Broken World (WIP)

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Kram1032
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Post by Kram1032 » Sat Mar 17, 2007 7:23 am

why the headsphere still is edged?
looks great!
Maybe, you could add SSS to everything, that normally would need it?
(Which means, except the floorplane, everything needs SSS xD) But I don't know... not really necessairy...

Would be intresting, if the one single flower-leave, that's falling down, was blended from red to grey, maybe... But this may detroys the focus on the heart, you'd have to test it...

Colezero
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Post by Colezero » Sun Mar 18, 2007 1:12 am

@manitwo:
Do you mean the sharp edges on the guy's head? I noticed this in some test renders before, but i forgot it......:roll:
About the materials: I don't know if i should add materials to the scene, because i want the scene to be uniform and simple, to focus the heart...hmmm....maybe..I'll try it:D

@Kram1032:
Thx :D
In the first image, which i posted a few days ago, i used SSS on the guy, but the problem is: if i add SSS, the normal smoothing doesn't work anymore.
I don't know why this happens, maybe it's a bug in blender.
And i also thought about coloring the flower, but i think i won't use any colors, except the heart.


Thx for the suggestion :D

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manitwo
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Post by manitwo » Sun Mar 18, 2007 1:34 am

Colezero wrote:@manitwo:
Do you mean the sharp edges on the guy's head? I noticed this in some test renders before, but i forgot it......:roll:
About the materials: I don't know if i should add materials to the scene, because i want the scene to be uniform and simple, to focus the heart...hmmm....maybe..I'll try it:D
afaik the sharp-edge-problem, which appeared on the smoothed guys head, is common problem for unbiased renderers (also maxwell have this problem). You have to subdivide the head a bit more to solve this problem.
I meant you should bevel the sharp edges (those 90° ones) of your bench - no object in reallife have such sharp edges - nearly every object have a small bevel - you would give your bench a bit more realism.
about the materials: i dont meant that you should give the materials some color - leave them grey - it's a good concept. but maybe give them some bumpmaps and specularity - but keep grey as its color.
Of course these are only suggestions. Do whatever you think looks best.
keep it up!

Colezero
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Post by Colezero » Sun Mar 18, 2007 3:07 am

thx manitwo, i already solved the problem with the edges on the guy, but i got some problems with beveling the edges on my bench, because the bevel-tools from blender are really bad^^.
And you are right, i added a wood-bumpmap and specular map to the shelves, and it looks quite good :D, abit tweaking and i'll post another render.

btw. in the end i have put your name besides my name on the final render. :D
You really helped me :D

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Kram1032
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Post by Kram1032 » Sun Mar 18, 2007 7:23 am

Bevel: Try using Subdiv "Simple" and after that an other subdiv "Catmul Clark" -> Smooth beveled :D

Edit: Added a very simple test!
Black (Void) = unbeveled (D'oh)
Silver = Badly Beveled with "Simple SubDiv" 1 and "CatmulClark" 1
Gold = Already quite nice beveled with "Simple SubDiv" 2 and "CatmulClark"2
Platinum = good beveled and quite sharp, already, with "Simple SubDiv" 3 and "CatmulClark" 3!
Attachments
im1174160031.png
Rendered ~ 30min with ~350.000 pps ;)
im1174160031.png (660.82 KiB) Viewed 3170 times

Colezero
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Post by Colezero » Sun Mar 18, 2007 9:13 am

@Kram1032:
Big thx, this is great, but someone needs to work on the bevel-tools in blender^^, but thx that you took the trouble of rendering and modeling.
Really good example. :D

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Kram1032
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Post by Kram1032 » Sun Mar 18, 2007 9:36 am

np ;)

This was one of the first things, I figured out :D
The funny thing is, that I never saw a tutorial, that tells this, or something simmilar...
Not even an other blenderer, who uses that technique...
So, maybe, I'm the inventor of it :D

P.S.: The same way, you can smooth things even better, if needed :D But normally, it's not really nessecary... I mean, between 3*4^6 (tris) and 4*4^6=4^7 (quads) times more faces are enough....
Last edited by Kram1032 on Sun Mar 18, 2007 9:43 am, edited 1 time in total.

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Kosmokrator
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Post by Kosmokrator » Sun Mar 18, 2007 9:40 am

color color color...give to this poor man litle color...u know...the all scene ...texture it...
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Kram1032
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Post by Kram1032 » Sun Mar 18, 2007 9:48 am

^^ Actually, he's supposed to be sad -> grey! Then only thing, that has colour, is the broken heart, as with it, all the rest of the world is broken! The only thing is, that there could be different greys! I.e. the flower looks kinda like a toon daisy -> leaves brightgrey, stipe dark(er) grey...
Wood of the bench, either as is, or darker....

Colezero
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Post by Colezero » Mon Mar 19, 2007 1:54 am

Just a small update, i beveled the shelves with the method, which Kram1032 told me, but i got some problems near the ends of the shelves, as you see on the render.
I already recalculated the normals, switched the normals, with no change.
Attachments
im1174223977.png
im1174223977.png (1.41 MiB) Viewed 3117 times

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Kram1032
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Post by Kram1032 » Mon Mar 19, 2007 4:07 am

I think, I see, what you mean, but it doesn't look bad, into my eyes..
Therefor, the sad guy is faceted/hard edged again...

Looks great, none the less^^

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