The most famous mobile phone in the world...

Discuss or ask critique about your current works
Forum rules
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.
Jakerlund
Posts: 13
Joined: Sat Jul 03, 2010 6:48 pm

madcoo wrote:Hi guys!

Still practising photorealism...

- Modelled in Sketchup
- UV-Unwrapped and UV-Mapped in Blender
- Stopped rendering after 5000 spp
- I also used the Alpha Render technique to get rid of the background

I'm working on a wooden surface on which the phone will rest.

Please comment!
;)
Congratulations... it looks great ;)

I've never done a "UV-Unwrapped and UV-Mapped in Blender" do you know any tutorial that can explain the steps?
Seems like something worth learning.

Cheers
User avatar
madcoo
Licensed Customer
Posts: 421
Joined: Fri May 07, 2010 3:00 pm
Location: France - Orange (84)
Contact:

tomas_p wrote:Instead of youre bitmap with display view, put a pure white 32 bit HDR image an instead power slider of this hdr youre bitmap with dark spaces and make gama on hdr higher....
The resolution of iPhone display is 480x380px. And at you render are all pixels coupled all in all without dark spaces.
Instead of youre bitmap with display view, put a pure white 32 bit HDR image an instead power slider of this hdr youre bitmap with dark spaces and make gama on hdr higher....
Sorry but I'm just making sure I understand what you're talking about...
:oops:
So...
1) I should use a display image that actually shows the "pixels" of the display screen, for a more realistic look (that's what you're talking about regarding the "dark spaces"?)
2) Use a HDRI pure white image in the "diffuse" setting (instead of the display screen)
3) use the display screen image in the power slider of this HDRI image
4) raise the HDRI's gamma
=> this should look like the screen is lit up.

Is this correct?
Thanks!
;)
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
User avatar
madcoo
Licensed Customer
Posts: 421
Joined: Fri May 07, 2010 3:00 pm
Location: France - Orange (84)
Contact:

Jakerlund wrote: Congratulations... it looks great ;)
I've never done a "UV-Unwrapped and UV-Mapped in Blender" do you know any tutorial that can explain the steps?
Seems like something worth learning.
Cheers
Definitely worth learning !!!
I heard Blender is one of the most powerful tools for uv-unwrapping.
I don't know if this is true, but personnaly I got used to it and I couldn't use anything else now.

I learnt UV-Unwrapping with Blender here : http://www.siteduzero.com/tutoriel-3-37 ... ender.html
It's in French but there are plenty of self-explanatory images.

It's pretty easy:
- Split your 3D-View screen in two
- On the right-hand side (at least that's what I do), change the 3D-View to the UV-View. A square will appear -> that's the UV-Map, which is empty for now
- In the 3D-View screen select your model and hit "Tab" to go to Edit Mode.
- Select the edges that will "cut" your model (imagine you're "peeling the skin off your model").
- Still in the 3D-View screen select all the the model and hit "U" => Unwrap
- You'll see the result in the UV window

This is just a quick sum-up, but I hope it will get you on the right track.
Start practising with a cube or any other "simple" shape first.

One ESSENTIAL concept to understand in UV-Unwrapping is the following:
Once you have unwrapped your UVs, you can re-arrange them, pull them, twist them, do whatever you want with them : it won't affect your model.
The most important thing is to unwrap your model in a logical way. There are no strict rules about this. For example if I had to unwrap a character's face, I would put the front of the face in the middle, the ears on either side, the rest of the skull on top of the face...

I hope this helps, if you got questions just ask.
;)
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
User avatar
Daniel79
Licensed Customer
Posts: 451
Joined: Tue Jan 26, 2010 3:53 pm
Location: Italy

i like The model and mapping but i don't like the reflection on the scren!!!
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
User avatar
madcoo
Licensed Customer
Posts: 421
Joined: Fri May 07, 2010 3:00 pm
Location: France - Orange (84)
Contact:

Daniel79 wrote:i like The model and mapping but i don't like the reflection on the screen!!!
Me neither, i have to admit !!!
:lol:

I wanted to have sharp reflections on it, but because the focus of the camera is so close to the phone, it blurs out everything around it, including the environment map - hence the blurry reflections :(

I don't know if there's a way round this...
Any help would be much appreciated!!!
:mrgreen:
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
tomas_p
Licensed Customer
Posts: 188
Joined: Sun Mar 14, 2010 7:38 pm
Location: Slovakia

hi madcoo

Sorry for my bad English.

all steps was good comprehented

Dark spaces are the physical grid in which are the physical pixels. Go close to monitor or screen and you see, that each pixel on phisical screen are isolated on dark background.

I think the screen on you iPhone should be under a glass for more realistic result.
Win Vista 64 | Phenom II X4 905e |Gigabyte GTX690 and zotac Geforce GTX260 | 8GB
User avatar
madcoo
Licensed Customer
Posts: 421
Joined: Fri May 07, 2010 3:00 pm
Location: France - Orange (84)
Contact:

I'm glad I understood it all, and don't be sorry about your English : it's very kind of you to try and help me !!! ;)
(and my English isn't perfect either)

And yes indeed, I should have put the display underneath a glass...

Well, if I really want this phone to look real, I'll have to work some more hours on it, then !!!
But hey, as they say : "No pain - no gain" !!!
:lol:
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

Awesome thansk Thomas I will try this


Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
Post Reply

Return to “Works In Progress”