Old street

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Synce
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Posts: 52
Joined: Thu Oct 17, 2013 11:26 pm

Just started a new project, i have in reference the beginning of Tintin movie.
Here is the first shot:
test_001.jpg
Here is the second draft, building and hdri.
Image
Third render, by night, with fog.
Image


I started to work on the floor, textures, displacement, instances.
Then will come the props and the buildings. I work with the 3dsMax plugin.
And here is the references, day and night.
05.jpg
02.jpg
I'll try to keep this post updated, to see the evolution.
Cheers!
Last edited by Synce on Sun May 11, 2014 10:33 am, edited 3 times in total.
kavorka
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Joined: Sat Feb 04, 2012 6:40 am

One of the best night scenes I have seen in Octane.
My only crit is some of the people dont look as good as the rest of the scene. 3D people are really hard to make look plausible though, I always stay away from them.
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gordonrobb
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If I read the original post right, the night shot (along with the one with tin tin in it) us a reference.

Your street looks great though.
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Synce
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Posts: 52
Joined: Thu Oct 17, 2013 11:26 pm

As a said, the two pictures are references from Tintin. Done by Weta Digital with Renderman.
Jorgensen
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Posts: 872
Joined: Sun Jun 30, 2013 10:53 am

just a few comments

I think that the light might set focus in front of the image. you could try to rotate the sun so there is light on the car and a bit on the wall.

The trees could use a bit more space - they seems pushed against the wall. Mayby a more warm color in the image?

I really like the textures and the variation of the street surface. Would you mind sharing how it's done?

/Jorgensen
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Synce
Licensed Customer
Posts: 52
Joined: Thu Oct 17, 2013 11:26 pm

Hey, thank you, here is the second render. I added buildings and tried a HDRI. Modified a bit the materials of the floor.
test_002cc.jpg
The engine does not support displacement yet, so I displaced my meshes using the 3dsMax modifier. I created the displacement maps from the diffuse. Still need some tweaks and adjustments.
All the textures i used are tilable, because of the limitation of the memory. So my meshes are tilables too, they are placed then in the scene using proxies. This way, i have a lot of polygons, correctly displaced, and currently 2gb used, 3 153 048 triangles.
wire_explain.jpg
Next step, props and scene adjustments!
xxdanbrowne
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Really nice work.
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ROUBAL
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Location: FRANCE
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Nice scene globally. Some flaws I see : The rain water hose should go through the ground instead of flooding the sidewalk. Sometimes it is like that, but rarely in city streets, or there is a grid below allowing the rain water to go to the sewers.
The trees should have some soil around their trunk base and not pass directly through the cobble stones.
Trees in background have no branches.
The material of the front lights of the car is too metallic.
I'd use a glossy/transparent with bump texture on it and a real chrome reflector and a bulb behind.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Synce
Licensed Customer
Posts: 52
Joined: Thu Oct 17, 2013 11:26 pm

I did the floor lamp, so it's time to test a night render. Also tested the fog.
streetNight_cc_001.jpg
Next step will be to add details, leaves on the ground, manhole, dirt...
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ROUBAL
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Very nice ambiance. Nice textures and water effect.
Street lights with multiple lanterns in line are always parallel to the road, over all if they are low and close to the street. Otherwise they could be hit by high vehicles. Also, light repartition on the sidewalks would not be good.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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