fantastic Beppe , the explosion is very good.
Rico
The Apocalypse Competition (Image & Animation) [CLOSED]
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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.
- ribrahomedesign
- Posts: 415
- Joined: Fri Mar 05, 2010 9:32 am
Windows 7 , 64 b / GTX 590 / Archicad 15 , 64 b / Cinema 4D R 13 studio , 64b /Intel(R)Core(TM)Extreme3,20Ghz /always latest Octane.
This is my third work for this contest.
I tried to do something cartoon but...but more realistic.
so this is it:
Title: Yogurt Island

Inspirations:
Super Mario Bros
Tools:
Maya 2012
Modeling and UV.
OctaneRender 2.57 beta:
rendering.
Photoshop CS5:
for add text and the background.
Data scene:
rendering time: 03:46:33 PMC 6000 s/px
Hardware:
i7 2600k
8gb ram
gtx 560 ti 2gb
I tried to do something cartoon but...but more realistic.
so this is it:
Title: Yogurt Island

Inspirations:
Super Mario Bros
Tools:
Maya 2012
Modeling and UV.
OctaneRender 2.57 beta:
rendering.
Photoshop CS5:
for add text and the background.
Data scene:
rendering time: 03:46:33 PMC 6000 s/px
Hardware:
i7 2600k
8gb ram
gtx 560 ti 2gb
Hi i want you present, another response to the competition.
Title:
Holy shit!.
Inspirations:

Tools:
Blender 2.61.0:
Modeling, texturing.
OctaneRender®:
rendering, lights (HDRi), camera.
Photoshop CS5:
add text.
Data scene:
Blender: |Ve: 106510|Fa: 106412|Mem: 151.21M|
OctaneRender® time: 07:49:15
Regards.
Title:
Holy shit!.
Inspirations:

Tools:
Blender 2.61.0:
Modeling, texturing.
OctaneRender®:
rendering, lights (HDRi), camera.
Photoshop CS5:
add text.
Data scene:
Blender: |Ve: 106510|Fa: 106412|Mem: 151.21M|
OctaneRender® time: 07:49:15
Regards.
Last edited by Piernik on Wed Jan 25, 2012 12:05 pm, edited 3 times in total.
W7 x64 | GTX560 2X & GTX660 | i7 2600K CPU 3.40GHz | 16GB |
Piernik you are the winner! (for me)
- ribrahomedesign
- Posts: 415
- Joined: Fri Mar 05, 2010 9:32 am
Hi there . back to Archviz.
here is my third entry , a reading room , modelled in Archicad equipped in C4d and
rendered with the latest release .no post editing except down scaled in photoshop .
thanks for stopping by
Rico
here is my third entry , a reading room , modelled in Archicad equipped in C4d and
rendered with the latest release .no post editing except down scaled in photoshop .
thanks for stopping by
Rico
Windows 7 , 64 b / GTX 590 / Archicad 15 , 64 b / Cinema 4D R 13 studio , 64b /Intel(R)Core(TM)Extreme3,20Ghz /always latest Octane.
Hi friends,
here comes my first entry for the Apocalypse competition.
ANGEL
I was inspired by a sculpture that I have seen while crossing the local graveyard, so I tried to recreate it and use it as a starting point.
First I did some photos and tried to generate a basic 3D-form by using 123dCatch. The result of this was not really usable so I had to remodel a basemesh, overworking the shape with Z-Brush and laying out the UVs with Maya. I created the background HDRI with Vue.
I used Octane's internal turntable tool to render the animation. Octane's speed was insane. It only took 3 - 9 seconds per frame (pathtracing with Full HD resolution).
The material contains of a diffuse, specular and normal map.
Check out the animation here:
http://vimeo.com/35638138
here comes my first entry for the Apocalypse competition.
ANGEL
I was inspired by a sculpture that I have seen while crossing the local graveyard, so I tried to recreate it and use it as a starting point.
First I did some photos and tried to generate a basic 3D-form by using 123dCatch. The result of this was not really usable so I had to remodel a basemesh, overworking the shape with Z-Brush and laying out the UVs with Maya. I created the background HDRI with Vue.
I used Octane's internal turntable tool to render the animation. Octane's speed was insane. It only took 3 - 9 seconds per frame (pathtracing with Full HD resolution).
The material contains of a diffuse, specular and normal map.
Check out the animation here:
http://vimeo.com/35638138
Here comes my 2nd entry for the apocalypse competition.
I wanted to do a catwalk animation and create some space with an atmosphere of "heaven and earth". For me apocalypse means that these worlds meet.
I have done the cloth simulation in Marvelous Designer. I have used an fbx bones animation that I have found online. The body was resculpted in ZBrush. The hair and accessoires have been created in Maya, Rhino or ZBrush.
The room, lamps and the platform have been modelled with Rhino. Final animation in Maya rendered with Octane Render.
This is the animation:
http://vimeo.com/35639497
I wanted to do a catwalk animation and create some space with an atmosphere of "heaven and earth". For me apocalypse means that these worlds meet.
I have done the cloth simulation in Marvelous Designer. I have used an fbx bones animation that I have found online. The body was resculpted in ZBrush. The hair and accessoires have been created in Maya, Rhino or ZBrush.
The room, lamps and the platform have been modelled with Rhino. Final animation in Maya rendered with Octane Render.
This is the animation:
http://vimeo.com/35639497
Prepare yourselves, human scum! No amount of repenting will help you now!
Title: hellspawn
Here's my final scene for this competition. I re-took my original idea; devilish creatures unleashed from the pits of hell. This is basically my first fully sculpted & rigged character work. Hope you like it.
Software used:
* Blender; modeling, sculpting, posing
* GIMP; textures, post, added text
* Octane Render 2.57 (pathtracing 6 depth, ~3000 samples/px, ~6 hours on GTX 460, 2.057.932 tris in Octane)
Postproduction involved only some color correction and a tad of bloom. All models & textures were created by me for this competition.
Full shot: A second shot, closeup on the group of advancing demons
(render settings & postpro are the same / similar as before):
Proof:
Some materials from this scene. I have modified them a little, to make them more generic (applicable to all surfaces without specific UV-unwrap) and easier to use with nice controls from outside of the macro.
* Materials > Organic > Skin > Demonskin A demonic skin with protruding veins. Uses SSS shader. You separately control the color of the skin & the color of veins. You also have two scale parameters; one for the skin, the other for the veins, so you can easily create a multitude of nasty looking skins. This is a derivative material from the scene for generic use, as the demon skin in the scene uses custom painted maps.
* Materials > Misc > Fire A generic fire material. Color-Tone controls a bit the tone of the fire, Scale is scale, Power is the power of the emitter and Transparency controls how transparent is the fire (doh!). Best used with an object with multiple layers (for example stacked planes).
* Materials > Misc > Smoke A smoke material. It uses transparency & SSS. Input parameters should be self-explanatory.
* Materials > Non-organic > Metal > Metal-Generic-Rough A generic rough metal material. By tweaking the Color parameter you can simulate different metals (plain, bronze, copper..). Scale controls scale and Roughness-Strength controls the bump.
* Materials > Organic > Wood > Wood-Rough A painted rough / old / worn wood material. By tweaking the two color parameters you can create a multitude of different wood surfaces. Scale controls scale.
* Materials > Misc > Fur An animal fur material. Tweak the two color params & scale to create different looks.
* Materials > Non-organic > Metal > Rust A rusty metal. Use the Color-Tone parameter to give different color shade to the material (desaturated colors looks better) and Scale to tweak scale.
* Materials > Organic > Stone > Tiles-Ornate-1 Not exactly the same tile material I used in the scene, but I have created two tilesets that better accommodate the LiveDB needs (lower memory footprint, more generic use). In this material you control the appearance with two color inputs, a scale input and a color input for the mortar. Just play with the parameters.
* Materials > Organic > Stone > Tiles-Old-1 Similar as previous tileset.

