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skywxp3d
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My latest piece rendered in Octane for maya...

http://skykensok.blogspot.com/

Thanks!

UPDATED! I realized the Jpeg looked really dark, this should be better as a PNG...
Attachments
ImageMain_Zoom_Smokey.png
Last edited by skywxp3d on Thu Nov 29, 2012 3:53 am, edited 1 time in total.
Sky Kensok
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glimpse
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Now that one is messy =) but very beautiful & I believe technically challenging scene =)
Could You post some scene info? =) texture counts, rendertimes.. other interesting stuff =)

Cheers
jmfowler
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wow looks really good!
- but there's 2 things that spoil it for me a bit, the low tessellation on the mug in the foreground, and the door in the background - needs more rounding.
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icelaglace
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jmfowler wrote:wow looks really good!
- but there's 2 things that spoil it for me a bit, the low tessellation on the mug in the foreground, and the door in the background - needs more rounding.
Yep I agree, it's very moody & detailed, but foreground objects needs more polygons / smoothing as it's what you see the most.
http://icelaglace.com
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bepeg4d
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wow, great atmosphere and deepness
the script is not necessary, it's impossible to not zoom in and navigate ;)
the sun rays from different directions are a bit strange... otherwise it's totally a different story if they comes from the alien spaceship that wants back to catch the tentacles :D
the chair is not good for me ;)
ciao beppe
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merid888

nice image, how you did volume light ? post production or some material ?
skywxp3d
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This entire scene is under 120k polygons, its meant to show a real-time poly count for games.

I added the lightbeams using Mental Ray partiVolume shader.

I agree the cup needs more tessellation, and I really appreciate the comments as I plan to re-render this in the near future based on recommendations, I also agree about the chair, could be a lot more interesting! I also plan to re-arrange the scene so its not so overwhelming to the eye and has more focus on the cool stuff like the monster/drone. I need to re-work the lighting as well, and possibly ditch the Shop Light.

Ive added a shot of the wireframe so you can see how simple it all really is...

Thanks, and keep the critiques coming! Much appreciated!

Sky
Attachments
ImageVectorBIG.jpg
Sky Kensok
skywxp3d
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Joined: Mon Jun 11, 2012 9:23 pm
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Also here is the texture sheet, hit the 64 texture limit of course, so I had to merge some unique objects into one texture.

The render times where very long, @24-36 hours (I did two separate renders, one with Sun and one with HDRI and composited) I assume is because of my crappy video cards - 2 GeForceGTX 260's - I've had tremendous difficulty with the Maya plugin, At first it would crash immediately, thanks to jimStar for helping me out, although it still crashes like crazy :P

-Sky
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TextureSheet.jpg
Sky Kensok
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gabrielefx
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wow!
please add some dust in the air

if Octane have ambient occlusion dirt map...

what Jack Sparrow said?
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skywxp3d
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Posts: 42
Joined: Mon Jun 11, 2012 9:23 pm
Location: Seattle

gabrielefx wrote:wow!
please add some dust in the air

if Octane have ambient occlusion dirt map...

what Jack Sparrow said?

Do you have any Techniques for dust in the air? Ive tried the obvious (noise, filters, brushes etc), never seems to look quite right...
Sky Kensok
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