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Re: All Souls Temple (still contest WIP)

Posted: Sun Jun 06, 2010 11:20 am
by GeorgoSK
looking forward to this ;)

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 9:06 am
by CaneeleT
waoh Great render and awesome job with the octane nodes.

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 10:45 am
by kubo
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.

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 11:22 am
by GeorgoSK
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 !

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 11:29 am
by kubo
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

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 12:19 pm
by Amplitude
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 ;)

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 3:17 pm
by rock1ng
I like the space you made,in special the contrast between the wailing well or cascade and the posterior scenario,what is it for? Good work!

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 6:55 pm
by kubo
@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

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 7:42 pm
by mlody47
allsoulscam01,02,05,08

I really like those :) go on ...

Re: All Souls Temple (still contest WIP)

Posted: Wed Jun 09, 2010 8:29 pm
by kubo
Thanks Mlody47, always a compliment coming from you