14 replies · posted

Krone's Polybook


I did the sunset scene for the lighting course in cycles.  I ended up using two sun lamps, The first lamp was at kelvin 3200, and I did 10 power, the second I did 1500 kelvin at 20 power.  I wanted a bit more red to the lighting than was normal.  Then I added a sky texture at 5 power, for just a bit of extra color.

I also did a volume cube at .05 volume around the whole room, to soften things just a tad and add some setting sun rays.   

It's amazing how much lighting can change the feel of a scene.  Also, great course so far.   Though I really need a faster graphics card, lol.  15 mins for a render is too long.

Anyway, I'm pretty happy with the overall effect.  But interested in hearing any feedback.

  • I haven't really rendered that much stuff, but isn't 15 minutes actually pretty fast?

  • Hey Krone :) 

    I can't see a picture or link? 

  • jlampel   Thanks for the very interesting course

  • also, here are some of the images from the planets I created after doing the Space VFX series

    this is the first one I made

    and these were from the second one

    and finally a short video I put together of them

  • And this from the first rocket ship course.  Wow what a difference two months make, I feel I learned so much

    and the rocket video

  • crew

    Nice work so far. I love your use of color. Keep going! 

  • Here is the tank I did for the design a tank class.  I based this on the M1A1 because I actually used to be a tanker about 20 years ago.  For the environment, I used the physical based starlight app, along with some info from the lighting course.

    Comments are always welcome.


  • I just finished the treasure chest course.  Another excellent course.  Although my final render is a bit different.

    For the treasure chest texturing, I decided to use Substance painter,  it just seems to be a bit easier to get a really good result than painting in blender.  I did create the wood and metal myself in there though.  That's not just a smart material.

    The sand and palm trees are from quixel megascans.  

    I actually created that water from scratch myself.  I'm pretty happy with how that came out as well.  Maybe next time I will try and do some white caps

    The sky is a mix of the physical starlight/atmoshphere addon, and a sunset HDRI.  I'm really happy with how that blended together.  In addition, I just added a touch of glare in the compositor -.97  with a threshold of 1.   But I'm really happy with how that sun looks on the water

    Finally, I did two small area fill lights.  The first on the front of the chest, the 2nd pointing at the gold to make sure it sparkled.  I did both at 3200 with the blackbody converter (thank you lighting course).

    Anyway, here we go, comments/critiques are always welcome.  

    • Nice work , I love the sun reflecting on the sea. Perhaps sculpt the sand up around the chest so it looks as if it is sunk into it a little. A chest that full and heavy on soft sand wouldn't sit on top of it like that in my opinion. Also , you can see at the top of the palm tree on the left where its trunk cuts off abruptly which looks a  bit odd. Keep up the good work!

    • I like that idea of the sand going up the sides, I might give that a shot, ty

  • Hi,

    Actually was a tank driver about 20 years ago, so I really wanted to make this nice.  Though it is a bit of a challenge translating real life into 3d.  

    I textured this in substance painter after having some problems getting the procedural stuff I did in blender to upload.

    Hope you like

  • updated sand.  I used the gradient and noise texture to add them to the bottom of the chest and trees.  Also, I subdivided the island plane, and used proportional editing to make some sand ripples.

  • Here is what I did for the shader desk submission.  I tried to get a bit fancier with some of the materials.  Some of the parts I'm particularly proud of..

    The wood desk is a custom shader, not just an image pic.  I took a noise texture and stretched the scale on one axis a bit, I think it came out pretty good.

    The notebook paper is custom as well.  I took the vector input, and then separated into xyz.  Then took just the Y, multiplied it and ping ponged it.  Then I masked that to get the larger space at the top.

    Finally, I did a reversed gradient sphere that was color ramped to be really narrow for the computer dell emission shader.

    Most of the other stuff not to exciting, but I did try and put some variable noise in most of the roughness maps on most things.  I've heard that goes a long ways towards believability

    Hope you like, but criticism is always welcome.