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HMO gone wrong
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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
HMO gone wrong // Image Gallery
Post by daybe // Nov 7, 2006, 6:06pm
daybe
Total Posts: 562
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Be sure to check you health benefits out thoroughly or you might end up going to a place like this.
Rendered with TS7.11 using lightworks:
2 spotlights (main spot to the left of the camera, secondary spot behind and to the right of the camera)
2 infinte lights(1 facing the camera to add a highlight to the back of most of the objects and 1 pointing from the left for an ambient light)
1 area light above the chair to make it the main focus of the image.
All textures are hand painted in photoshop and applied using multiple material layers in TS. Post work in Photoshop includes contrast adjustment and a few extra blood smears, a bit of DOF and a few tweaks. WIP thread is here (http://forums1.caligari.com/trueSpace/showthread.php?t=1495)
Comments welcome. |
Post by mrbones // Nov 7, 2006, 6:15pm
mrbones
Total Posts: 1280
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Looks great so far, No critiques... |
Post by SteveBe // Nov 7, 2006, 7:42pm
SteveBe
Total Posts: 282
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Very nicely done Dave!:):banana:
My dentist's office doesn't look like that but you've captured the
feeling i get whenever I have to go there.:D |
Post by MadMouse // Nov 7, 2006, 11:32pm
MadMouse
Total Posts: 1069
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Excellent work Dave. You've got some good details in the image and of course, as we all know, I'm a sucker for the grimy look. Bravo.
Steve |
Post by TheWickedWitchOfTheWeb // Nov 8, 2006, 1:44am
TheWickedWitchOfTheWeb
Total Posts: 858
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Looks great! I've been watching this develop with interest as it reminds me of the Jokers surgeons room in the first Tim Burton Batman film (I'm a huge Bat-fan!) and this looks suitably horrific for an underground struck off surgeon! The cable looks a tad rigid but apart from that congrats on a nice job! |
Post by GraySho // Nov 8, 2006, 6:31am
GraySho
Total Posts: 695
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Yeah, I can almost smell it ;). I'd love to see an aged version of that render, less color intensity, scratches, you know.... |
Post by parva // Nov 8, 2006, 7:32am
parva
Total Posts: 822
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hehe cool :)
I guess this (http://www.cinema4duser.com/images/tutorials/tut03p.jpg) guy was the doc ^^ |
Post by KeithC // Nov 9, 2006, 6:51am
KeithC
Total Posts: 467
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Wow; very nice. Looks like a cut-scene from a game, or a scene from "Lost".:)
-Keith |
Post by Weevil // Nov 9, 2006, 11:42pm
Weevil
Total Posts: 534
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Nice. Can't see anything wrong with it. |
Post by W!ZARD // Nov 13, 2006, 6:14am
W!ZARD
Total Posts: 2603
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N i c e! If that's the right word! Excellent job dude - well done - love the grubby metallic look. |
Post by daybe // Nov 13, 2006, 7:28am
daybe
Total Posts: 562
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Thanks everyone,
I have also posted this at CGtalk.com (http://forums.cgsociety.org/showthread.php?p=4000686#post4000686) and the response has been positive as well, although there was some mention of the specular settings in the materials. If I have time this week I will try anddo a Vray render of this as well.
Cheers'
Dave |
Post by Jack Edwards // Nov 14, 2006, 5:58pm
Jack Edwards
Total Posts: 4062
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Catching up on the threads and this has really turned out great Daybe! Reminds me of a still shot from a sci-fi game.
-Jack. |
Post by Chester Desmond // Nov 15, 2006, 3:29am
Chester Desmond
Total Posts: 323
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I agree on both counts...looks like Doom 3 |
Post by daybe // Nov 15, 2006, 3:31am
daybe
Total Posts: 562
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Thanks Jack and Chester.
Still thinking about doing a Vray version, most of the materials have multiple layers so this would involve combining them in Photoshop and reassigning them all and there is about 50 of them, oh well we shall see.
Dave |
Post by Jack Edwards // Nov 15, 2006, 10:28pm
Jack Edwards
Total Posts: 4062
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Problem I ran into with condensing the multi-layer textures is that (unless I'm missing something) there's no way to do specular mapping so that you can have shiny areas and dull areas on the same material. :(
I'm hoping that we'll get a mapped shader soon that will solve the problem.
But until then the only work around I can come up with is to chip off the needed surfaces to hold the extra material, move it slightly above, and use an alpha map. That or create multiple instances of the same object with different alpha maps for each of the different specular materials on the same "object." *sigh*
-Jack. |
Post by Misc // Nov 16, 2006, 5:36am
Misc
Total Posts: 59
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This could be a set of Vannacutt Psychiatric Institute for the Criminally Insane :D.
Very good picture! |
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