Jack (jack07)

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BC4-1810 Homework, Jack07

Homework Submission Week 1

It's been a while! I think I barely got it in time. 

I was going to make a more interesting material for the toy truck, but I wasn't sure how to start, even after making some from tutorials around the web. I mean, I just can't realize which nodes I need for the desired effect. Anyways I left a "dirty plastic" material for the wheel caps I made that only looked good there ha. 

I miss the old "everything in one place" style of submitting, hope there will be something like a "frontpage" that shows the last post of each personal thread in the final class system 😉😉

Bonus Halloween themed submission:

I hope that's a strong window...


Homework Submission Week 2

Homework Submission Week 3

  • The truck looks solid to me.  Day and night scenes are nice, too.  Good work.

    That Halloween scene is creeping me out.  Good work.

  • crew

    Excellent renders this week - all of them. And thanks for the bonus halloween version! A+ for the week.

    I miss the old "everything in one place" style of submitting, hope there will be something like a "frontpage" that shows the last post of each personal thread in the final class system 😉😉

    The official class system will be dope! It will definitely have a frontpage type situation. Ideally achieving the best of both the former method (singular massive class thread) and this method (individual threads).

  • Haha that halloween version! Just great

  • Homework Submission Week 2

    All made in eevee:

    And the Lighting Match exercise:

    First one by James O'Brien (Vadim Ignatiev), and second my foolish attempt.

    I'm so tired I don't have much to add. Eevee keeps surprising me, but the amount of bugs and weird design choices make my head hurt... 


  • crew

    Eevee keeps surprising me, but the amount of bugs and weird design choices make my head hurt... 

    Ouch sorry to hear that. It's certainly an adjustment and if you saw last week's stream, you know I've been frustrated by Eevee lol. But you've done solid work this week! It appears as though you figured out Eevee pretty good. I've only a couple notes on the main vehicle render:

    1. Lack of contact shadows. It feels like AO is not enabled or your lamp's contact shadows or both. Overall it's just lacking that proximity feel between objects touching one another.
    2. Simple environment, simple reflections. Doesn't seem like there's much being reflected on the car paint. Perhaps screen space reflections aren't on either? Makes for a simplistic feel to the S&L.

    All things considered though, it's good work. A B+ in my book.

    As for the light match, you're extremely close. At first glance they look like you rendered different cars in the same scene. Diving in for a closer look I can see some simplifications but I know time is a factor here as well. Still a great effort. Another B+ from me 👍

    • theluthier Thanks! I think I'll have some extra time to go bananas with this week's homework, already starting looking more on AO and shadows. Speaking of which, I have some trouble with the material I chose to recreate. I decided to use a modified version of the 3D Print Resin from the shader forge, and I get a very good result in eevee, still needs some adjustments but I like it. Cycles on the other hand... well take a look: 

      Disclaimer: I didn't check "Use scene lighting" for eevee, however it only looks slightly darker.

      Maybe I should do a separate version for cycles. I noticed differences before (I mean, of course there's going to be differences, it's a complete different rendering style) but they weren't this drastic lol.

       Anyways, should I go for a different material? Clay? Gold? Ballistic gel? I'm not sure what would be good to do to get a good impression. I will take take a look to artstation for Ideas, there's a "moonlight" scene I would like to recreate if I have enough time...

  • hey Jack ! it's a pleasure to see ur progress !

    • mmalhomsi My man! Are you doing this class too? If you are I can't find your thread on this sea of students lol

    • jack07  i just join up for Week 3 , some health issue kept me away from here the last few months..

      but i'm back , i'm finishing working on my last character , and now i try some lighting ! hopefully i ll pst a thread tomorrow 

      anyway i 'm happy to see ur work !

    • mmalhomsi Glad to have you back! I hope you get better, I was missing your beautiful art! 

      I'm not sure what I'm aiming for, we are supposed to "make an impression", but I have little experience with presenting my models.

      Speaking of progress, the character I'm using is one I made, she's called Umbra and this is how she looked a year ago! Can't wait to make some good shaders/textures and start work on her sister!

  • WIP for week 3

    I got some extra time to play around with lighting, was starting to roll into a blender depression so I said F it and changed values randomly. and I got this:

    I don't know if found the right path lol. What do you guys think? Should I keep the lighting and go for a full body render? Is there something I should tweak? Maybe it is too bright...

  • Turned down the brightness and fixed the AO not rendering. A surprising difference!

    • jack07  nice ! maybe y need to reduce the size of ur key light to add some sharpe shadows , this will give more strength to the pose

    • mmalhomsi I'll see if I can get sharper shadows, but it will take a while. It has been quite the headache to get eevee to do what I want! 

    • jack07 i didnt try eevee yet , anyway , try to start with a single strong keylight with sharp shadows , once u r happy with the result ,u can add more light. i generaly start like this . 

    • mmalhomsi Eevee has a lot of potential, It's possible to get close to cycles but in real time, it's crazy when it works. But it's still really buggy, be sure to have a 2.79 backup of your model! 

      I took all the lights and added a new key light, due to the material I use the shadows lose some sharpness, take a look (with a placeholder material):

      It already looks more "actionish"! What do you think?

       Thanks for your help!

