3D Contest #3 Exteriors

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Re: 3D Contest #3 Exteriors

Postby OlaHaldor on 07/20/2009, 6:04 am

Sweet work, though the blur makes it look like a miniature.
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Re: 3D Contest #3 Exteriors

Postby Woxberg on 07/20/2009, 9:45 am

Here's a lq-version of a picture I made in Vue some months ago, wanted it to have a "dreamy" feel to it (:

Image
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/20/2009, 6:39 pm

Yeah, martouf, the image looks nice. The faux DOF is just not right though. It's off putting. I would remove that post work, or at very least fix it so it is more realistic.
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Re: 3D Contest #3 Exteriors

Postby Catbox on 07/22/2009, 3:29 pm

Here's a quick one made in VUE... I use 3dmax for vid game design but VUE is amazing and fun...
Image
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Re: 3D Contest #3 Exteriors

Postby CombatCow on 07/22/2009, 5:59 pm

Here's my scene that I made about a year ago registered just so I can post this :) vue+photoshop

http://img338.imageshack.us/img338/3698/main2q.jpg
Last edited by CombatCow on 07/23/2009, 6:55 am, edited 1 time in total.
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/22/2009, 8:29 pm

Anyone going to post anything other than Vue?
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Re: 3D Contest #3 Exteriors

Postby Catbox on 07/23/2009, 7:38 am

Here is a shack i made and textured in 3dmax for a map/level for a pc game mod
Image

and a cannon platform i made and textured in 3dmax for the same pc game mod
Image

I also made the terrain heightmap mesh with Bryce5 and textured it and added the vegetation from the game itself...
Last edited by Catbox on 07/24/2009, 4:42 am, edited 1 time in total.
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/23/2009, 9:22 am

It's not about upsetting me, however, the 'contest' is about programs other than Vue (etc) yet it's all people are posting; well except for your video game screen shot.
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Re: 3D Contest #3 Exteriors

Postby BJCurlee on 07/24/2009, 2:57 pm

Is this "Exerior" enough? :D

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Re: 3D Contest #3 Exteriors

Postby martouf on 07/25/2009, 12:20 pm

unreal wrote:Yeah, martouf, the image looks nice. The faux DOF is just not right though. It's off putting. I would remove that post work, or at very least fix it so it is more realistic.


thanks, you've got a point. now that I think about it, it does make it look like a miniature.
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 07/28/2009, 11:56 pm

Here's my contribution... I could have spent some more time on the shaders (I'm not that happy with the light post for example) aswell as the modeling (would have liked to add some more garbage for example)... But meh, it will have to do...

Edit: The image gets cut off a lot if I embed it in this post (it's 1680x1050) so here is the link instead:

http://img443.imageshack.us/img443/3945 ... 680x10.jpg
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Re: 3D Contest #3 Exteriors

Postby Catbox on 07/29/2009, 8:11 am

Nice scene Pigeon... has a cool feeling to it.
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 07/29/2009, 10:13 am

Catbox wrote:Nice scene Pigeon... has a cool feeling to it.


Thanks, I was really happy with the art direction... wanted to capture a sort of, lonely, dark mood ...
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/29/2009, 11:56 am

In Max Pigeon?

Scanline? MR? VR?

Only the one light source or did you use fill lights or environment lighting etc?

Also it doesn't look like the ground cement has a bump applied? Does it? Were you going for a flat smooth concrete feel? Going by the cracks mapped on the surface I would have thought a decent bump would be applied. (Not criticism, merely a tired mind waking up and looking).

I could probably work it out if I looked hard or long enough. But it's 5am and on the way to the studio shortly, so needless to say I'm too tired to bother :P
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 07/29/2009, 12:32 pm

unreal wrote:In Max Pigeon?

Scanline? MR? VR?

Only the one light source or did you use fill lights or environment lighting etc?

Also it doesn't look like the ground cement has a bump applied? Does it? Were you going for a flat smooth concrete feel? Going by the cracks mapped on the surface I would have thought a decent bump would be applied. (Not criticism, merely a tired mind waking up and looking).

I could probably work it out if I looked hard or long enough. But it's 5am and on the way to the studio shortly, so needless to say I'm too tired to bother :P


I used Max, Zbrush and Photoshop and rendered it in Mental Ray.

And yes, the ground as both a normal map and a additional bump applied to it. But due to the camera angle, ambient occlusion and depth of field, aswell as a very soft specularity, it doesn't really show up... I basically had to compromise - either I'd have to raise the camera to get a bit more detail from the ground, but less interest in the shot, or lose some detail in the ground and creating a more dramatic look and feel... and since it was geared more towards capturing a mood and convey a feeling, I went with the latter one...

And I don't mind criticism or feedback, I try to be very self-aware when it comes to my work but that is not enough, you always benefit from getting another opinion...

