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...
Fear and Comfort
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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 top left 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 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.
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
Could You post some scene info? =) texture counts, rendertimes.. other interesting stuff =)
Cheers
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.
- 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.
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
- icelaglace
- Posts: 168
- Joined: Thu Jul 05, 2012 11:59 am
- Contact:
Yep I agree, it's very moody & detailed, but foreground objects needs more polygons / smoothing as it's what you see the most.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.
http://icelaglace.com
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
the chair is not good for me
ciao beppe
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

the chair is not good for me

ciao beppe
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
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
Sky Kensok
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
-Sky
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

-Sky
Sky Kensok
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
wow!
please add some dust in the air
if Octane have ambient occlusion dirt map...
what Jack Sparrow said?
please add some dust in the air
if Octane have ambient occlusion dirt map...
what Jack Sparrow said?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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