Critz

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Critz // Work in Progress

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Post by Maldrachen // Sep 4, 2008, 2:20am

Maldrachen
Total Posts: 49
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hey guys, just posting this to get some critz / feedback / suggestions.


(i can hear them now, suggestion ... stop making weapons :) )


http://www.iwerx.com.au/files/katana.jpg


thanks

Post by rjeff // Sep 4, 2008, 2:26am

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Total Posts: 1260
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No..weapons are good...they keep us free! My only comment is that the light washes out the sword. It seems to lack luster.

Post by Maldrachen // Sep 4, 2008, 2:36am

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yea your bang on with the blade, ive tried many materials on the blade but they all seem to show up very wrong in the renders, i may have to try reflecting an image in it or maybe bump maps would give it a better definition???

anyone? :)

Post by TomG // Sep 4, 2008, 2:38am

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Total Posts: 3397
No I like weapons, they are fascinating objects. Their application and use in real life is a different thing, but in terms of design, looks, etc, there is something very compelling about weaponry.


I think the sword is too bright overall, makes it look unreal. The purple seems over-saturated too, again making it look unreal. I meantion unreal as much of the rest of the image has a near photoreal look, so I assume you want this look to continue with the sword :)


Black laquer on the table etc is very nice! Material settings please :)


The lamp too seems a little unreal - it looks too bright overall, also there seems to be no light cast from it on the table nearby (I am assuming it is so bright as there is a light inside it which is on). Perhaps some "grain" on the lamp would be good (paper grain if it is paper, lines of material if it is silk)? Perhaps the impression of a more localised source of light inside, maybe a candle, so there might be more of a "hot spot" to how the light shines through the material (or maybe there wouldn't be, not sure)?


I'd like to see those little tweaks made, I think it could elevate this image further with not much work or changes :)


HTH!

Tom

Post by TomG // Sep 4, 2008, 2:40am

TomG
Total Posts: 3397
I see a reply while I was replying - ensure that Diffuse or Ambient are very low, the metal will then be darker. Ensure specular highlights are fairly sharp so they don't brighten up too large an area on the blade. Metal has most of it's look come from reflection, so low diffuse and high reflection (with something to reflect) is the way to go.


HTH!

Tom

Post by Maldrachen // Sep 4, 2008, 2:55am

Maldrachen
Total Posts: 49
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Hi Tom, firstly the material settings for the table


http://www.iwerx.com.au/files/material.jpg


the lamp was an issue, i tried everything i could think of, tranparencies with globes etc inside it, all didnt seem to work right ie not showing correctly through the surface material or showing through the base of the light ( which is solid ), eventually mostly out of frustration i ended up turning on material emission on the light panels which made my computer choke and splutter, if anyone has a good way of making a light look like a light i would be most appreciative :). i will play around and attempt to get the sword looking better.

thanks.

Post by Nez // Sep 4, 2008, 3:15am

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Along with the other comments, I would suggest that the 'lines' in the foreground of the image (the edge of the piece of furniture it all sits on?) are a little distracting at the moment. I concur with the other comments on the metal and ribbon, and really like the laquer and 'wall' shaders.

I assume you're using the Lightworks renderer, under which version of tS? (I ask because it may help with lighting suggestions)

Post by rjeff // Sep 4, 2008, 3:21am

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Total Posts: 1260
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Try this. Turn down your off camera lights that have the scene lit up so bright and turn up the lamp on the table. That could give a nice warmth to the scene that it lacks now.

Post by kena // Sep 4, 2008, 4:45am

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Your background looks like a sun-lit scene, but is very dark. might want to lighent it up a bit, or choose a different background.

Post by splinters // Sep 4, 2008, 7:03am

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Have you tried HDRI on this? Your textures are good but as many have said, it is the lighting.

I never rated lighting much, preferring to concentrate on modelling, but over time I have come to see it as possibly the most important part of the process...much like cinematography.

Post by Finis // Sep 4, 2008, 4:48pm

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Total Posts: 386
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Lighting for the lamp: Try using the translucent shader if this is a Lightworks render. The example below is TS 5.1 and has only one light (white with transparent shadows) which is inside the translucent object. You must set transparency on the color panel of the material editor. Balance the object translucency, transparency, and light brightness for desired effect. I used 1.9 translucency, 0.82 transparency, and 1.15 light intensity on this picture.


Should the blade have a wavy hamon?

Post by GraySho // Sep 9, 2008, 5:51am

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For the blade you need an environment that reflects on it, especially behind the camera. Even though it's simple, it will change the appearance of it and will make it look more like reflecting metal.


I very much like the glass shader of the wall. For the lamp I'd use a local light with squared falloff, raytraced shados and shadow transparency. You may want to model a bulb/candle or whatever it should be and turn off "cast shadows" in object properties. Other than that and what others mentioned already I like it very much, I think it will turn out very nice.

Post by Maldrachen // Sep 9, 2008, 11:38pm

Maldrachen
Total Posts: 49
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Hi guys, bought vray so ive been lost in learning that for a bit anyway i think this one is closer to finished ( thankyou all for comments sofar ), there is an issue where for some reason it cuts off the lighting on the table ( towards the front of the image ) oh btw this is all 7.6 & lightworks ( no editing or touchups other than a crop ).


http://www.iwerx.com.au/files/katana3.jpg

Post by Weevil // Sep 10, 2008, 12:58am

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I'm thinking that the light's getting but off because it's actually getting cut off by the top of the lamp. Simply because it looks like a reflection more than a glow, I mean it can go through the shadow of the sword and not affect it

Post by Finis // Sep 10, 2008, 7:23am

Finis
Total Posts: 386
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Looks great!