    • jack07  nice i can feel the strenght of the pose ! i love how the abs r well defined with the shadows ! now try to add a rim light , and try to give ur key some vibrant color !! ( btw lovely char )

  • mmalhomsi I finally got something I'm proud of, and it's thanks to you my friend! There's still some tweaks to do, but I like where it's going!

  • Homework Submission Week 3

    I present you my character Umbra:

    She's a tough one ^^. Thanks to mmalhomsi for showing me the way!

    I'll see if I can finish some shaders for her, I have a "gold" shader ready and now working on her clothes. 

    And here's the lighting match exercise, original by Tamás Sárffi first, followed by my attempt :

    Found out my model has an awkward smile. So in character!

    Lighting is hard, but now I feel like I can take a rock and make it beautiful!

    EDIT: More defined version:

    • jack07 On the character shots, the character itself is so bright in general with little shadowing to help see the features. For this reason, i think the lighting in the color match is better for showing off the character's work. As for the color match itself, great job! definitely feels really close!

    • gradyp Thanks! You are right, I should tone down the light in the first ones, it could also be because of the material I made. I was running out of time so I didn't realize lol

    • crew

      jack07 Loved your work this week! Your progression from initial character renders to the final version is a testament to improvement. My biggest note with initial versions was contrast and you brought the whole thing around wonderfully in the end. You've taken advantage of the full color range (very dark shadows and bright highlights) instead of limiting your render to a smaller range. You've also not been shy with coloring your lamps and the render is more interesting for it. And that rim light is razor sharp! The character pops off the background beautifully.

      My one note would be to push the key light more to the side. Currently it looks like the key is nearly directly in front of the character, kinda creating a camera-flash effect. It's not that negative but I think pushing the key to the side a bit more would generate a little more gradient across the character's front. 

      Still excellent work: It's an A in my book.

      And your light match is like a 95% match. Only real difference I can tell is the slightest difference in the background gradient. The source render's bg gradient looks a tiny bit more noticeable than yours. But that's barely a note at all. It's another A from me.

    • theluthier Thanks! I was very lost at the beginning, but thanks to malhomsi and looking around artstation it ended as a fun assignment :D

    • jack07 Good progress.  I agree with the critiques.  I did notice in the  action shot, the thumb on the right hand looks like it's really pulled over.  I tried that, and it feels a little more unstable than having the thumb rest on the first two fingers, but that's a really, really nitpicky thing.  Good work.

    • silentheart00 You are right! I got my right thumb broken when I was little, and because of it I can pull it  that far, I didn't consider to compare it to my other hand, haha.

    • jack07 She does look very tough. Congrats for finishing so fine looking character.

      Don't have too much more to say about the lighting than it does look GOOD.

    • swikni Thanks! I'm very proud of her :3. Sorry for the late reply, it was a busy week!

    • jack07 No problem. Great renders on week 4 also!

  • Homework Submission Week 4

    Originally I was planning to make more unique shaders and colors for the window, lower part of the walls made of wood and so on, but I realized that that would end up looking like too much going on. After I looked around my house to give me ideas, I ended taking my "painted wall" material and modified it for the window and what was going to be wood on the wall.  I probably should have changed the floor to tiled ceramic... 

    Anyways, the only things I don't like are the lack of light inside the room, I don't think it looks realistically lith. The sun look great though. And then I don't know if I used too many white materials, the barely look different than a simple diffuse shader, even though I made stuff like paint imperfections, bumps, and so on. They are very small details afterall. 

    Also, I don't know why there big dark spots all over the toilet, didn't use any texture or bump for that one.

    Here's an alternate version, I wasn't sure which looked better: 

    For the lighting match exercise I choose one of the provided examples:

    I realized that while there's a lot of amazing cg artist out there, very few of them take their time to make a good looking light setup. Most go with a black and white render that has nothing special or helps the model in any way. I know it's hard, but the thumbnails that took my attention were the ones with very unique, colorful lighting.

    As proud as I am of my model, she is a very simple, barely detailed, soft one. Yet the lighting makes her look amazing.

  • crew

    Good job jack07 ! It's pretty realistic overall. I like the first version a little better because the sunlight's shadows on the left wall are more interesting to me. I only have a few notes:

    • The splotchiness is an artifact of the denoiser, which is what the dark spots are on the toiler. So that's a significant detractor from realism but it's a simple fix: more samples.
    • Wood floor and vanity could use more reflectivity (higher strength lower roughness value). They look purely diffuse and since a lot of the walls are diffuse the floor is a great opportunity to introduce variety. Besides wood floors are usually reflective to some degree.
    • The rug on the floor strikes me as an unusual color scheme: Orange and Black. I know it's that season and people have relative tastes...but I wouldn't say it matches that well with the room's design.

    It's a B+ from me 👍

    Your light match is very appealing. I completely agree that bold lighting can do wonders for good and less-good models. The biggest difference I see between yours and the source is the intensity of the cyan lights (stronger in the source) and that there seems to be 2 of them: One from the left (which you have) but also one from the top. It's a small note though. Worthy of an A overall.

    Way to finish strong!

    • theluthier 

      Thanks! I had the renders samples at 512, blender will kill me lol. I will take a look at some floor examples, I would like to add some imperfections and wear!

      I had the same rug and I was tempted lol. I tried to add some bumps but they didn't show in the render, or the angle killed them. Maybe particles/hair would be better?

      I think I did put one over her head, but yes it doesn't look the same. I will update it later after diner!

      Thanks a lot Kent!