Started on it last night with little succes, mostly with trying to get the main mountain shape. Got it first thing this morning and have spent about 8 hrs on it so far.
-I had some rendering issues. Because of my current RAM limitations some objects are not getting rendered. The river is supposed to be blue water but is rendered dark grey. And there is a shoreline of smaller rocks around the upper part of the river in the picture, again, didn't get rendered.
-Should have more RAM in 4 to 8 weeks so not a big deal.
-A number of things to fix up, the sky with god rays I'll do last, not a biggee, and the character, plus the finer details to fix up, and other little changes I want to make.
So here's what I have roughed in so far. It seems to be coming together though. (lower res rendering)
I can appreciate how well you executed the trees having went through the same challenge myself... it's something that can eat up your resources at the snap of a finger if your not careful. So, the balance between realistic trees and 'light' models is tricky... so, yeah, I'm impressed.
Do you mind me asking how you made the tree? I usually just model the trunk and use a bunch of sweep-nurbs offshoots for the branches...
// oh, and the rock - is that displacement mapping that you painted or layered noise? Did you use C4D for it all or was some done in that external displacement modeling program you use (I cannot remember the name right now)?
I'm doing this one in Vue. The trees are pretty simple since they are vue objects.
You just add a tree and it grows each one differently. You can also edit the tree somewhat to change the droop and diameter ect.
The main mountain on the left is mostly a texture of rocks and stones.
I added some displacement to help bring out finer details. And there are some actual rocks at the peak to create the steps where the character will be standing on.
Also a couple more scattered around. I still have to rework that.
I tried a number of things to get the overall shape including using terrains and tried modeling a generic shape in C4D.
In the end I ended up using big 3 rocks.
I worked on the section with the river and the forrest behind it yesterday.
I'm going to have to render in layers and composite it afterwards. That back section has around 3 gig polys . Yes, I said 2,800,000,000-plus polys.
But speaking of trees, I played around doing one in C4D a few months ago.
I modelled it backwards, that is I started with the smallest tip of a branch then copied and joined, later copying larger more completed branches and continued until it was done.
I used a basic cubic shape and then added a hyper nurbs to smooth it.
It was a little tedious and took 4 hours to model. I've been thinking of better ways to make them and played around with some plugin code.
But the trick was in the joints so I've highlight them in red in the wire.
That's one way to do it anyways. Oh, it could also use some further sculpting like with ZBrush of Mudbox or something, mainly if it were a closeup tree.
The leaves were cloned onto polygon pieces taken from the original model.
Looks like a great start Gord! I figured it was Vue since that wip scene would have been really tough just in C4D! Nice job on the C4D tree it looks really good!
Glad to see a wip from you. I hope to have one soon!
Re C4D tree branches: I just started with a basic 'y' shape, copy it then extend the copied piece to it, so now it's a branch with 2 y's. I kept doing that making copies, extending and reattaching various copies and also scaling up a bit along the way. I'll try and make brief tutorial one of these days.
Hey Josh good to see you up and about.
Finally got it all to render in one shot. Still a few minor things I'd like to fix including a boxy shadow that got in there and the split rock texture went a little wonky.
Probably have a look at the sky and character next as well.
Anyhoot...
I think I get what your saying regarding modeling the tree.
Awesome render man... I wouldn't have that pegged as 3D at all if I had seen it out of context of this thread. It looks more like detailed stencil art or even a finely woven oriental piece. How did you achieve this look?
wow, Gord thats pretty impressive, for a split second i thought that was a reference photo!
Keep it comming!
Just my thoughts:
The original seems to have some very very strange perspective, visually I find it hard to see where the artist is trying to draw my attention too, for some reason there is something about it that is flat, I would expect something more dramatic for such a context,
I think would I would do (JUST my view!) would be to bring Satan much, much closer to the camera, and just leave a hint of the moutain top, the rest of the background can then show the clouds/ trees and horizon, by bringing the character closer to the 'focal point' (not camera context, visually) you could make it really dramatic, eg put detail into the anguish/anger of the character and show that from his pose.
DJ: That's just the Vue render engine. All of the textures and models used so far ship with Vue.
Anhar: I thought about the perspective too. I also noticed he had the point of interest on the left rather than the right like North American photos. I understand that the Japanese, for example, use the left because they read right to left so the left is the stronger part of the image.
