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concept spacecraft. How to real it up?
show user profile  Lazmo67
Playing around with this. Doesn't quite hit the mark reality wise. Any ideas on what I need to do to real it up.

I'm talking about the render not the spaceship itself. Not really interested if it would fly etc.

Anyway crits please?

read 1814 times
2/3/2015 8:16:35 PM (last edit: 2/3/2015 8:16:35 PM)
show user profile  Bolteon
camera, lighting, textures, shaders...

everything except for the modeling.

-Marko Mandaric

read 1806 times
2/3/2015 8:31:12 PM (last edit: 2/3/2015 8:31:24 PM)
show user profile  Mr_Stabby
Imo a space faring vehicle is either made for atmospheric flight or its not, your's looks kinda half way. Like theres something resembling wings/carnals while being an aerodynamic disaster, pick one :p

read 1804 times
2/3/2015 8:31:27 PM (last edit: 2/3/2015 8:31:27 PM)
show user profile  Bolteon
^^^ truth.

should have also added "design" into my post.

-Marko Mandaric

read 1796 times
2/3/2015 8:34:43 PM (last edit: 2/3/2015 8:34:43 PM)
show user profile  Lazmo67
Ouch! Forgotten how brutal you guys are.

More specific please?

did say not interested in design. i like it like that, not going to change it. Couldn't give a monkeys if it would fly in space or not. just want to make it look like a realistic environment without using a HDRI


read 1793 times
2/3/2015 8:47:57 PM (last edit: 2/3/2015 8:47:57 PM)
show user profile  antoin_currie
use keyshot :)
read 1743 times
2/4/2015 5:26:56 PM (last edit: 2/4/2015 5:26:56 PM)
show user profile  Nik Clark
To my eye, the light could use a few more bounces. It's really dark round the edges, and really bright in the middle.

read 1728 times
2/4/2015 5:58:24 PM (last edit: 2/4/2015 5:58:24 PM)
show user profile  mike_renouf
As nick says - lighting seems very off. The spacecraft is in a very strong direct light source and the floor beneath is in shadow. This makes sense. However, the areas of floor that are lit are not light enough compared to the shaded areas.
The floor is far too dark and too randomly splotchy in its diffuse, it needs a little wear and tear - some scuffed, polished areas and/or oils spills - but those need to be logically placed.

read 1713 times
2/4/2015 8:35:59 PM (last edit: 2/4/2015 8:35:59 PM)
show user profile  Bolteon
lol @ keyshot recommendation.

-Marko Mandaric

read 1687 times
2/5/2015 2:48:15 AM (last edit: 2/5/2015 2:48:15 AM)
show user profile  9krausec
^Double Lol.

Keyshot blows.

- Portfolio-

read 1685 times
2/5/2015 2:53:21 AM (last edit: 2/5/2015 2:53:21 AM)
show user profile  Bolteon
as to the design of the plane...

i'd like to make a note of something that in my personal opinion is of pretty large value when it comes to vfx.

a multitude of elements go into making a convincing image. on a surface level, the obvious attributes come to mind: modeling, shaders, lighting, composting.


on a sub-conscience level, elements that aren't immediately present to the naked eye come into play and in my opinion play a much larger part of convincing the viewer that what they're looking at is in fact reality.

an example of this is related to the design.

while it may be of no concern to you; the exaggerated shapes and aspects of the aircraft set off red-flags mentally to any viewer observing the image. they might not be able to exactly point out what is wrong about an image but in the basis of the situation, you've lost their captivity mentally as their brain has already declared the image a false.

like i said, you may not care but if your goal is truly "sell" an image, you have to account for things that aren't only up top but down below too. no matter of work on the other parts of an image will rectify such large mental discrepancies on one of them.

this is part of the reason why the uncanny valley exists.


as for the rest, the first thing you can start with is your composition:

assuming a 6' fighter pilot is to be housed inside the front cockpit, that puts the height of your camera around 12-15' in the air.

why on earth would you have someone taking a photograph on a platform that seemingly has no bottom (read: we can't see a cat-walk under the camera's position).

i would recommend shifting the camera down to 5.5-6' off the ground and framing the ship in the most flattering angle possible so as to create the fewest tangents in body lines and make the most of the negative/positive space.

finally, strip (temporarily) the shaders and lighting; so you can focus on one section at a time.


*high fives clayton*

-Marko Mandaric

read 1683 times
2/5/2015 2:59:34 AM (last edit: 2/5/2015 3:03:16 AM)
show user profile  ScotlandDave
Also the scale of those floodlights looks way too big.. If you compare with the size of the truck, the floodlights look like little portables that have been scaled up so i think the sense of scale is a kinda distorted by that..

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read 1654 times
2/5/2015 11:44:37 AM (last edit: 2/5/2015 11:44:49 AM)
show user profile  herfst1
For me the picture is missing only one element: cool.

Space should be cool. Spaceships should be cool. Your lighting is not cool. Colour schemes are not cool.

Be cool.
read 1647 times
2/5/2015 12:22:41 PM (last edit: 2/5/2015 12:22:41 PM)
show user profile  LionDebt
Mostly covered already,

But sort out the composition and scale. Then it's materials and lighting.

Your point about not wanting to do more modelling... is... okay... but to be fair, the spaceship isn't going to do you many favours further down the line. Have a look at concept spaceship artwork, look out for things like detail, scale, composition... I also think your setting is what is pulling you down. A garage? Why not... y'know, space? OR rather, a futuristic docking ledge high above a sprawling citiscape... The image you're rendering needs to have more dimension to it... a story, as it were...

Anyway, my 2c.
read 1643 times
2/5/2015 12:51:42 PM (last edit: 2/5/2015 12:52:38 PM)
show user profile  Lazmo67
Thanks Guys. that's exactly the type of crit I was looking for. I'll have a revamp and look at altering the model too. I can see that, even though I like it like that, it's not going to cut it. this space.

read 1633 times
2/5/2015 1:40:23 PM (last edit: 2/5/2015 1:40:23 PM)
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