Hi everyone,
I've been doing some work for Andersen EV and their automotive charge point this last year. (Here is the older thread (https://www.keyshot.com/forum/index.php?topic=19166.msg82007#msg82007) if anyone is interested)
Here's some of the latest work. All full CGI. House and plants from evermotion, Porsche from turbosquid. Cable and Porsche socket modeled in NX.
The wall shots are my first effort using displacement maps from blender. Not the most complicated effort in displacing geometry, but it's a decent first try in my opinion.
Cheers,
That looks really really good, as usual!
Is it just me, but the first thought out of my brain was "Feel sorry for the poor fool that has to clean that window!". I wonder if poliigon has a surface imperfections map that has a combo of toddler nose and finger smudges about 2' off the ground? Maybe a dog nose squish mark ever so often?
Seriously, that rock wall is astounding.
Quote from: mattjgerard on March 07, 2018, 06:38:09 AM
That looks really really good, as usual!
Is it just me, but the first thought out of my brain was "Feel sorry for the poor fool that has to clean that window!". I wonder if poliigon has a surface imperfections map that has a combo of toddler nose and finger smudges about 2' off the ground? Maybe a dog nose squish mark ever so often?
Seriously, that rock wall is astounding.
Thank you so much for your kind words! I really appreciate it.
Hah, yes, it's always a bit of an internal struggle of just how much grunge one should add to these kinda renders. Given it was a desire to show a luxury style, I guess smudges would have to be kept at a minimum. I have, however, added a bit of smudge and dust to the porch glass in case you missed it:)
Beautiful Magnus. Nothing to say but props!
Quote from: Will Gibbons on March 07, 2018, 11:14:00 AM
Beautiful Magnus. Nothing to say but props!
Thank you for your ever encouraging words Will! It's greatly appreciated!
Stunning work, Magnus! It ended out really good!
8) welldone
So good. Love seeing the clay render and details too. Well done, Magnus!
Quote from: Esben Oxholm on March 08, 2018, 12:45:01 PM
Stunning work, Magnus! It ended out really good!
Thank you Esben! I'm glad you think so.
Quote from: kiarash.tamizkar on March 08, 2018, 11:29:40 PM
8) welldone
Thank you!:)
Quote from: Josh Mings on March 09, 2018, 10:39:16 AM
So good. Love seeing the clay render and details too. Well done, Magnus!
Thank you Josh! I always welcome your encouragement :)
all compliments !
... where did you got that flowers and grass ?
Quote from: stefan marji on March 09, 2018, 09:20:47 PM
all compliments !
... where did you got that flowers and grass ?
Thank you! Appreciate it. Plants, flowers and grass are bought from Evermotion. They have a nice packages with this kinda stuff :)
Looks fantastic. What material did you use for the "Clay" version, especially on the Porsche?
Quote from: Robb63 on March 12, 2018, 07:15:29 AM
Looks fantastic. What material did you use for the "Clay" version, especially on the Porsche?
Thank you man. Appreciate that! It's a very basic diffuse white material. No complexity at all!
Hi Magnus.
A question!
Did you do anything specific to keep the UV-mapping when baking the displacement map in blender?
Or what was the process for the displaced geometry?
Quote from: Esben Oxholm on March 15, 2018, 05:04:41 AM
Did you do anything specific to keep the UV-mapping when baking the displacement map in blender?
Or what was the process for the displaced geometry?
Hi Esben.
Yeah i struggled a bit with that, as i didn't know it had to unwrap out the UV map after adding the displacement modifiers to include it in an export. It's a very homemade process I'm about to present, so there might be other smarter "Blenders" who can enhance the process.
Anyway, bear with me and check pictures 1,2 and 3 below for reference:
1. After adding the modifiers (displacement textures and subdivisions), go to edit mode and use the 'A' key to select all vertices. Proceed by pressing the 'U' key to get the
Smart UV Project dialogue. Here i just click through the default settings.
2. Export as obj and check "include UVs"
3. Import to KeyShot and add the textures. For some reason I have to rotate the UV angle -90 degrees to get it correctly, but that's just my lack of understanding UV's I guess. I also sometimes like to repeat the textures twice in Blender to get a bigger 3D canvas to work within, which means that my mesh consists of 2x2 the chosen texture. That's the reason why I've reduced the UV scale to 0,25 in KeyShot.
Hope it helps :)
Quote from: Magnus Skogsfjord on March 15, 2018, 08:20:07 AM
Quote from: Esben Oxholm on March 15, 2018, 05:04:41 AM
Did you do anything specific to keep the UV-mapping when baking the displacement map in blender?
Or what was the process for the displaced geometry?
Hope it helps :)
Thanks for the explanation, Magnus. Homemade is good. I do a lot of homemade stuff I guess.
As you might know, I'm using Modo and wondered if blender did a smarter job about this. Not sure.
I think I did it with Modo for the trunk in the beetle rendering without any additional UV-magic, but I just can't make it work again. I'm starting to doubt that I manage to do it back then. Haha.
Anyway, again, thanks for taking time to describe your process. I'll try to replicate it in Modo and see if that works.
Cheers,
Quote from: Esben Oxholm on March 15, 2018, 10:55:33 AM
Thanks for the explanation, Magnus. Homemade is good. I do a lot of homemade stuff I guess.
As you might know, I'm using Modo and wondered if blender did a smarter job about this. Not sure.
I think I did it with Modo for the trunk in the beetle rendering without any additional UV-magic, but I just can't make it work again. I'm starting to doubt that I manage to do it back then. Haha.
Anyway, again, thanks for taking time to describe your process. I'll try to replicate it in Modo and see if that works.
Smart UV unwrap is for the lazy non-experienced guys like me anyway. A more experienced artist would probably never touch it. But it works fine for these simple planar stuff I'm doing here. Probably also for other simpler geometry!
You're welcome:)
I love the brake lights. The render gives depth in their structure. What technique did you use there? Can you share tips about the brake lights?
Quote from: Greg Polymerou on March 17, 2018, 07:02:25 AM
I love the brake lights. The render gives depth in their structure. What technique did you use there? Can you share tips about the brake lights?
Hey, I'm sorry for the delayed response to this. Hectic times. Anyway, the technique for this guy wasn't very complicated, so I'm not sure I will enlighten you that much, but it's simply a refractive glass material on top of a glossy metal combined with a strong light source that gives the red glow. I also put some photoshop dodges into these light sources to emphasize them a little. I'm attaching a screenshot of the setup in case you want to see that :)
Just ask if something is unclear, and I'll try to be more quickly responsive the next time. And thanks for your kind words!