I agree it does look flat, particulary the forrest but I'm going to leave that for now.
And I agree there doesn't seem to be a point of interest on the right. But, with the sky I have planned it should, if it works, should bring the context of the picture together and give it meaning. I may not show that until I'm done because I want to keep something a surprise for the final pic. It should bring it all together though.
Also I considered modeling the trees on the hill the way they are depicted, but then should I really be trying to copy it that closely? Because then it becomes surreal and the textures I'm using probably wouldn't work then. So maybe for this experiment anyways maybe I should keep it with a current day look.
Also about changing the camera and focal points ect, I would do that if I were framing for video. In fact it might be interesting to replace the forrest with a city scape in a video scene.
At any rate, this is good practice for me anyways and I think I'll just complete it the way it's going. I want to try a couple more of his portraits after so I'd better just get this wrapped and not get too bogged down with changing everything too much. I'm just fixing the little parts that tend to annoy me, and go with the rest I guess, haha.
//edit: On the other hand, I think I'll have another 'quick' look at that forrest. It is awfully flat and could use some more variation in depth.
I did some work on the character today so here's an update. I started with a lo poly human model that can be downloaded from the Zbrush site then did some basic reshaping in C4D, then modeled and added the wings then unwrapped the uv's.
I hope the horns aren't too goofy. I didn't want those big mountain goat horns nor hooves for feet.
This is the beginning of the sculpting in Zbrush. It's not something I'm too familiar with yet so...I'm working on it.
I'm starting on the head. A tablet would be handy too.
Without the planned teeth in place it looks like he's crying. We'll, maybe he should be? haha.
But in the final render I doubt any detail will be noticeable. Hopefully a little bit of the anguish will come across in the final? I will be giving him a different pose and suggesting an alternate meaning in context to the original picture. :beer:
Besides, I have a different take on what the picture means and what I hope to translate. Interprepation I guess.
His head will be angled a bit so you can see part of the face but I doubt the finer details would be noticable at that distance/scale. And I suppose if I wanted to reuse the character for another pic I could always detail it up some more. I'll add a bit more detail to it but I'm not going to go crazy with it. It should be fine for this picture. I'll find out soon enough.
Spents a few more hours on it tonight. I stuck a texture on it to get a feel for the look.
The model should be fine for this purpose so I'll work a bit on the texturing next.
That's all for tonight though.
Yeah, I may get him in the picture and won't be able to make out anything, haha.
Here's another grab. He's a bit on the red side. I guess I'll get him posed and put him in the scene and see what needs to be changed.
I may add a tail, maybe.
I tweaked up the character texture some more. This is a fixed mesh with the displacement baked in.
I lost a bit of detail like the abs when I baked everything .
The texture is also baked. This is what I'm importing into Vue.
The sky and rendering/compositing left to finish now.
Here's an update and a bit of my thinking as I go along for anyone following along.
Still picking away at it between other things. (Just finished watching the live dvxfest feed.)
-The texturing I did for the character prior didn't fit with the textures of the rest of the scene so I decided to abandon my original concept and make him a statue posed as in the original sketch. I also added 'pants' to the character as per the sketch.
-While not what I planned and not what I wanted my interpretation of the image to be,
I think this version will at least be acceptable and be texturally consistant.
My personal artistic statement/vision won't be there but I think it'll work as a visual representation of what it might look like if someone were to actually sculpt the character atop a hill inspired by the original sketch.
So I'm hoping it will at least work on that level when completed.
-So here's a foreground layer. Very lo res. The sky shown here will not be seen in the final picture.
This sky I'm using just to get certain highlights and shadows that I'll blend in with pics using the visual sky.
My reason for that is the final sky has a sun too low on the horizon to light the scene properly.
The visual suns position was chosen specifically to highlight the clouds, thus I need extra sky passes for terrain lighting.
I also have ambient sky passes as well which will all be composited together.
As for adding seperate omni lights to highlight specific areas, I may have to do that also )) but I've found with Vue the suns have a different lighting affect on the materials that I prefer.
As I said, it's not what I planned and won't be as dramatic, but I think I can still save it.
Should be done in a week or two. I've already started on the next one. No wips for that one I promise, haha.