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RRIS renders thread

Started by RRIS, May 22, 2019, 06:52:55 AM

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RRIS

Hey all,

I've been on this forum for a while now, but never really posted any renders. So, time to change that.
These aren't really anything special, but I think they're nice examples of commercial work where you sometimes just have to deliver a bunch of work quickly rather than having the opportunity to polish until you're absolutely happy.

I work as a product design engineer (mostly design and visualisation though, not that much engineering) at a design agency. Some projects last months or years, some are done in a matter of days. I'll try to explain a bit about the design brief with each project.

This was a medical design project. The device is used to treat cancer patients. With it you can very precisely inject irradiated granules of material into the patients liver. The client requested very bright background renders (gave exampel renders for reference). It was a bit of a challenge, because pretty much everything on this was see-through and it didn't take much for reflections to obscure important details.
In the end I did use some diffraction, because I'm a masochist :p




RRIS

Here's a few done for one of our clients that makes indoor lights, mainly for offices and such. They needed visuals to showcase the lights in an interior setting for a trade fair brochure.
So we modeled something of an office / hotel interior (there's a bunch more renders that I'll spare you guys) and went to town with the light placement.
Getting everything properly illuminated while still retaining some kind of realism was a real hassle, especially considering the time restraint. 
I ended up using a gradient texture map for the hoods of the lights, so that they wouldn't be blown out completely, and an IES profile for each light as well.
In the end we got some semi-realistic result that the client actually was really happy with.

RRIS

Here's a design we made for a secure messaging device. It's been a cool project, and our client is now close to having a fully working physical prototype. We were responsible for the exterior design, blackboxing with components, making sure we end up with something unique and desireable.

Again, Keyshot has been amazing. The use of studios and modelsets with linked materials really helped in presenting our client with geometry and CMF variations to make well informed decisions.

DriesV

Hi Renze,

Thanks a lot for posting these. Especially the medical device is not something we see a lot of on this forum. :) Interesting background information as well.

The interior shots look great. The lighting is nicely balanced. I particularly like the third shot.
By the way, Photographic Image Styles in KeyShot 8 would help a ton in avoiding blown out surfaces and making interior shots just pop in general. :)

Dries

RRIS

Thanks Dries,

Yeah I've trialed KS8 and have been very impressed with all the new features. It's funny how it works, you get some new toys to play with and they somehow find their way in production, even when you don't think in advance you'd use them a lot. The new liquid/glass system and photographic mode would be most useful for us.
Sadly I'm not the one in charge of the studio budget and upgrades tend to go in longer than 1 year cycles :/
Keep in mind the studio used Solidworks rendering before Keyshot got more widely implemented 2 years ago..

RRIS

A couple of more renders of the ARMA G1 communicator, we finished a UI/UX project for them and sent them a few updated renders of the device using the new interface.
Since we're still on KS7, I wasn't able to use displacement, but nonetheless managed to get a somewhat convincing rocky background going.


Magnus Skogsfjord

I was looking at the camb_01 (small liquid containers) picture above, and I was a little surprised that I like the image so much given that so much is blown away in the white background. Really digging the composition and the cleanliness on this one.

Nice work on the interiors too. I've been working my way into doing interior shots lately, and it's quite a different challenge than doing regular product shots. Particularly like the ground tiles you got going on those.

Oh, and that last product shot with the rocks has a super nice mood! Personally I would love to see the grainyness in the DoF cleared up a little bit though.

RRIS

Quote from: Magnus Skogsfjord on June 23, 2019, 03:44:05 AM
I was looking at the camb_01 (small liquid containers) picture above, and I was a little surprised that I like the image so much given that so much is blown away in the white background. Really digging the composition and the cleanliness on this one.

Nice work on the interiors too. I've been working my way into doing interior shots lately, and it's quite a different challenge than doing regular product shots. Particularly like the ground tiles you got going on those.

Oh, and that last product shot with the rocks has a super nice mood! Personally I would love to see the grainyness in the DoF cleared up a little bit though.

I have to admit, I had my doubts that I could come up with some way to make that medical device look 'cool', but that's what I like about Keyshot. It really allows me to try out different things without getting bogged down too much by technical stuff. The client had some example photos of medical equipment that he wanted to mimic.. I always like that, it gives me a base to build on.

The G1 communicator was something that I was completely free in visualising, the client just got more excited every time we showed new renders. It's fun when you get to work with a client that is just so enthusiastic from the first sketches to the final details. That render on those rocks was just me freewheeling in some off-time. We sent it to them and they just used it in their product launch video :) Kind of cool how these things happen. I agree on the noise, I actually made a cleaner version later, but they went ahead and used this one. It's all good :)

My main issue with interior renders is getting away from that super clean / artificial look. I don't know exactly how to take that next step, I usually don't have the time in these projects to spend a lot of time on textures, so that for sure is a limiting factor. It's not really required anyway on these kind of shots where the environment shouldn't distract from the product too much, but still.. I'll have to watch a few more tutorials on interior lighting.. we did a parking garage shot and it ended up looking quite bland.. I needed to massage the hell out of it in Photoshop haha.