Challenge: Dave Chappell: UK

21 Jan - 15 March 2007, sponsored by Wacom, Hyperfocal Design, Realviz, ambientLight, 3d.sk, Environment-textures.com, Duber Studio and Its Art Mag

Postby ksap » 04 Feb 2007, 22:06

really nice, are you going to change the chairs position? It doesnt look like itll stop anyone in there from getting out:)
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Postby davester78 » 04 Feb 2007, 22:29

it's a realy small weak person? :?
hehe

no seriously... I have noticed that problem... I tried the chair in a few positions but it always seems that you could just kick it open.
Maybe I'll add some chains and a padlock or something similiar to make sure they don't get away :twisted:

*??how to keep a person from escaping??*
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Postby Star_Scream » 04 Feb 2007, 22:55

Cut the persons feet away :D
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Postby mat » 05 Feb 2007, 20:27

Hey davester78!
I just love what you have done already to the scene! Great textures and excellent lighting! My favorite would be the one with red wallpapers!
Keep up the good work!
:wink:
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Postby kingfish » 07 Feb 2007, 05:01

like your lighting and texturing work, just a thought, the room in front of the scene should`nt be in the dark... cause it`s from this room that come from the danger..... maybe lighter the tv room and darker the other...
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Postby davester78 » 12 Feb 2007, 00:22

A small update.
Will work on the quality of the arm next and add a 'presence' of a character to the front room.
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Postby Star_Scream » 12 Feb 2007, 01:09

Everything looks so real in this render i like the wood everywhere ;)
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Postby mat » 12 Feb 2007, 06:19

That's an excellent render davester78! I like absolutely everything about
it! Your texturing skills are very good!
:)
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Postby bustedgame » 12 Feb 2007, 07:26

u r going great ............ really nice renders ........ keep up the good work ........
I am a learner ...............

www.visualsndesigns.com
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Postby davester78 » 12 Feb 2007, 12:34

Thanks :)

I was intending to try and get a really nice mental ray render but the default scanline is doing such a good job! I think high quality/res textures really help.
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Postby geostik » 12 Feb 2007, 13:13

the wood texture looks great but the others need improvement. the small carpet's texture is a bit too tiled, making them look as if their stretching. the marble floor texture looks good from distance but blurry from up close( i guess its the map size). another thing would be the intense red carpet. i don't thing people sell this type of colors for carpets, and i think it should have a pattern like everything else. usually where the marble ends are placed short pieces of the same marble on the walls. and this whole combination of old wood and modern marble isn't quite ideal. and finally i believe there's something wrong with the camera fow (field of view) try using 35 mm lenses. these is similar with of the human eye .
hope u don't take these things personally, i know its still a wip and probably u noticed some of them too. i just pointed them out for u.
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Postby davester78 » 12 Feb 2007, 14:46

no problem - comments are good!! They help us spot things we may miss when we stare at our screens for too long!!

The reason the tiled floor is blurry up close is because I am consciously using depth-of-field to focus on the centre of the image - so that was actually set to blur out the far distance and immediate proximaty - like a subtle frame. I was trying to give the image some individuality from a standard rendering.
Similiarly this is why I swtitched to a 28mm camera to 'stretch' it out and make it abit more interesting and dynamic. I found the 35mm default camera a little boring in my previous renders - it looked like a still life or an architectual rendering :S
Like the film noir technique of stretching the perspective to create a feeling of uncomfortable reality. I want create something more artistic than photographic.

I will definitely dirty up the tiles when I get chance to match the dirty wood on the walls tho! They are far too shiny and clean :P
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Postby PetrZ » 14 Feb 2007, 14:28

Hi I think that dof is too strange in foreground and hand taxture/material need some tweaking, now looks too much like rubber.
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Postby geostik » 14 Feb 2007, 19:12

i don't think dof its a good idea for this scene. and keep in mind that mental ray is 10 times plus the quality of scanline.
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Postby sesar » 15 Feb 2007, 04:51

Looks great!! and i completely agree ^^
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