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 Post subject: A Walk in the Park
PostPosted: Wed Mar 02, 2011 10:57 pm 
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Joined: Sat Jul 10, 2010 1:30 pm
Posts: 41
My entry in the CGTalk Dreamscape contest - probably a little too weird for CGTalk but I had fun doing it.

Image

Modeled and textured in Modo and Zbrush, rendered in Maxwell and post work in Photoshop and Motiva RealCamera for that 1970s photo look.

Some stills of the two characters, these are rendered with Modo:

Image

Image

I have an article about my Modo and Maxwell workflow coming out in 3D Artist magazine next month, based on some variations on an image previously posted, but altered with multilight:

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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 1:19 am 
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Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7340
Location: Tulsa, Oklahoma
Great job! And congrats on the magazine article.

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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 8:36 am 
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Joined: Sat Mar 12, 2005 4:43 pm
Posts: 4986
Location: Luxembourg
CG talk... well they like the typical large claws monsters.. :roll: You characters are super cool... very creative 8)

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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 12:21 pm 
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Joined: Wed Dec 01, 2004 2:34 pm
Posts: 262
Location: Nuernberg, GERMANY
very unique style!
i like it :D

now start to animate them :wink:

munch

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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 4:04 pm 
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Joined: Mon Aug 20, 2007 2:49 pm
Posts: 514
Location: Warwickshire, UK
Great images and art style. Really love the whole atmosphere and environment you've created. Good job. :D

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Last edited by RobMitchell on Thu Mar 03, 2011 4:10 pm, edited 1 time in total.

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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 4:06 pm 
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Joined: Sat Jan 29, 2005 12:59 pm
Posts: 1793
Location: milano
totally love it, kind of a breath of fresh air.. even though I must admit, as much as I love the characters in the modo renders, I'm not too keen on the post work for the final comp. it doesn't really convey a 70s feeling to me, would have imagined an old polaroid look instead (with weathered frame and all). and it kind of looses too much details in the overexposed areas.. but maybe it's just a matter of the resolution it was originally rendered at.


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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 5:39 pm 
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Joined: Sat Jul 10, 2010 1:30 pm
Posts: 41
Thanks for the feedback, I appreciate it. I agree that the penguin in particular loses a lot of detail in the final render, but it's not so much because of the post-processing, but rather it's exactly the same kind of exposure problem that a real photograph would suffer from, and also the lighting is fairly frontal for the penguin (but I need him to face the other character, and I liked the angle of the sun for other reasons).

I could try and recover the highlights from the 32bit file, but it might end up looking less natural as a result, much like HDRs do. I have also considered ageing the image more, with maybe some folds and torn off bits, so that isn't ruled out yet.


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 Post subject: Re: A Walk in the Park
PostPosted: Thu Mar 03, 2011 6:48 pm 
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Joined: Sat Jan 29, 2005 12:59 pm
Posts: 1793
Location: milano
I see what you mean, and I usually don't like excessively stylized images. but I think in this case strong vignetting, cross processing and all that kind of aesthetic might actually work well.
one thing that I think is sort of missing is that sense of dullness, softly blurred feeling typical of old photographs from the seventies. might be a romantic bias of mine though :)


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 Post subject: Re: A Walk in the Park
PostPosted: Fri Mar 04, 2011 4:45 am 

Joined: Sun Jan 07, 2007 7:23 pm
Posts: 1415
absolutely love your work. :)

are you painting and sculpting the details in modo alone?

from my limited experience in modo i could not afford to deal with the modeling and rendering setup, but became quite fond of the sculpting and painting setup (not to mention uv) that it has to offer.


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 Post subject: Re: A Walk in the Park
PostPosted: Fri Mar 04, 2011 9:36 am 
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Joined: Fri Dec 03, 2004 9:56 am
Posts: 873
Location: Germany Hannover
hello all :)

WOW .... very nice work from you!

ciao
torolf

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 Post subject: Re: A Walk in the Park
PostPosted: Fri Mar 04, 2011 11:01 am 
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Joined: Sat Jul 10, 2010 1:30 pm
Posts: 41
Thanks :)

rusteberg: the sculpting is done in Zbrush, as is most of the texture painting (some was done in Photoshop Extended, in 3D mode), the rough paint on the Penguin is ArtRage oils converted to a bump map. Modo was used for modelling and initial texturing and lighting - the sculpting could have been done in Modo, but Zbrush is better at this job. The final lighting and textures were fine-tuned in Maxwell Studio, but most of the groundwork was done in Modo first, because the Modo preview is much faster than FIRE.

My experience of Modo is pretty much the opposite of yours! I really like it for modelling and rendering, less so for painting and sculpting. It's OK for painting and sculpting, certainly usable, but I prefer Zbrush for both of those tasks. Polygon modelling in Modo is amongst the best there is, and I love it for texturing and lighting because of the insanely fast real-time preview. I know some people don't get on with the Shader Tree but I find it OK.

For many renders Modo works just fine, I use Maxwell when I need a little more quality, or in this case because the sunlight system is a lot better.


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 Post subject: Re: A Walk in the Park
PostPosted: Tue Mar 08, 2011 5:46 am 

Joined: Sun Jan 07, 2007 7:23 pm
Posts: 1415
ha! everyone i've talked to that works in modo praises the poly modeling. i think i've become so used to the shortcuts/workflow in other apps that modo clicking became a chore. (i spent days configuring these shortcuts to meet workflow, but still couldn't manage. old dog and new tricks sort of thing i guess...) i use several different apps for modeling, uv'ing, sculpting and painting (including zbrush which i have become very fond of), so what appealed to me most about modo was/is the effort in integrating all of these into one platform.

nonetheless, work like this keeps me motivated to continue transferring my personal pipeline over to modo under non production deadlines in order to streamline production in the grand scheme of things....

the modo shader tree as well as scene tree confuses me with too much information. too much verbal interpretation opposed to visual interpretation...... but that's just me trying to learn new tricks....

don't stop sharing your work here :) it's very refreshing! can't wait to see more!


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 Post subject: Re: A Walk in the Park
PostPosted: Thu Apr 07, 2011 9:15 am 
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Joined: Mon Mar 28, 2005 9:28 pm
Posts: 236
Location: FR
nice !

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