textured emission...

Every material is reflective, windows are thin(twosided mat), there's displacement on characters(max poly subdiv 10 pixel projection 1px) and hair on caleb but in the end not much of geo there, I was rendering higher polycounts with corona this shouldn't be a problem I guess...

2013-02-27, 15:19:42
Reply #17

Ondra

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ouch, the problem is lights behind onesided glass. You need some bidirectional method to render this efficiently.
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-02-27, 15:37:51
Reply #18

lacilaci

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Yes I somehow thought would be faster than texture emission but it's not so I'm reworking the lighting.