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Arrival

Posted: Thu Jul 10, 2008 7:39 am
by Johan
3dsMax and Maxigo.
The cherub was borrowed from the Doom 3 "Id software" imported into 3dsmax using an md5 import script.

I needed a character like that, so I just added a few polys. All posters are just some renderings I made earlier. Some adjustments in Violet and later ps.

Cheers
Johan Sae-Thao

Posted: Thu Jul 10, 2008 7:50 am
by Kosmokrator
niiice!!!

Posted: Thu Jul 10, 2008 9:00 am
by Borgleader
Thats very nice...yet very creepy.

Posted: Thu Jul 10, 2008 1:21 pm
by CTZn
Hello Johan ! I think your image has some good potential, but it has to much contrast and so is hardly readable... maybe you are on apple computer (stronger gamma) ? For instance I can't say what's this object on the foreground (if any)...

At this point I would experiment more with tonemapping; wich did you use + settings please ?

Posted: Thu Jul 10, 2008 6:58 pm
by Johan
Thanks for the comments, I wanted it to be high contrast, but as I knew whats what and where it is. I never thought other people would have a problem to understand my layout. This is my fault, bad POV.

I think I could try another camera insted of lighting the interior up even more. It should be dark, with a strong backlight "Sun".

I will see if I can fix the scene, it was more of a Indigo playaround anyway :)

Bye
Johan Sae-Thao

Posted: Thu Jul 10, 2008 8:42 pm
by BbB
Creepy in a very nice way.

Posted: Thu Jul 10, 2008 8:57 pm
by BigSean
Wow, nice and creepy. Good job!

Posted: Thu Jul 10, 2008 11:51 pm
by CTZn
Oki Johan, I understand your point, and the second image helped me a lot by the way. Now it makes sense to me, and yes, I guess creepy is the right term to use :)

Posted: Fri Jul 11, 2008 12:03 am
by Borgleader
I don't know much about lighting but it looks to me like you probably could fix this by adding a faint light in back of the camera. Not strong enough so that you know it's there, yet bright enough so that we can see the scene better. I haven't touched 3DS in a while so I forget which type of light would be appropriate for this task.

Just a thought :)

Posted: Fri Jul 11, 2008 1:43 am
by zsouthboy
I disagree with the crits - it's an intentionally artsy shot that I honestly couldn't tell (except for the rocks texture) wasn't simply photoshopped together.

It's contrasty in the same way horror movies or dramas can be - you want, really want to see whats in the dark portions of your view, but - there's no light. Tension.

Posted: Fri Jul 11, 2008 2:02 am
by m.f.t.
simple yet very effective... i really like it.

i think you can try the scene with a faint fill light like Borgleader said, and compare yourself, which one expresses better...

if i were you, i would try with a green light

:wink:

Posted: Fri Jul 11, 2008 5:18 am
by Johan
//if i were you, i would try with a green light//

I could try a fill light, if it doesnt work, I agree. I dont have to use it. Green color is a color I would belive in to. There is already orange lights and some blue color from the environment that find it´s way. When I color adjusted the Image in ps, green was a color I liked, but didnt use. I only applied some blur here and there using masks, and a final color/highlight adjustment "Pal and ntsc safe". I also tend to look on the render saturated. Detail should be visible saturated to......

I will see what Iam gonna do. Been doing Object oriented renderings and some architectural interior viz lately. But been working as an game level designer long time ago. Could be fun mixing everything together, medium poly and a realistic render, like Indigo.

I have some differant ideas.....
Thanks for the feed back :)