Creating Complex 3D Scenery
Events
Subscribe:  iCal  |  Google Calendar
1, Jul — 1, Aug
San Diego US   19, Jul — 23, Jul
Torino IT   25, Jul — 29, Jul
Shanghai CN   3, Aug — 7, Aug
Vancouver CA   12, Aug — 17, Aug
Latest comments
by Christopher henrick
1 hours ago

thank u so much 80lv !

google.com/imgres?imgurl=http%3A%2F%2Fspiritwalkministry.com%2Fyahoo_site_admin2%2Fassets%2Fimages%2Fcs_2.219164821_std.jpg&imgrefurl=http%3A%2F%2Fspiritwalkministry.com%2Fcrystals_and_stones&docid=lk6sDMKahaB8eM&tbnid=NXOT-rV4vumsGM%3A&vet=1&w=224&h=224&bih=642&biw=1280&ved=0ahUKEwiLkfK-96TcAhWRJXwKHSErBXEQMwh1KA4wDg&iact=c&ictx=1 hope this img file works just copy in url bar I guess

Shader looks great, tho the normal on the top seems almost invisible. I really like this tho, I think I can use something similar for a jade statue. But I do think on top of this having a few pieces of geo inside your ice to create the look of cracks that light up at the right viewing angle would be a great touch. 1 last thing and this is more nit picky then anything id say the layer of cracks that seems to be a copy of the top layer beneath maybe just for that layer use your fernsel inverted as a opacity to make them disappear towards the edge of your geo. as for the geo cracks im talking like this, however this is a crystal rock mind you I think youll get my point https://www.google.com/imgres?imgurl=http%3A%2F%2Fspiritwalkministry.com%2Fyahoo_site_admin2%2Fassets%2Fimages%2Fcs_2.219164821_std.jpg&imgrefurl=http%3A%2F%2Fspiritwalkministry.com%2Fcrystals_and_stones&docid=lk6sDMKahaB8eM&tbnid=NXOT-rV4vumsGM%3A&vet=1&w=224&h=224&bih=642&biw=1280&ved=0ahUKEwiLkfK-96TcAhWRJXwKHSErBXEQMwh1KA4wDg&iact=c&ictx=1

Creating Complex 3D Scenery
24 April, 2017
News
Luxxlabs has published an interview with Marcel Haladej on his way of modeling and texturing realistic 3D scenes. Marcel is known for his projects full of endless trains and enormous vehicles that, combined with different tiny details, create an amazing atmosphere.

The article mainly focuses on the production process behind Marcel’s IFA project. The scene with an old car-crane and three layers is all about mud. The artist gave some details on the idea of this truck scene and shared production magic. 

Scene was filled with various asserts. I placed them into three layers (back, middle and foreground)to create depth in the image, which support a little story,when small village has had to change within a few years into one huge public house area. We don’t know if the last of the house Mahicans will survive until next morning.

To promote this idea i wanted to have a lot of mud in this image. Mud at the ground was created via VrayDisplacement modifier with custom texture created from a photo.Ground is covered with a lot of small lumps of soil most of them were hand positioned. Also truck tires are covered with mud, again with using of VrayDisplacement modifier and masked with painted black and white mask. I also placed manually some stones on the tires to add some fine details.

In IFA project I tried to simulate autumn morning atmosphere.I used simple Vray sun + vray sky supported with VrayEnvironmentFog. I started the Vray RT render, and tried different lighting scenarios. I ended with the sun positioned just above the horizon. It caste long shadows and tinted the image into nice yellow-orange tone.

You can read the full interview here. Don’t forget to check out artist’s works and stay tuned for our exclusive breakdown of his Horehronec scene. 

Source: Luxxlabs

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz