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Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Sun Jan 22, 2012 11:33 am
by ribrahomedesign
fantastic Beppe , the explosion is very good.
Rico

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Sun Jan 22, 2012 11:51 am
by yogurt
This is my third work for this contest.
I tried to do something cartoon but...but more realistic.
so this is it:

Title: Yogurt Island
Image

Inspirations:
Super Mario Bros

Tools:
Maya 2012
Modeling and UV.

OctaneRender 2.57 beta:
rendering.

Photoshop CS5:
for add text and the background.

Data scene:
rendering time: 03:46:33 PMC 6000 s/px

Hardware:
i7 2600k
8gb ram
gtx 560 ti 2gb

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Sun Jan 22, 2012 5:00 pm
by Piernik
Hi i want you present, another response to the competition.

Title:
Holy shit!.

Inspirations:
;)

Tools:
Blender 2.61.0:
Modeling, texturing.

OctaneRender®:
rendering, lights (HDRi), camera.

Photoshop CS5:
add text.

Data scene:
Blender: |Ve: 106510|Fa: 106412|Mem: 151.21M|
OctaneRender® time: 07:49:15

Regards.

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Sun Jan 22, 2012 5:21 pm
by yogurt
Piernik you are the winner! (for me)

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Sun Jan 22, 2012 5:29 pm
by Piernik
yogurt wrote:Piernik you are the winner! (for me)


Slowly, the competition is not over yet.

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Mon Jan 23, 2012 5:25 pm
by ribrahomedesign
Hi there . back to Archviz.
here is my third entry , a reading room , modelled in Archicad equipped in C4d and
rendered with the latest release .no post editing except down scaled in photoshop .

thanks for stopping by

Rico

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Wed Jan 25, 2012 6:58 pm
by Refracty
Hi friends,
here comes my first entry for the Apocalypse competition.

ANGEL

I was inspired by a sculpture that I have seen while crossing the local graveyard, so I tried to recreate it and use it as a starting point.
First I did some photos and tried to generate a basic 3D-form by using 123dCatch. The result of this was not really usable so I had to remodel a basemesh, overworking the shape with Z-Brush and laying out the UVs with Maya. I created the background HDRI with Vue.
I used Octane's internal turntable tool to render the animation. Octane's speed was insane. It only took 3 - 9 seconds per frame (pathtracing with Full HD resolution).
The material contains of a diffuse, specular and normal map.
Check out the animation here:

http://vimeo.com/35638138

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Wed Jan 25, 2012 7:19 pm
by Refracty
Here comes my 2nd entry for the apocalypse competition.
I wanted to do a catwalk animation and create some space with an atmosphere of "heaven and earth". For me apocalypse means that these worlds meet.
I have done the cloth simulation in Marvelous Designer. I have used an fbx bones animation that I have found online. The body was resculpted in ZBrush. The hair and accessoires have been created in Maya, Rhino or ZBrush.
The room, lamps and the platform have been modelled with Rhino. Final animation in Maya rendered with Octane Render.

This is the animation:
http://vimeo.com/35639497

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Thu Jan 26, 2012 10:43 am
by matej
Prepare yourselves, human scum! No amount of repenting will help you now! :twisted:

Title: hellspawn
Here's my final scene for this competition. I re-took my original idea; devilish creatures unleashed from the pits of hell. This is basically my first fully sculpted & rigged character work. Hope you like it.

Software used:
* Blender; modeling, sculpting, posing
* GIMP; textures, post, added text
* Octane Render 2.57 (pathtracing 6 depth, ~3000 samples/px, ~6 hours on GTX 460, 2.057.932 tris in Octane)

Postproduction involved only some color correction and a tad of bloom. All models & textures were created by me for this competition.

Full shot:
nst-scenaA_out1.png


A second shot, closeup on the group of advancing demons 8-) (render settings & postpro are the same / similar as before):
nestvor-scenaA3_out1.png


Proof:
nst-render-proof.jpg


Some materials from this scene. I have modified them a little, to make them more generic (applicable to all surfaces without specific UV-unwrap) and easier to use with nice controls from outside of the macro.

* Materials > Organic > Skin > Demonskin
2012-demonskin.jpg

A demonic skin with protruding veins. Uses SSS shader. You separately control the color of the skin & the color of veins. You also have two scale parameters; one for the skin, the other for the veins, so you can easily create a multitude of nasty looking skins. This is a derivative material from the scene for generic use, as the demon skin in the scene uses custom painted maps.


* Materials > Misc > Fire
2012-mat-fire.jpg

A generic fire material. Color-Tone controls a bit the tone of the fire, Scale is scale, Power is the power of the emitter and Transparency controls how transparent is the fire (doh!). Best used with an object with multiple layers (for example stacked planes).

* Materials > Misc > Smoke
2012-smoke.jpg

A smoke material. It uses transparency & SSS. Input parameters should be self-explanatory.

* Materials > Non-organic > Metal > Metal-Generic-Rough
2012-mat-rmetal.jpg

A generic rough metal material. By tweaking the Color parameter you can simulate different metals (plain, bronze, copper..). Scale controls scale and Roughness-Strength controls the bump.

* Materials > Organic > Wood > Wood-Rough
2012-mat-rwood.jpg

A painted rough / old / worn wood material. By tweaking the two color parameters you can create a multitude of different wood surfaces. Scale controls scale.

* Materials > Misc > Fur
2012-mat-fur.jpg

An animal fur material. Tweak the two color params & scale to create different looks.

* Materials > Non-organic > Metal > Rust
2012-Rust.jpg

A rusty metal. Use the Color-Tone parameter to give different color shade to the material (desaturated colors looks better) and Scale to tweak scale.

* Materials > Organic > Stone > Tiles-Ornate-1
2012-tiles-ornate-1.jpg

Not exactly the same tile material I used in the scene, but I have created two tilesets that better accommodate the LiveDB needs (lower memory footprint, more generic use). In this material you control the appearance with two color inputs, a scale input and a color input for the mortar. Just play with the parameters.

* Materials > Organic > Stone > Tiles-Old-1
2012-tiles-old-1.jpg

Similar as previous tileset.

Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!

PostPosted: Fri Jan 27, 2012 11:08 am
by Piernik
Title:
WRC toxic.

Inspirations:
My car :geek:

Tools:
Blender 2.61.0:
Modeling, texturing.

OctaneRender®:
rendering, lights (HDRi), camera.

Photoshop CS5:
add text.

Data scene:
Blender: |Ve: 172897|Fa: 169349|Mem: 60.58M|
OctaneRender® time: 05:38:50

Regards.