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everfresh

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Everything posted by everfresh

  1. looking better... but i still think the mountains on the right could blend much more, the black parts of them are too black for objects that far away IMO... took the liberty of painting over them a little to illustrate the difference.
  2. i would also be in, but only if i can identify with the story and aesthetics in some way, and only if there's a talented and experienced director having the final word on everything. having something like votes on important decisions will lead to a nightmare. i've worked on community projects before and have a rather bad experience, people being too kind to each other and approving low quality work from participants just too keep the "good vibe going". if something is not good, people need to be called on it, regardless if it might hurt their feelings. otherwise the outcome only can be a pile of . also i would suggest to keep it really short, something around like 3-5 minutes. the shorter it is, the higher the possibility of delivering a top notch piece and being able to finish it. i could help with character design, modelling, texturing, rigging, animation, lighting, comping and sound design. the time i can dedicate of course depends on my work load and how much i'm into the story and mood of the project.
  3. looking really good, great work... looking forward to seeing more of them. i agree about the mountains on the right, i think it would help if there would be more fog/atmosphere in the distance so they blend a bit better with the sky... i usually use the depth pass to tune in the distance fog in post.
  4. the only real need i could see for that is for projects like this, where you need to combine realistic elements with toon stuff... but you could also just have comped the bottle in in post. for cel shaded toon only i guess my go-to solution will always still be standard renderer, i tinkered with my toon shader setups for years, and i really love the possibilities. and standard renderer usually renders full HD cel toon setups within seconds... but sure, always good to have options... ;) still waiting for my card, the shop i ordered the card had a delivery delay of several more weeks, so i cancelled the order and ordered elsewhere today. i hope i'll get it this week so i can start having some fun with redshift.
  5. very nice... good to know you can also build toon shaders in redshift...
  6. if you're doing a short completely on your own, perfection tends to kill productivity, so one needs to make compromises here and there, perfectly understandable... been there a couple of times ;)
  7. i like the lighting and mood of that poster a lot, very well done. however, i think the title should either be at the top or at least leave more room to the bottom, seems a bit squeezed in there. the title is an important part of a movie poster, so you might wanna give it some more room to breathe. also the finger poses could use some more love, and i'm a bit confused by the reflections/glow of the fingers on the back of the phone.
  8. thanks guys, really appreciate it. did some facial expression tests the other night...
  9. thanks @Smicksus yeah, there's some fine hair on the hoodie to make it fluffy, other than that i used a fresnel masked with a noise, that also helped a lot selling the fabric feel. @frankm the problem was that i had a hard time getting clean edges everywhere while still preserving the very fine hair details when using heavy DOF in post. also hair buffers render out buggy with physical renderer, you get a lot of unwanted artifacts. also i needed the hair depth map to be perfectly sharp, so i had to render out the hair buffers separately with standard renderer and then combine the hair depth with the position pass in post. but that alone didn't cut it, still had some jaggy areas here and there. i ended up rendering out everything at 2x the size and scale it down again to the actual size later to get the clean edges and keep the fine hair details. render times remained about the same, since i lowered the render settings accordingly. also the position and depth passes need to be 32 bit in order to get clean results.
  10. started to work on something different for a change a couple of weeks ago, no cel rendered stuff this time... had a lot of fun building the materials. was a bit tricky to get the post DOF right in conjunction with hair, but fortunately i found a solution that works perfectly. all physical renderer, no GI. car model by vector.
  11. thanks guys, really appreciate the feedback. :)
  12. the character is c4D, the rest was done in after effects. for sound design i used logic pro in conjunction with a neat time shifter plugin. really had a lot of fun at every stage of this project. :)
  13. damn... that's really amazing work! i think you came pretty close to the real one, definitely hit the spot regarding his personality.... and the hair is probably the best hair i've ever seen in c4d...
  14. same here, prorender doesn't excite me at all, at least not yet. although some renders i've seen look nice, they all scream CG, loud and clear. can't put my finger on it, but everything i've seen so far rendered with it is far from looking photoreal. and renderfarm pricing has gotten so affordable over the last couple of years i simply don't care that much anymore if a render takes 2 or 20 minutes a frame. but r19 holds a lot of other features (actually it's mainly the small improvements) that will be of great use to me.
  15. it really is kinda scary, igor. every society in human history has failed because of greed. and throwing oil in the fire (oil being capitalism) doesn't really solve the issue (who would have thought?). but the problems with all other systems stay the same, unfortunately greed has also destroyed communistic and socialistic systems. it's always just a matter of time until the greed of a few destroy the dreams of the many. and people without or just a less defined version of that genetic defect are always the ones that loose. it's always the same, history repeats. i'm stunned we even made it that far. and no matter how well thought through the blueprints for any possible new society might be, greed will always be able to sabotage the whole thing. in the simple words of an even more simple president: sad.
  16. doesn't change much IMO... it's just that we will be able to produce stuff faster, if stuff can be produced faster/more cost effective, more stuff will be produced. the budgets of our clients won't shrink because of any automation that might be coming, if anything it will be the opposite. if people were told what we can do today a few decades back they would have also thought they soon might have no job anymore, but we all do have jobs now, even though we can produce things 10x faster than 20 years ago. so nothing to be afraid of, more productivity just means more time for creativity.
  17. thanks :) @Greatszalam i don't even have a reddit account... i'm already unable to cope with all the social media accounts i have, i just realised for instance i didn't even post it on twitter... but i'll look into it. @grain thanks, means a lot :)
  18. tried to improve my skills in 2D animation and smooth transitions, character and a few other elements are c4d, the rest was done in after effects.
  19. really nice! very shiny... cool vehicle design as well.
  20. everfresh

    Bernie

    quick test? :D this is really lookin spot on, hollywood quality!
  21. absolutely stunning work! i love everything about it! congrats on the gig, especially with that 100% artistic freedom parameter, that's really rare, especially if its paid work ;)
  22. thanks... i will give it a try i think... not much you can do wrong for 10€ ;)
  23. looking really good... :) but yeah, you've got some issues with the foot roll movement.
  24. inspired by an amazing octane render MAXON posted a few days ago i thought i might do something different in between and try recreating something similar with physical renderer. the rock and the wood log are quixel megascan freebies, half of the plants and the spider are downloaded from turbosquid and such, the snail, the mushrooms and some other plants are my own models. render took around 2,5 hours at 2400x1860px.
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