Hi all,
As many of you might know, glimpse started a competiton on his website a few weeks ago.
As the task is really interesting - render the work of Craig Ellwood's house by a sketch - I decided to enter and try to do my best.
The official website: http://tomglimps.com/octane-render-contest
Seeing the sketch, I realized that modelling of the terrain will be the most difficult part for me as I always had problems on this field. I agreed with myself that until I don't have an acceptable result, I won't start posting my WIP pictures as I didn't want to blame myself. After two weeks of trial and delete, I almos gave the whole things up, but I finally found the best solution - the best for me at least.
So - tadaaaa - I'm starting to show you my progress.
glimpse's competition - 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.
For first, I tried to use Blender's great Bisect tool, but I couldn't controll the basic shape of the "primitives".
I loaded the sketch as an "image as planes" and then placed the vertices where I wanted according to the sketch, then pushed away in the y axxis to reach something 3D.
Then I tried to deform simple planes, which gave much better results, but I was still not setisfiedm however the path looked promissing.
I tried a few ideas and got better result.
And this ne is close to the final solution, which is the result of the combination of plane deforming and adding vertices to the desired place in the space.I loaded the sketch as an "image as planes" and then placed the vertices where I wanted according to the sketch, then pushed away in the y axxis to reach something 3D.
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
That's a Great Looking Start, Akos!
Looking Forward to See More =)
Looking Forward to See More =)
Update 3.
I realized that the wooden block on the right side is not going up to the ceiling, and the glass surfaces on the long sides doesn't have frame on the original sketch.
Please don't forget that comments and critics are always welcome!
I realized that the wooden block on the right side is not going up to the ceiling, and the glass surfaces on the long sides doesn't have frame on the original sketch.
Please don't forget that comments and critics are always welcome!
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
Modification in the building's model. I realized that the viewpoint, as well as the field of view, and some sizes are not corresponding to the original sketch. Now I think it is much better.
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
Hi, Akos!deadakos wrote:This is a huge space! Designing the interior will be hard too.
This seemed to be much easier in the begining
I would advice to take detail of interior in consideration based on the distance from camera. If You're keeping it mroe or elss as we see in sketch, not so much are oing to be seen. Just a reminder that COntest entries goign to be judged on quality of the shot (framing, lighting, detail), so looking from certain angle, there might be little to no point detailing Interior too much. Keep it simple! =)
by the way, it looks good! Like a lot.