Show off your final renders
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StompinTom

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by StompinTom » Mon May 05, 2008 12:57 pm
same tower as before but, many changes and stressful nights later, its finally finished!
these are the final images were sending off after a bunch of revisions, hopefully theyll like em!
theyre supposed to be a bit dramatic as its pure glamour/marketing. contrast/toning and compositing in Photoshop. modeling/texturing/etc in Blender, exported through Blendigo 0.9.
comments? crits? tips for improvement?
hope you guys enjoy!

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Phr0stByte
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by Phr0stByte » Mon May 05, 2008 2:06 pm
StompinTom
Freakin awesome stuff!
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OnoSendai

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by OnoSendai » Mon May 05, 2008 5:34 pm
Looks really great. Do you have any higher res images?
Also, please upload to Indigo gallery!
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suvakas

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by suvakas » Mon May 05, 2008 6:06 pm
Very cool !
I'd like it more with perspective correction though(with straight verticals). Too sad Indigo doesn't support these kind of lenses.
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manitwo
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by manitwo » Mon May 05, 2008 8:32 pm
woah - nice colors, nice mood!
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BbB
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by BbB » Mon May 05, 2008 9:07 pm
Stunning. Really, really like it. How did you guys handle the darker reflections at the base of the tower. Was it from an HDRI?
Too sad Indigo doesn't support these kind of lenses.
Yes, a shift lens would be great. They're kind of a must when doing architecture. Not sure how it would work in conjunction with Blender tho.
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StompinTom

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by StompinTom » Tue May 06, 2008 1:01 am
thanks a lot guys!
PhrOstByte: thanks man!
Ono: yep! the images were all rendered and composited at something like 3072x2304. im gonna upload slightly bigger ones later today!
suvakas: thanks! i composited with the photos the firm sent me, so luckily i didnt have to do any crazy persective correction, although a shift lens would be cool! Blender already has that option in its camera settings, be cool to be able to use it in Indigo
Anthony, Manitwo: thank you!
BbB: thanks dude! for the reflections, i tried everything from painting them in to collaging stuff for them. in the end, what i shouldve thought of at first, i basically alpha mapped a simple city skyline texture to a large curved plane behind the camera and moved it with the camera! simple, and i think its enough to give an impression of the reflective quality of the tower.
and Blender has a shift lens (the offset x & y in camera settings), itd be amazing if it worked with Indigo!
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Kram1032
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by Kram1032 » Tue May 06, 2008 3:03 am
So great

I wish, the cameras would make as crisp images as Indigo produces, though^^
The details, materials and reflections are just amazing

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zsouthboy
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by zsouthboy » Tue May 06, 2008 3:39 am
Almost indistinguishable from the photo.
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Phr0stByte
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by Phr0stByte » Tue May 06, 2008 3:43 am
What zsouthboy said - only by it's shiny newness!
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matsta
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by matsta » Wed May 07, 2008 11:09 am
wow dude. simply astounding. how many people were working
on it? was it just you or was it a whole team? even though the
fial product is very clean looking i suspect it took AGES to get it right.
i give u props for you dedication
once again nice dude
greetz
mat
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StompinTom

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by StompinTom » Wed May 07, 2008 4:40 pm
thanks guys!
this one was just me, from modeling the thing from (sometimes) mismatching CAD drawings to texturing, rendering and compositing it! definitely took a few tries and there are some embarrassing failed attempts that i dont think im gonna keep around....
i definitely learned a ton from this project though, hopefully the next one will go quicker/smoother!
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matsta
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by matsta » Wed May 07, 2008 10:43 pm
jeez, lotsa work for one guy

anyways one other question, im curious. what scale did you use. does the light play on the rigid edges of the glass panels change depanding on how large the building is in blender (blender units) or can the model size be as small as it likes. ive always ben curious as to how model scale effects lighting effects and render speed.
greetz
mat
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StompinTom

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by StompinTom » Thu May 08, 2008 2:39 am
as far as i know, the scale shouldnt matter except for material settings (ie. absorption, Watts, etc are calculated in units.
i used a real life scale of 1 Blender Unit = 1 meter. the reflections off the windows are helped by a bump map (a simple radial fade with hard black edges) that is mapped onto each face (the tower skin is modeled in such a way that each face = one window pane, at least in the most visible parts

)
that distorts the reflections enough so that it doesnt look too 'perfect' and lets me get away with a background thats much less detailed!
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