Really cool stuff odhinn, I love the giger-esque bike
mice job man!
But why do you submit all you work on the same thread?!
Heyas Odhinn…sorry I havent been around in a bit…the old amdk died on me…thru this old machine together for the moment to at least email and access the net…anyways, enough about my situation…great to see you have been busy at it in my abscence. Outstanding bio cycle…looks like a whole lot of work.
x 10
Lobbey:
Funny you said that…thank you.
Sebcesoir:
Huge fan of your work dude so thanks alot. No reason for the same thread…just a track record of my work.
Ron:
Great to hear from you bro. Hope you are well. Post something, lets see what your up to.
Here is a refinement on the head, actually started from scratch tonight.
[color=#9a9a9a]
Been busy doing alot of research with the new Maxwell Render plugin for Maya over the last two weeks.
Here are some initial results…
Maxwell plays well with Zbrush. Details on the Alien rider are Normal maps done in Zmapper. Maxwell does not handle displacements. I am really unhappy with this but hey.
The lighting in these scenes are done with a physical sky and sun setting. This particular shot is 4 o’clock in the afternoon on Sept 4, in Berlin Germany. I know it sounds crazy but you can program this into Maxwell. The camera shutter speed is set low at 1/2 speed with an fstop setting of 22. The shaders are custom mxm shaders I did from scratch. The colour in the Alien rider was done with Maxon Bodypaint 3D.
The next shot was done with HDRI maps for Illumination and Physical Sky with sun set at 2 o’clock in the afternoon.
I know the scene lacks textures but I have been concentrating on the lighting and rendering process. Thanks for looking./Odhinn
[[attach=33025]Alien_Sunset.jpg[/attach]]
Bimm:
Thanks for always being supportive bro, really means alot.
Glad you like it.
Here is the final composition so far…
[](javascript:zb_insimg(‘33039’,‘Alien_Sunset_1020.jpg’,1,0))
Damn, great looking Odhinn. top
Some feedabck
HDRI can be a sexy effect but it can also flatten out the illustrative punch and tonality required to differentiate elements effectively for graphic effect.
Blending this with a ray trace may gave you a better result.
Your Vue render is better in this respect.
Have you added grain or is that a result of your settings?
I like the direction this is going Odhinn. You have a done a superb job of modeling. Like you said it lacks textures but this would be a nice scene to apply textures to. This like you have blocked it out by hand and are ready to set the colors to it. The details I would add would be smoke from the pavement below the rear tire. Break up the terrain on the left to give more of an illusion of height. Maybe tilt the cruiser up just a degree or 2 and back it away from the rear end. The front of the car is interfering with the dynamics of the scene by creating the wrong illusion. But thats just my opinion. I think with the elements you have and texturing you could hit top row.
Boozy:
Thanks for the crits, I am a big fan of your work. Your renders are amazing.
There is no ray-trace option in Maxwell, it relys on the actual focus of the camera which must be adjusted to shutter speed as it relates to interior or outdoor settings. the noise in the shot is inherent to Maxwell. You must do long overnight renders to clean this up and I can’t afford to tie up my comp that long.
I like what Vue 5 does but I don’t like the fact that it limits you to bump maps only. I need displacements or normal-mapping features. They have released a new xstream plug-in for Maya which I may try over the next few months. These Maxwell pics are just tests and I don’t think it will be a render I will use much, as Renderman is so much faster and offers much better integration with the Maya platform.
Tartan:
Thanks for the crits and comments, I will try your suggestions when I go back to the piece. working on a paying gig right now so wish me luck.
Here is a new technique i came up with for Metal. I painted texture maps in Zbrush and then exported them to Maya and mapped them into the specular color channel of a phong shader.
I added some warm ramp textures to the color gain with a little noise and UV repeats of .2. Produced an interesting effect.
Render was done with Renderman using added refractions and reflections.
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I wish I had the knowlegde you have on 3d programs.
Good luck with your gig, I hope you earn some hardcorce cash.
nice metal technique by the way, is it for some french restaurant perhaps?
Starting to be something.
