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Manifestation 1 - Moldy

Posted: Wed Jun 24, 2015 7:29 pm
by Phil_RA
Personal work
Image

Re: Manifestation 1 - Moldy

Posted: Wed Jun 24, 2015 7:36 pm
by Yambo
Crazy!

Please, share with us more regarding software used, render times, etc...

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 12:18 am
by Phil_RA
Thanks!

I used 3DS Max 2014 for modeling, Photoshop CC for making the textures, and Octane for rendering. I only have a Titan Black, no additional graphic cards, so rendering isn't super fast, I think I let it render for over three or four hours, I forget how long. I had to re-render some parts after realizing I had forgotten to break some tiling on the wires, and in fact I gave up waiting for the image to clean up and sort of post-process-fixed it in Photoshop to get rid of the remaining noise:/

A few tiny details were added in Photoshop, such as adding a few scratches on the garbage bin I had forgotten to do in the texture, but overall it's pretty much all 3D. Added some grain and chromatic aberration, and a bit of color balance. I used Octane's own Response preset for the grading, I think it was Agfachrome RSX2 200.

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 8:47 am
by gabrielefx
super cool!

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 8:50 am
by J.C
Great work! Would like to see it in an animation.

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 9:54 am
by smicha
Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 2:36 pm
by Phil_RA
Thanks all!
smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.

If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.

Re: Manifestation 1 - Moldy

Posted: Thu Jun 25, 2015 9:52 pm
by smicha
Phil_RA wrote:Thanks all!
smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.

If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.

Thanks for the answer. At first I thought about instancing :)

Re: Manifestation 1 - Moldy

Posted: Sat Jun 27, 2015 1:43 am
by Olitech
Now THAT'S what I'm talking about!!

I love everything about this image.

What a delicious concept.

Nice one Phil!

best,
O

Re: Manifestation 1 - Moldy

Posted: Sat Jun 27, 2015 8:10 pm
by Phil_RA
Thank you Oli!