
All Souls Temple (still contest WIP)
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
well a little more work into it, some changes, definetely I prefer the vertical windows in the back and I like the color they add to the scene, also the I've change the seats for a different chair more suited to the building (chairs are another obsession along with stairs, light fixtures, furniture and several other things that I like to desing along with the building even thou I finally am forced to choose one from catalogue instead because it's cheaper). I've pulished some more the textures and lower it's resolutions that were killing my machine and added a nice textile pergola to the outside.
As credits goes, textures (wood and concrete) are from goodtextures and heavily modified, the corroed steel is from cgtextures and the normals I've done with nvidia's free plugin, the grass is from fry render's free repository (yeap kind of ironic but I liked the grass in this post and it's were I got the tip from http://www.refractivesoftware.com/forum ... f=6&t=1262, I've would have prefered poly patch grass, but without instances it was a big no-no for my little 260) the HDRI is from http://www.accustudio.com/index.php?opt ... &Itemid=54 the rest, project, models, texturing are all my fault, and rendered, of course in octane.
In the last one there has been a few minor improvements, and I've added a "human" to give scale that I modeled after myself (in a way) last night with sculptris (another great app, and the water was done with it too), but I did it in about an hour including texturing and rigging, so it's kind of crappy, and I'll have to either put a little more work on it or "kill him/me" (yeap it does sounds like a lot of work for a shrink).
I still want to add one last thing and fix a couple or errors and choose the shots I like best and let them cook a little more (this last ones are between 2hr for exteriors 3 hrs for interior, except the last one that I tried the downsizing method and it took a lot only for a 1000 samples)
The only postpro they have is despekled to get rid of a few fireflies and converted to jpg, except the last one that has been downscaled to half and then converted to jpg.
Hope you like it, and if you have any suggestions on how to improve it fire away!
PS, as an extra the original sketch, I have other ones, but the first one (at least the first with a clear idea of where is going) usually is the best, more raw but stronger and I like to keep it in mind and check if the project is going in the right direction or else I should go back to the drawing board.
As credits goes, textures (wood and concrete) are from goodtextures and heavily modified, the corroed steel is from cgtextures and the normals I've done with nvidia's free plugin, the grass is from fry render's free repository (yeap kind of ironic but I liked the grass in this post and it's were I got the tip from http://www.refractivesoftware.com/forum ... f=6&t=1262, I've would have prefered poly patch grass, but without instances it was a big no-no for my little 260) the HDRI is from http://www.accustudio.com/index.php?opt ... &Itemid=54 the rest, project, models, texturing are all my fault, and rendered, of course in octane.
In the last one there has been a few minor improvements, and I've added a "human" to give scale that I modeled after myself (in a way) last night with sculptris (another great app, and the water was done with it too), but I did it in about an hour including texturing and rigging, so it's kind of crappy, and I'll have to either put a little more work on it or "kill him/me" (yeap it does sounds like a lot of work for a shrink).
I still want to add one last thing and fix a couple or errors and choose the shots I like best and let them cook a little more (this last ones are between 2hr for exteriors 3 hrs for interior, except the last one that I tried the downsizing method and it took a lot only for a 1000 samples)
The only postpro they have is despekled to get rid of a few fireflies and converted to jpg, except the last one that has been downscaled to half and then converted to jpg.
Hope you like it, and if you have any suggestions on how to improve it fire away!
PS, as an extra the original sketch, I have other ones, but the first one (at least the first with a clear idea of where is going) usually is the best, more raw but stronger and I like to keep it in mind and check if the project is going in the right direction or else I should go back to the drawing board.
Last edited by kubo on Wed Jun 09, 2010 11:31 am, edited 1 time in total.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Great ! ;- ) The square ratio looks much better than wide. The sharp image without DOF is much better too. The noise is killing the quality considerably but there is nothing you can do about that now...
I love your attention to details, exterior modelling looks superb ;- ) good job !
I love your attention to details, exterior modelling looks superb ;- ) good job !
Intel C4Q , 4G ram, GTX 285,
Yeap, GeorgoSK, I agree square goes better with this project, at least for interior shots, and I'm afraid I'll have to cook them to 4000 samples (now are 2000), so it'll be one night for render, well, when I add a few extras I'll see.
Thanks
Thanks
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
wow, very interesting space design there.
oh my god your shader tree! we definitely need some king of scene management in Octane.
Interior shots seem a bit dark , like if they were exposed to preserve exterior exposure...
The waterfall seems a bit out of scale (deformations are too large for the scale of the building).
otherwise amazing work! Looking forward for your final entry
oh my god your shader tree! we definitely need some king of scene management in Octane.
Interior shots seem a bit dark , like if they were exposed to preserve exterior exposure...
The waterfall seems a bit out of scale (deformations are too large for the scale of the building).
otherwise amazing work! Looking forward for your final entry

Win7 Pro x64 | GTX 770 2GB + GTS250 512Mb | Intel Xeon i7 4x 3.4ghz | 16 GB ECC Mem | Intel SSD 520 | Dell 27"
SOFTIMAGE l 2011 + OCTANE V1.20
SOFTIMAGE l 2011 + OCTANE V1.20
@Amplitude, they are a bit dark, I might try to save different exposures and make an hdri to control better the areas exposed for the final entry. The water is hand made and according to my girl it looks more like gel, which is probably a problem with the scale like you've pointed out.
@rock1ng, the idea was to make a free-for-all temple with no particular credo in mind the "moving water" was placed in the hall to create a sense of calmness and movement (same contrast I've tried to achive with the light) water is a symbol present in all religions associated with time passing, life, and continuity, also its overwelming presence in the hall invites to watch but not to stay, rather to move you along to the interior while creating a reflexive mood. The circle present in the whole design also speaks of continuity and stability of return and stillness, of center (ego) and whole (unity). Well it's always hard to explain the intentions behind a project, they are always more complex that what words can explain, besides I do prefer that each one finds its own meaning, and I feel pleased if at least I make them see something beyond cold concrete and a nice wood,
@both and all that have commented, thanks you for your time
@rock1ng, the idea was to make a free-for-all temple with no particular credo in mind the "moving water" was placed in the hall to create a sense of calmness and movement (same contrast I've tried to achive with the light) water is a symbol present in all religions associated with time passing, life, and continuity, also its overwelming presence in the hall invites to watch but not to stay, rather to move you along to the interior while creating a reflexive mood. The circle present in the whole design also speaks of continuity and stability of return and stillness, of center (ego) and whole (unity). Well it's always hard to explain the intentions behind a project, they are always more complex that what words can explain, besides I do prefer that each one finds its own meaning, and I feel pleased if at least I make them see something beyond cold concrete and a nice wood,

@both and all that have commented, thanks you for your time
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
allsoulscam01,02,05,08
I really like those
go on ...
I really like those

i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47