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'The Store Room' - Collaborative Lighting Project


mattclinch
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Derek,

I like the volumetrics at the top, but theyre a bit hokey where they get cloudy.

 

the top part (the 'straight' volumetrics) is actually overdone glare. i think it's misleading as it looks like there are 2 different volumetric effects combined and this isn't what i'm trying to achieve.

 

I tend to like the cloudyness of it.. makes it feel a little older and musty. Gives it more character and story in my opinion :)

 

this is exactly the look i'm after, but i agree that it still needs a lot of adjustment and to start with i'll be getting rid of the glare (for now at least).

Edited by derekforreal
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Maybe I should stop posting so much. I guess I am enjoying this because I don't typically so personal projects, and I have never rendered anything but plush polished buildings and the like. Never an older space, and especially not a dungeon like older space

 

really getting into this too :)

 

your scene is looking good. i like the dirt on the barrels - don't think it's too much at all.

 

for my own scene, i decided to go with the fog but have made some major adjustments to scale and look. i've looked into different light setups also. i've removed the sun as it doesn't go with the rest of the scene and have replaced it with a 'cloudy' skylight. did some tests with the lamp also (combined them both in the 3rd image).

 

i'm pretty happy with the fog and lights, so am moving on to texturing, materials and models now. i have remodelled most of the scene but need to UV everything. once this is done i'll hopefully create damage and age and add some debris. such a simple scene but so much to work on!

 

some WIPs (no post other than in Thea)

 

[ATTACH=CONFIG]40847[/ATTACH][ATTACH=CONFIG]40846[/ATTACH][ATTACH=CONFIG]40845[/ATTACH]

Edited by derekforreal
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Well here's my first attempt. I have ditched the exact positon of the sun, mainly because I used a plane light so was difficult to use it in that position.

Im also finding it challenging to add contrast to the room, I want to darken the right wall slightly, as well as add some contrast / highlights from the tunnel area.

Think it's getting there lighting wise, just need to think about textures now!

 

Edit - Sorry, just to add, it was rendered in vray 1.5, and there is no post processing yet.

Edited by notamondayfan
forgetfulness!
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well, i'm late for work and yet i'm still at home posting renders :confused:

 

this is it for now but i'd like to make some other changes before i post my finals (more damage and debris and dirtier water, variation in materials etc).

 

the lamp only render clears much faster as there's plenty of direct light but the cloudy skylight is taking a long time to clear (indirect + SSS fog).

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I feel like I am posting too much too, but oh well... here's another one I did last night, I haven't been posting times because my machine is brutally slow, but using Matt's previous post as a guide I have re-visited my MR settings that I typically use and am getting some better times...

 

[ATTACH=CONFIG]40895[/ATTACH]

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Better late than never :) Here's my first stab at a lighting setup. Going for a more moonlit feel, keeping it old-school with a target spot and omni, both set to shadow map. Volume light effect on the spot and vray plane at skylight set to simple skylight portal.

 

Decided to go with a brute force/light cache combination, as irradiance map looked way too smooth for a night shot like this. I prefer the graininess. Not started looking at textures yet.

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Hi guys,

 

My first effort, attached. Initially a pirate storeroom theme but has now ended up more of a city tunnel effort.

 

[ATTACH=CONFIG]40907[/ATTACH]

 

Done in Vray, GI, Volumetric Light with a little post.

 

How was the water dripping achieved? Looking good!

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