The cut-off effect is caused by the shadows of the sword and stand.


We see the lamp's presence in two ways on the table. Its reflection and the area illuminated by the lamp light.


The reflection (A in diagram) appears whole because it simulates light bounced under the blade (blue box). The table area illuminated by the light is interrupted by the blade's shadow (B) causing the cut off. The sword stand and lamp base are similar.


Although you have made the lamp paper appear to glow the shadow casting light still comes from a single point in TS. In the real world the lamp light would come from all over the paper sides like an area light. That would produce soft shadows.


Some solutions would be:

Rearrange the objects. I wouldn't advise this because I find your current arrangement nearly perfect for compositional value.


Move the camera. Not advised same reason as above.


Simulate the real world lighting with an array of lights (mapped shadows) or area lights or light emitting textures (edit your texture image to create graduated brightness to simulate translucency) or some feature of VRay now that you have it.

Post by Délé // Sep 10, 2008, 9:32am

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Looks good, very nice modeling! :)

Crits:
- I think the large tiles in the back make the sword and lamp look tiny.
- The image kind of blends together for me. I think it's because there are so many dark reflective materials. It all kind of looks the same. If you varied the materials a bit, it might help break it up. The sword being the focal point should stand out a bit more IMO.
- I think a different camera angle would help divide the space in a more interesting way too. Right now the sword pretty much draws a straight line, dividing the image in two equal halves. Maybe even just cropping the bottom of the image off a bit, and making the lamp slightly larger would help.

This is heading in a good direction though. I like it. Keep it coming. :)

Post by Maldrachen // Sep 15, 2008, 10:59pm

Maldrachen
Total Posts: 49
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okey back again, work interferes way too much with hobby time.. thought id throw vray at the scene and see what happens, minimal render settings sofar and the picture on the wall is unframed and generally unfinished, on a side note has anyone noticed a bug where if you have the vray materials libraries opened in stack view tspace crashes when u attempt to click on one of the 4 attribute images? when i remove the libraries from stack view i can edit the materials noprobs, mind you the workspace side sux for material editing and application anyway.


cheers


http://www.iwerx.com.au/files/katanavray3.jpg

Post by Dragneye // Sep 16, 2008, 7:10am

Dragneye
Total Posts: 602
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VERY nice art, and nice update.


The background frames IMO are sized correctly; they usually are about that big

Post by Maldrachen // Sep 18, 2008, 1:11am

Maldrachen
Total Posts: 49
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Thanks for all the feedback guys, this is officially the last one for this scene, after stabbing my monitor to death with a spoon i figured it was time to give up on it :) either that or ill need a rl hair shader to replace what ill lose if i continue with it. im not sure whether its a vray or bridge problem where it applies the same bump to every material when switching from model to workspace or vise versa and resets the amplitude to 0 each time, i checked the instancing and its turned off so not sure, not to speak ill of a freebie but i just dont seem to get the point of workspace? model side handles and appears like an art program (drag and drop materials etc) whereas workspace is more like an accounting package ( urk! ) unless you want to do some quick modelling with loops, extrusions and such it just seems pointless, but like i said i may be missing something.

anyway this is where the scene finished.

cheers

http://www.iwerx.com.au/files/katana_vray_last1.jpg

Post by Finis // Sep 18, 2008, 7:03am

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Total Posts: 386
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Good picture!


I would like to have seen the blue that was in the early versions. At first the tiles looked like windows to me. I thought the blue beyond them was a night scene or a storm. Now they look like paper walls to me. That works well.

Post by Burnart // Sep 18, 2008, 12:42pm

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Total Posts: 839
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Lighting definitely! - turn down the main lightsource and turn up the more ambient sources such reflected light etc. HDRI? maybe but you'll need a suitable image to work with.

The bound cloth on the hilt looks nice as modelling but seems a little dead visually in the render. The strength of the basic colour doesn't bother me as it sets up a locus that helps your eye trace from the sword to the lamp and back again. I feel it needs just a hint of a stronger, shinier specular - maybe not as strong as satin or silk but along those lines.

Having said all that, its looking pretty damn good already apart from the blade which is a bit flat and grey looking - hence all the lighting suggestions.

Edit: I only just saw the 3rd render. Much improved. The lamp looks great. I personally still want to see a little more punch in the hilt cloth. The blade itself is much better although there is still a hint of greyness about it. (Wish I could offer decent advice on that but I'm no metal expert.)

Post by Hatchetman // Sep 20, 2008, 4:44am

Hatchetman
Total Posts: 20
I'm pretty much a newb here, I can't really offer any advice on illumination or reflection, etc.. I'm a weapon fan myself, and the scene and content look very cool to me! I'd just rearrange the sword so the blade's facing up.. it's easier on the blade and 'shows respect to the sword'.

Post by Breech Block // Sep 20, 2008, 10:04am

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Total Posts: 844
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Congrats on producing a vey fine piece of work. Howevwe, Burnart and Hatchetman both raise valid points. Give yourself a nice break from the project and then come back to it with a fresh pair of eyes. I think you will be able to elevate this work into something really quite special.

Post by Maldrachen // Sep 23, 2008, 2:12pm

Maldrachen
Total Posts: 49
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thanks, sage advice.. ill revisit it later, a lot more learning to see whether its me or vray bugs and ill have another crack.
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