Artwork > Finished Works and Works in Progress

Modern Chair

(1/3) > >>

Suppastar:
Hello,

Well, this is my first model that I'm posting here as "Finished", While it may be posted here it is in no way finished. The Model is complete, but the render is lacking.


As you can tell the First render is just a simple crappy render, I didn't even look at what I was doing. I just punched in some random numbers and hit render.  :-\

The second image is what I was following. It is *NOT* My Render!
 
This will the be model that I will develop my rendering skills with, as right now I *can* make good renders but it takes way to long. Does anybody know some rendering secrets?

NOTE: As I said the render is NOT Final, just a quick render to show off the chair.

floyd86:
I don't really have any rendering secret, but i have some experience in rendering. This scene could look really good with some ART attributes. Exactly while seeing this i can't wait to work on something again *start up anim8or*. Really nice model!

I added a files with some material settings which might (yes i say might, since i don't know how they will work out: this is how i normally make metal ;)) look pretty nice. Ofcourse it's needs some tweaking and it's far from perfect but it's a good start i think. Use a cubemap to really let the reflections turn out nice and don't forget to post your work! Keep it going.

$imon:
I'll give some advice here on how I would go about making a studio render like that in anim8or.

It seems like that render you are trying to recreate was made with a studio setup, which means a cubemap as a surrounding would have reflections that are too distracting. The white reflections you are seeing in the metal are studio lights (http://northcoastcamera.com/images/rs-sbsb2028.jpg), which can be recreated in anim8or by adding big square boxes behind/above the camera and have them with a white emissive of about 2.

As Floyd said, to get a good render you will want to start using some Art materials. For the black leather, I would advise using a Very slight glossy reflection (maybe a value of 0,05), with just a black material.
For metal, Of course you will have to use a specular>reflection attribute, with an almost full value of reflection (about 0,8)

Something you cannot recreate in anim8or are the shadows in the reference image you showed. They were made with large area lights, whereas anim8or only works with point lights. To get a soft feel like that though, you might want to try adding a few very soft lights in different positions above the object, to keep the shadows this soft.

Ok, last tip haha; the floor, as you can see in your image, no matter how big you make your floor, it will always give a horizon. The trick they used in the reference picture you have up is they created a sortof 'bowl' in which the models were placed, so the floor actually gradually goes up in the back, all the way to a horizontal wall. This gives a smooth gradient in the back, try it out!

Of course these are just tips, try them out to see the different effects! I like the models youve made, it could become a very nice render! Good luck!


Floyd, I saw that the materials in your file all had a emissive value, I would advise to anyone not to use this option on anything else than materials that glow. the emissive value actually causes a lack of shadow & works more as a 'color overlay' in anim8or.

ENSONIQ5:
A minor point about bending steel tubing in the real world: the inside of a bend is always pushed in by the bending mechanism, to prevent the outside of the tube splitting.  It is visible in your reference image on the left hand chair, on the bends between the seat and back rest fabric pieces.  Although it is difficult to see due to the highly reflective material, it is visible on all the bends where the inside of the bend is towards the camera.

This is a minor crit, what you have done so far is excellent!  In studio renders like this one, where there is little else to distract the viewer from the models themselves, getting the tiny details as good as they can be makes all the difference.  Although barely visible in the reference pic, I would even go so far as to create the lines of stitching that form the loops in the ends of the fabric pieces (maybe with a bumpmap?).  The best still frame renders always make the viewer think: "wow, I can't believe that's not real!  The detail is incredible!"

Further to the extrusion-following-path discussion, I have found that if both spline and N-gon are created in front view, and extruded while in the front view, the N-gon tracks the spline in a tubular fashion pretty much every time.  Mind you, vertex modelling is probably the better way to go, especially to indent those inside corners.

Suppastar:
Thanks for Crits & Tips all!

Here is what I have so far...


Drastic change huh? Anyway, the original render did have reflections but it was set up wrong and they didn't show up and I didn't notice until you guys said something. I'm still working on the Reflections and the shadows though.

Rendered in: Anim8or (Roughly about 19 Minutes... or if you care it equals to 19.106 minutes to be exact.)

EDIT(s):

 Forgot to mention I remodeled the the arcs used to support the seat (human weight) to be more like the arcs seen in the reference image.

1. Improved Render with better lighting and shadows added

2. First render had Error ( :-[) I forgot to put the metal material on the cylinders "used" to hold the seat and backrest to the frame.  :-[

Navigation

[0] Message Index

[#] Next page

Go to full version