Showing posts with label Thumbnail Sketches. Show all posts
Showing posts with label Thumbnail Sketches. Show all posts

Wednesday, 11 December 2013

@Alan Secret Lair: Clockwork Priestess Lair Final Render Problem

This is my final rendered scene but I am having difficulty with the glow. I've checked all my settings and it is the same as the ones in the tutorials. As I have candle lamps around my lair, I would need it to  emit light and glow. After rendering the whole scene, my glow doesn't appear. It only appears when I select a region of it to render. What could possibly be the problem though?

Final Render
Region Render

Secret Lair: Clockwork Priestess Lair Further Development

Initially, after my render as seen in Figure 1, I thought I was done. But since I had more time, I went back in to tweak the lightings as seen in Figure 2. It is not my final image yet as I am still trying to push the lighting by adding rim lights to the pillars near the clock and a speck of highlights to the other column.


Figure 1

Figure 2

Secret Lair: Clockwork Priestess Digital Set Pipeline

Thursday, 5 December 2013

Secret Lair: Clockwork Priestess Lair's Development

Here are my developments to my lair. Once I got the lighting set up, I added textures to the scene. From 14 to 15, after I got all the lights in, including the wall lamps, I added the Hebrew engravements to the wall and the gears with the chains below the glass surface of my ground. In 16, I added the drapes and added texture and lighting to it so that it matches my Final Concept.

14.
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16.
Next up, adding textures to the remaining props in the scene.

Wednesday, 4 December 2013

Secret Lair: Clockwork Priestess Lair's Lighting Test Development

I continued with my lighting test for my scene. 9 and 10 was a little purplish and the light ray was not working well so I made adjustments by plugging in the ambient occlusion as suggested. My scene turned out to be better so I continued adding candle lights around the lair as seen in 11 -13. Colours in this images are a little washed out and it doesn"t look like my rendered image.

9.
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Is there a way I should have done to save the image in Maya so that it doesn't washes out when I upload it to blogger?

Tuesday, 3 December 2013

Secret Lair: Clockwork Priestess Lair's Lighting Test

Before putting in the textures, I have decided to do some light tests for the scene. For number 1 - 3, I played with the intensity of the lights to see how it affects the overall scene. For 4 and 5, I have added an ambient light and played with the colours. In 4, I just had an orange ambient light but in 5, I added a ramp to the colour as I am aiming for a gradual gradient of purple to red lights which is not much of a success.

2
4
5. 
For 6 - 8, I have plugged in the ambient occlusion node to the materials and it made the whole scene looked washed out.
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8.

I am not sure at which stage I should be rendering the images. Is it before or after I plug in the ambient occlusion note?

Friday, 29 November 2013

Secret Lair: Clockwork Priestess' Props (UV Textured)

In my lair, I have this chair and the lamp as part of the props that I have UV textured.

Chair UV Textured

Lamp UV Texture

Secret Lair: Clockwork Priestess Hero Prop

Taking my drawing of the hero prop as a reference, I went on into Maya to model it out. I like how the stand turned out to be but I may revisit it to make it better.

Hero Prop Drawing

3D Model

UV Mapped


Tuesday, 26 November 2013

Secret Lair: Clockwork Priestess' Chair Model

Here's my other prop for my lair which is the chair. I did minor changes to the stage of the chair but the rest of the model was in accordance to my drawing.
Chair Reference Image

3D Chair Model

Secret Lair: Clockwork Priestess' Lair Lamp Model

I began to model my props in my lair which is the lamp. I am very satisfied with the outcome as it is exactly like the drawing I had for it.

Lamp Reference Image

3D Lamp Model

Tuesday, 19 November 2013

Secret Lair: Clockwork Priestess Hero Prop Further Development

From my previous hero prop thumbnail, I further developed it by making it more personal for my character. Hence, I added her initials and the stand of the scepter to have more sharp edges as it is her weapon, accessory and torch all at the same time. I also tried different colours to see what suits best for my lair and to me, 15 works best. 

Secret Lair: Clockwork Priestess Concept Art Further Development

I went back to adjust the lighting to my scene and this art is going towards my final piece for the lair. I am happy with all the props that I have placed in this lair except for the chair which I am considering to revise.


Secret Lair: Clockwork Priestess Thumbnails (65 - 67)

In this set of thumbnails, I tried pushing further in terms of colours and highlights. Comparing 65 and 66, I added more light coming from the clock and I like how it looks like now. With thumbnail 66 and 67, I tried adding reflections to the ground as I my lair's ground will be made of glass. I am struggling with this so any advice on how I can achieve this will be much appreciated :)
Thumbnail Development : 65
Thumbnail Development : 66 
Thumbnail Development : 67

Secret Lair: Clockwork Priestess Thumbnails (59 - 64)

In this set of thumbnails, I tried doing colour compostions for it. I like 60 as the colours are dark and rich which is what I am after.

Monday, 18 November 2013

Secret Lair: Clockwork Priestess Thumbnails (54 - 58)

I had difficulties with the perspective so I modelled out the basic shapes in Maya before painting it over. After speaking to Jordan today, he said to experiment and be brave when lighting my scene as it is a bit flat for now. I like the reflection off the surface from thumbnail 57 as my ground is made of glass with gears and chains underneath it. In terms of lighting, I like 58 but I will experiment with some other lighting colours to see what works best for my character and the lair.