Keep 'em coming…
payin gig? ataboy! cool stuff as always o…
Bimm:
Thanks for that bro, No… it’s not for a restaurant, lol.
I can’t really say anything yet as it’s still in the early stages but when I can I will post it here first.
Jason:
Been so busy at work I have not had time to touch base with you.
Hope everything is cool with you, thanks for the support as always. I will e-mail you over the weekend.
Pete:
Thanks buddy, making progress inch by inch. Appreciate the words of support.
Here is a texture test of a bike I am working on. No other textures done yet. The rim was done with a poly converted to a subdivision and partially creased on various edges to bring out the detail. The rim is one piece. I have seen other models where the rim was done in two pieces but this is the lazy way to avoid working with subdivisions. Quite happy with this render test. Done in Renderman with a Phong shader and mapped with HDRI files. Render time of about 30 minutes with extreme settings. I think my CPU was smoking…
[](javascript:zb_insimg(‘33319’,‘Front_Tire_TextureTest1020.jpg’,1,0))
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Bike update…
Rendered in Maxwell, no textures just light test.
looking quite good. i love maxwells physical sky feature. i have a question for you. ive got maxwell and i’ve imported my geo but for some reason it always comes in as tri’s and half of every quad is missing…its so weird. do you have any clue what might be up? anyhoo, really like the concept…
peace out homeflops
Hey Justin,
Your problem is easily fixed…
If you are using Maxwell as a stand alone renderer then you must convert quads to trangles in your model. Depending on what platform you use, this is very easy in Maya. Save your model as a OBJ. file and your set. No more missing pieces.
I would recommend using a Maxwell plugin for your 3d app as you can keep everything in Quads.
Another advantage Maxwell has is that it will render very dense scenes as opposed to Renderman or MentalRay which look for every reason to crash if the model has too many faces. It also is the most stable render I have used, and will almost never crash.
The downsides are… no displacements, which I can’t deal with at all. Normal mapping isn’t great in terms of results or bump for that matter. The sss shader is a joke and does not produce convincing skin. I have looked at all the sss shader tests on Maxwell’s forum and they all look like ****.
I stand by Renderman for doing a finished render if you are looking at organic models. It has no competition. But if your into shiny surfaces like car reproduction, Maxwell is the way to go. But the renders have to be at least six hours to get rid of the noise. Also do some research for fstop values as they correlate to shutter speed. They have to match or your shot will be out of focus and need to be adjusted according to interior or exterior conditions. For example if you were rendering a indoor scene and wanted sharp details your shutter speed value could be 1/1000 with a fstop value of 1.0. For outdoor the setting could be 1/8000 with a fstop value of 1.0 also. Higher fstop values let less light in through the Maxwell camera while lower lets more. As a result you must be aware of the light intensity in your scene or no matter how much work you do the final render could be washed out. Hope that was of some help,if you want to know something else about Maxwell or Renderman just let me know.
thanks for the extensive answer. hopefully i’ll get everything figured out
Now, now, Odhinn, careful. I’ve been rendering RIBs for many, many years and I can’t seem to remember vary many crashes, especially on massive scenes files with lots of massive displacement files. Perhaps some settings need to be properly adjusted. Also it’s a strange statement about shaders concerning metals as well, hhmmmm. Maxwell, like many new renderers have what many deem simpler to achieve results, but that is perception. Having done quite a few cars, building’s, sets, etc., for tv shows and features, as well as a lot of early development for 3Delight while I was doing work for…, I find your results interesting my friend, especially as I’m pretty sure I can render a scene in say Renderman, 3Delight or Pixie pretty fast. All relative of course, but all things being equal as possible…
Justin, if you think you have a file with issues, try having someone else render it as a test. If you can generate a RIB, I’d be happy to take a look, even throw it at the farm. (Don’t everyone start asking for that - i will however offer it now and again.)
Jason is my software Guru Justin, so please listen to him before asking me anything. Hey Jason… all great points know-it-all, lol. :mad:
Actually Justin, If we ask Jason nicely maybe we can get him to post some Renderman Tuts…eh?