BC1-1908 Homework-Spikeyxxx

Collaborations

The story goes, that when admiral Nelson was shot at the battle of Trafalgar, it was decided to bury him at land and to conserve his body, it was put in a barrel of rum. Now the ordinary seamen didn't know about this and went on with their custom to drill a small hole in the barrel and suck out the rum through a straw.

Since then, in sailor's slang, rum is called 'Nelson's blood'.

I've been using Blender for about six years and still have never modelled a barrel; time to change that.

  • spikeyxxx replied

    ssmurfmier1985 Already used an irradiance map and baked the indirect lighting..

    I tried a noise texture in the volume some time ago and it looked horrible!

    But so much has changed now in shaders and light, I'll give it another try, who knows....

  • smurfmier1985 replied

    spikeyxxx irradiance is global illumination, that’s different than reflection cubemap. Using both produces the best results :)

    I used multiple noise textures to create cloudy mist for the Halloween contest last year, worked great for me then :)

  • smurfmier1985 replied

    spikeyxxx maybe density between first and last picture, split the difference, and noise would really help break up the cg perfectness of it I think.. As well as more reflections it looks very diffuse still. And some more orange lamp light / candle light to bring some contrast. 

    All just suggestions and ideas, it’s your art piece so please do what you like most ;)

  • spikeyxxx replied

    ssmurfmier1985 Thanks Miranda!

    I am still experimenting, all suggestions are more than welcome!

    I also thought it needs more orange light.

    As for the reflections, it's old dusty wood....won't have much reflection going on I think...

    But I will give it a try, see how it looks. Although, in my opinion, most CG artists like reflections a bit too much;)

    Noise textures for cloudy mist are a good idea, but I just can''t get it to work for small dust particles.

    I'll try reducing the density; always good to get the 'extremes' first and then dial it in;)

    Again, thanks for your help.

  • spikeyxxx replied

    O.k., one last one for today.

    More orange light, a bit more reflection and an Icosphere with a Translucent Shader around the Sun Light:

  • Kent Trammell replied

    spikeyxxx I like where this is going 🤩

  • silentheart00 replied

    spikeyxxx Great work, spikey!  You're just blasting through this.  One thing: the moonlight is hitting the barrel too perfectly.  Maybe try shifting it just off center a bit, maybe catch some of that blood on the ground, too.  Break up the straight lines a touch.

  • spikeyxxx replied

    silentheart00 Thank you Silent!

    That is a great idea.

  • spikeyxxx replied

    @theluthier Thanks Kent!

    Still have some time left and once I got the lighting to my satisfaction, I can fine tune the shaders...

    Lighting is definiftely the hardest part for me;)

  • smurfmier1985 replied

    spikeyxxx I was thinking that maybe the orange lamp light reaches a bit to far, almost everything is lit fairly evenly now. Maybe two or three point lights with stronger light strength but smaller radius could help create some interesting shadows? Could also help with drawing the viewers eye more to the moonlight and barrel. Just a thought.

    I absolutely love silentheart00 suggestion btw!

  • spikeyxxx replied

    ssmurfmier1985 Thank you Miranda for your suggestion!

    You are absolutely right, the radii of the point lights were way too large.

    Changed that and also the direction of the sun light as silent suggested.

    I really appreciate all the help I get on this! ( I need it...)

    Kinda like what I've got so far, I will go shopping now and look at it again when I get back....


  • Ingrid Frank(Fide) replied

    spikeyxxx I really like where this is going! The orange tones of the plank and the blue of the moonlight look very pleasing together!

  • spikeyxxx replied

    @fide Well thank you!

    Small update (took me about two hours...):

  • silentheart00 replied

    spikeyxxx There you go!  That's a little more visually interesting to me, and it's hinting at a greater story with the light showing some of the blood.

  • smurfmier1985 replied

    spikeyxxx much much better! Changing the light direction looks more interesting indeed, and as a bonus you have some cool looking shadows in the area behind the stairs now too, really like that. The reduced radius on the orange lights works a lot better too. Good job 😊

  • John Fluet(cthulusan) replied

    spikeyxxx This is looking great.  The colors work well, the light just offset really draws the eye into the barrel and delivers interesting shadows.  Good tips in this thread.  Are you still working on the spill?  Great place for wet shine to counter the dry wood.

  • Aaron Rudderham(thecabbagedetective) replied

    spikeyxxx Mwah! Still a little while to go but don't suppose you've thought about adding dust particles in the god rays? I think that would also an awesome amount of detail. Gotta agree with John that making the liquid just that bit more reflective will add a lot.

  • spikeyxxx replied

    silentheart00 Yes, I agree. Thanks again for the advice silent!

  • spikeyxxx replied

    ssmurfmier1985 It does look better now, right?

    Thanks again for the help Miranda.

  • spikeyxxx replied

    ccthulusan Thanks a lot Jon!

    I put a picture on the sides of the, spill preventing, cube and gave it a low value emission to get a bit of 'environment' light shining through the cracks.

    (Oops, I just realized that you were talking about the rum/blood...)

    Didn't do much shading on the rum. I was thinking about dried blood, but maybe it's a good idea to make it looks wet. I will definitely give that a try. Thanks for the suggestion!