Space Girl - SSS and GI

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Space Girl - SSS and GI // Work in Progress

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Post by slaughters // Mar 16, 2006, 10:02pm

slaughters
Total Posts: 16
Here is an image that I'm working on. It was rendered in VRay using Global Illumination for lighting while the skin was made using the new Vray SSS shader:

Post by splinters // Mar 16, 2006, 10:24pm

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Very, very nice work Stan. Looks like Vray is coming into it's own...:D

Post by Vizu // Mar 17, 2006, 12:45am

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Weeeeeeeeehaaaaaaaaaaaaaaa, i like it.

It need a bit more brighten up from downside. ( mean the dark areas around the nose are to dark )

Post by W!ZARD // Mar 17, 2006, 1:10am

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Very cool indeed! You can mark Wizard down as impressed. The skin tones look so real, I assume thanks to the SSS. Do you have any test renders that don't have SSS? I would love to be able to make a side by side comparison. I'd also be very interested to see what tS7 could do with this scene rendered with the newer Lightwave renderer - even though it doesn't have SSS as I understand it.


Back to the render you DID do rather than the ones I wish you would do:D :


This is a great image - it's got space and it's got a girl: every nerds dream;) but it also has great class. The uniform gives a sense of formality. This Space Girl looks like she could have just stepped out of a Heinlein story - is this your own modelling? Who cares? I reckon it's great anyway - and nice to see a tS7 WIP in this forum too!

Post by slaughters // Mar 17, 2006, 3:25am

slaughters
Total Posts: 16
Vizu - You got a point. The nose is a little dark on the bottom. I'll work on that in the next go around.


Wizard - I was thinking of Heinlein and Weber as I made the image, so good call. and yes it is my own modeling.


Until I make some more changes here is a close up render of the head.

Post by e-graffiti // Mar 17, 2006, 5:34am

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This is a killer picture! The SSS did a good job of adding some realism to the skin. Thanks for sharing.


W!zard I assume you mean Lightworks and not Lightwave renderer?

Post by Délé // Mar 17, 2006, 6:41am

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Fantastic work Stan! Looks great! :)

Post by slaughters // Mar 17, 2006, 7:31am

slaughters
Total Posts: 16
Messing with some texturing and lighting - got rid of inapprobiate shadows under nose. (Most of my images are like this - Quick to model - forever to texture and light)

Post by Naes3d // Mar 17, 2006, 7:42am

Naes3d
Total Posts: 0
Excellent work! About the walls tho, is that a texture or rendering artifacts I am seeing?

Post by JPSofCA // Mar 17, 2006, 10:24am

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Very nice work.

Post by daybe // Mar 17, 2006, 10:27am

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Yes I agree, nicely done.;)

Post by stoker // Mar 17, 2006, 11:09am

stoker
Total Posts: 506
The texturing is really good not to mention the good lighting and modelling


NICE WORK:jumpy: :jumpy:

Post by W!ZARD // Mar 17, 2006, 5:48pm

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Total Posts: 2603
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This is a killer picture! The SSS did a good job of adding some realism to the skin. Thanks for sharing.


W!zard I assume you mean Lightworks and not Lightwave renderer?


D'oh! Looks like I got my terds in a wangle!~ Yes I did mean Lightworks. It was late here when I posted that, what can I say?


All I can say is thank goodness someone knows what I'm talking about! :D

Post by stan // Mar 18, 2006, 6:01am

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alway enjoy your work with humans Mr. Slaughters..can't wait to get a try at this sub surface stuff too..:D

Post by rchappell // Mar 18, 2006, 9:21am

rchappell
Total Posts: 114
This picture is really quite stunning. Your modelling of the girl is very impressive. I like the image as it is but would also love to see you playing around with different colours and textures.


Great work.

Post by noko // Mar 18, 2006, 9:26am

noko
Total Posts: 684
Great stuff! Each version is cool and unique. Have to keep an eye on this one developing, will learn alot. Please keep us informed, this is very excitting.

Post by slaughters // Mar 18, 2006, 6:42pm

slaughters
Total Posts: 16
OK - Latest version. Mostly slight changes in lighting, texturing and colors.


I kind of like the colors in this one.


P.S.


The yellow in the visor and around the window are just objects painted with Caligari Metal reflectance with a yellow-orage color. Who knew that if you set the transmission to a value above 1 (2 in this case) it sort of gives you that almost neon glow look to it (At least using VRAY with GI lighting)

Post by Vizu // Mar 19, 2006, 12:41am

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Total Posts: 628
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Yes slaughters, it looks much more better, time to post it in the month gallery

Post by GraySho // Mar 19, 2006, 2:09am

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The effect on the visor really looks cool. Time to work on the fabric I guess. It's lacking a good bump map IMO. Keep on working on it.


Somehow the spacegirl looks dutch to me, don't know why LOL.

Post by slaughters // Mar 20, 2006, 10:26am

slaughters
Total Posts: 16
Thanks for the comments. I'm working on a version that uses HDRI lighting in addition to the SSS and GI in VRay. I'll post it when I can.


Until then, here's a larger version (1280x960) version of the last one I posted: http://www.stansight.com/tmp/SpaceGirl3Big.jpg

Post by slaughters // Mar 21, 2006, 2:48am

slaughters
Total Posts: 16
OK - Next version. Added some detail to the clothes. Not sure if I like this better or not. There is more detail, but I kind of liked the dramatic effect of the solid black uniform.

Anyone know a good way to get a nice chrome type of reflection in VRay *without* actually having to make every object that gets reflected? I really do miss the good old Global environment option from TS3 that let you specify a relfection map for all objects in the scene.



Weird on my monitor at home you can clearly see the bump maps and new textures of the suit and shirt. On my monitor at work the suit appears to be dark black still, with no sign of texture or bump map. This is one of the more frustrating parts in making darker images - the total different gama settings on different monitors can either really hide details, or really blow them out

Post by GraySho // Mar 21, 2006, 9:13am

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The bump on the uniform is a bit overdone indeed, but the pullover looks good.


For the chrome issue, add a textured plane behind the camera. Does basically the same as the environment map.


Oh, and get rid of that wall texture ;)

Post by hemulin // Mar 21, 2006, 10:37am

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Total Posts: 1058
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I don't think the background wall should be black, I think it would be better if it were a lighter colour, say light blue, then the character would stand out better and would reflect light off the background wall so that we can see all of the texturing and modelling.

Post by slaughters // Mar 22, 2006, 8:04am

slaughters
Total Posts: 16
I'm fiddling with the background right now and will propably post an updated image tonight or tomorrow.


I'm not sure blue would be the way to go though. I like the color balance and contrast of the yellow and black, but I'm not real happy with the realism of the yellow circle things around the window. The bump map I'm currently using on the wall is rather stretched and low resolution as well.


Oh well - I'll play with different color combos and see what I can come up with.
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