Regarding lighting... I had two light's right over the bench, slightly offset in the Z-axis from eachother... this made the shadows a bit darker and gave a much more dynamic look than only one would yield... Then I had a skylight with a very low intensity and two fill lights on the left and right... Then I rendered it with FG...
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Re: 3D Contest #3 Exteriors

Postby Max Scheijen on 07/29/2009, 12:53 pm

Zbrush. Tell me. For did you used Zbrush
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/29/2009, 12:58 pm

Yeah I figured you used two lights seperated on the z axis and then fill ights with MR and FG.

What did you use Zbrush for in thus project? Just to merely use/get used to Zbrush, as I don't see the need for it in the geometry you used. I know you mentioned that you did want to add more geomtery and I'm guessing you used Zbrush in anticipation of adding more detail and then probably scaled back your original idea (guessing here, I'm always interested in the workflow and decision process others take, whether I take something from it or not).

As far as the bump on the floor plane could you not have used displacement for the cracks? Or simply sub poly modelled the cracks, since there are only a few to do?
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 07/29/2009, 2:47 pm

unreal wrote:Yeah I figured you used two lights seperated on the z axis and then fill ights with MR and FG.

What did you use Zbrush for in thus project? Just to merely use/get used to Zbrush, as I don't see the need for it in the geometry you used. I know you mentioned that you did want to add more geomtery and I'm guessing you used Zbrush in anticipation of adding more detail and then probably scaled back your original idea (guessing here, I'm always interested in the workflow and decision process others take, whether I take something from it or not).

As far as the bump on the floor plane could you not have used displacement for the cracks? Or simply sub poly modelled the cracks, since there are only a few to do?


I used zbrush to create some normal and cavity maps... It wasn't really necessary for the project here, but I like using zbrush since it's so easy... And since I use UV Layout for the UV's I need to export an OBJ either way, so I can easily just import it into zbrush and sculpt a little aswell as paint some textures if I want...
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Re: 3D Contest #3 Exteriors

Postby unreal on 07/29/2009, 9:52 pm

Ah yes, now I understand your method. Either way, nice result for a home project.
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 07/29/2009, 10:10 pm

unreal wrote:Ah yes, now I understand your method. Either way, nice result for a home project.


Thank you... Yeah, it could definitely have been better, but since I just did it to contribute something to the thread I didn't want to spend 3-4 days on it just to get an optimal result...
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Re: 3D Contest #3 Exteriors

Postby maul2 on 08/1/2009, 3:30 pm

Alright, truth be told, this is a still from a short film I am working on. Created entirely in Blender, composited together in After Effects.

So you know...enjoy. (Click to see full size)

Image
Image
(/\ Note: This one doesn't have the trees. It's an earlier render.)
Image

Any questions?
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Re: 3D Contest #3 Exteriors

Postby unreal on 08/1/2009, 9:27 pm

Hey nice work man. I don't know why, but I constantly get suprised at the work some people can spit out from Blender.

It depends on the goal you were trying to achieve with this but I would like to have seen more realism. It looks almost like 'game level' design. As I said, this may have been your intention.

Either way, maybe you could add in some atmosphere to deepen the shot a bit and make it that slight bit more dynamic, even if you just did it in post.

Edit:

The waterfall looks great, I like the texture, however, for that extra bit of realism I would give the water texture more of a specular highlight as well as adding in some water spray around the actual water fall (I know there is some, however, you have one level of spray. I would enlarge the spray more and give it more of a fall off)
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Re: 3D Contest #3 Exteriors

Postby Pigeon on 08/1/2009, 10:30 pm

I think it looks a bit flat...

You should add more variation in the textures, create more shadow space and a bit more accurate materials... It looks a bit like an environment from a PS2 game... Other than that, I like the concept of the shots aswell as the camera angles... Just add more colors and a bit more interesting lighting and more shadow space in the trees and ground aswell as some more accurate materials it should look awesome...

Keep it up!
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Re: 3D Contest #3 Exteriors

Postby maul2 on 08/1/2009, 11:43 pm

Thanks guys. Although I appreciate the C&C's, alot of it I know about, it's just at this point I can't change any of it. My deadline has hit and everything is finished. At the end it was just a matter of "Eh, I know this could be better, I know how o fix it, but I don't have the time."

And I would go back now that the film is done. But I start film school in a month and I still have another (Non-VFX) film to finish.
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Re: 3D Contest #3 Exteriors

Postby unreal on 08/2/2009, 12:35 am

I know exactly what you mean man. I always have this problem with deadlines. Sometimes "it's good enough" is exactly good enough for the client.

However, sometimes it really gripes me that it's not my best work and so on. Hence why I have basically made a heap of presets for rain/atmosphere/lighting etc etc. So it's a quick drag/drop/tweak and I get a much more detailed result and saves me walking away going "hmm I really should have done etc...".

Nice work considering the time constraints you had though.
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