Title: hellspawn
Here's my final scene for this competition. I re-took my original idea; devilish creatures unleashed from the pits of hell. This is basically my first fully sculpted & rigged character work. Hope you like it.
Software used:
* Blender; modeling, sculpting, posing
* GIMP; textures, post, added text
* Octane Render 2.57 (pathtracing 6 depth, ~3000 samples/px, ~6 hours on GTX 460, 2.057.932 tris in Octane)
Postproduction involved only some color correction and a tad of bloom. All models & textures were created by me for this competition.
Full shot: A second shot, closeup on the group of advancing demons

* Materials > Organic > Skin > Demonskin A demonic skin with protruding veins. Uses SSS shader. You separately control the color of the skin & the color of veins. You also have two scale parameters; one for the skin, the other for the veins, so you can easily create a multitude of nasty looking skins. This is a derivative material from the scene for generic use, as the demon skin in the scene uses custom painted maps.
* Materials > Misc > Fire A generic fire material. Color-Tone controls a bit the tone of the fire, Scale is scale, Power is the power of the emitter and Transparency controls how transparent is the fire (doh!). Best used with an object with multiple layers (for example stacked planes).
* Materials > Misc > Smoke A smoke material. It uses transparency & SSS. Input parameters should be self-explanatory.
* Materials > Non-organic > Metal > Metal-Generic-Rough A generic rough metal material. By tweaking the Color parameter you can simulate different metals (plain, bronze, copper..). Scale controls scale and Roughness-Strength controls the bump.
* Materials > Organic > Wood > Wood-Rough A painted rough / old / worn wood material. By tweaking the two color parameters you can create a multitude of different wood surfaces. Scale controls scale.
* Materials > Misc > Fur An animal fur material. Tweak the two color params & scale to create different looks.
* Materials > Non-organic > Metal > Rust A rusty metal. Use the Color-Tone parameter to give different color shade to the material (desaturated colors looks better) and Scale to tweak scale.
* Materials > Organic > Stone > Tiles-Ornate-1 Not exactly the same tile material I used in the scene, but I have created two tilesets that better accommodate the LiveDB needs (lower memory footprint, more generic use). In this material you control the appearance with two color inputs, a scale input and a color input for the mortar. Just play with the parameters.
* Materials > Organic > Stone > Tiles-Old-1 Similar as previous tileset.
Last edited by matej on Tue Jan 31, 2012 3:34 pm, edited 7 times in total.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Title:
WRC toxic.
Inspirations:
My car
Tools:
Blender 2.61.0:
Modeling, texturing.
OctaneRender®:
rendering, lights (HDRi), camera.
Photoshop CS5:
add text.
Data scene:
Blender: |Ve: 172897|Fa: 169349|Mem: 60.58M|
OctaneRender® time: 05:38:50
Regards.
WRC toxic.
Inspirations:
My car

Tools:
Blender 2.61.0:
Modeling, texturing.
OctaneRender®:
rendering, lights (HDRi), camera.
Photoshop CS5:
add text.
Data scene:
Blender: |Ve: 172897|Fa: 169349|Mem: 60.58M|
OctaneRender® time: 05:38:50
Regards.
W7 x64 | GTX560 2X & GTX660 | i7 2600K CPU 3.40GHz | 16GB |