S
Salk
Guest
Looks amazing! 
lol, no worries, there is some breathing space untill friday...Apologies to all the followers for the very low productivity of the moment... mostly because of the world cup :lol: (that's about 4 hours a day I am not spending on Blender). Hopefully my modelling should get back on track in a couple of weeks.
Correct me if I'm wrong, but I believe that the glow around the bulbs and the rays of light are essentially the same idea, which is volumetric lighting. It's something that's only recently been introduced to Blender/Cycles in the form of Volumetric shaders. I don't think it gives true volumetric lighting, but there are ways of faking it I think, which is what I believe Mayo is struggling with.The only criticism that I have, which is really splitting hairs at this point because that render looks awesome, is that the 'light bulbs'
in the original give off a radiation sort of feeling or like there is fog around the light sources.
So... I think "Yay", and thanks for giving it a shotSo just for fun I had a go at adding the light beams in in photoshop. 3D modeling may still be beyond me, but I like to think I'm alright in 2D. IMHO I think the top right light beams came out alright, but the cone on the right and the blue area on the left definitely aren't great. Obviously being a test render I didn't want to waste a whole lot of time on it, but I thought I'd give it a shot. Yay? Nay?
That's true, and there's more. Pretty much any advanced CG art has some post-processing to it. It's actually recommended practice.Most of the original backgrounds had been edited in an image editor.
As far as I'm aware, Blender doesn't really have a volumetric emission of light, and I'm not sure how to mimic this. Blender has a very nice volume scattering shader, but I was unable to use this shader in order to create the intended "light beam" effect, mostly for 2 reasons:Correct me if I'm wrong, but I believe that the glow around the bulbs and the rays of light are essentially the same idea, which is volumetric lighting. It's something that's only recently been introduced to Blender/Cycles in the form of Volumetric shaders. I don't think it gives true volumetric lighting, but there are ways of faking it I think, which is what I believe Mayo is struggling with.
Again my knowledge of 3D is spotty, but I think that's the gist of it. Once I get a job and can afford to upgrade my rig, then I'm gonna invest some time in actually learning this stuff. :wink:
I'm assuming you're referring to the field file describing the outdoors of Aerith's (and Elmyra's) house. As for "where is the lighting coming", I've always assumed it was daylight, which could be explained by a combination ofMy problem is that the design of ealin(?) is entirely against Aerith statement that the church is the only place where flowers grow in Midgar. Also from where is the lighting coming?
Haha yeah, right after I added those other two spots I realized they would be on different layers, but that shouldn't be a problem. I'll google around for tutorials specifically for post process lighting, since I'm just going off my general photoshop knowledge atm, and worry more the layering when the time comes.Just letting you know: these light beams in the top right corner are meant to be on a proper "background layer", whereas the other beams of light (such as the yellow-greenish on the right and the purple one on the left) are on a separate "light" layers which would have to be made by post-processing (compositing within Blender, or Photoshop on your end).
I understand the comment. I will try to tune a bit more the lighting to match this. Mostly, It will involve increasing the density of the volume scattering shader and also increasing the intensity of some lights, all within Blender. Then, the "light beams" and other glare effects will be made by post-processing (most likely, I'll give the renders to Dubular who'll do a Photoshop job).In the original image some things seem more "shiny" and the air seems more "foggy" and "bright" if this makes sense?
It's not so dark as to cause loss of detail or visibility issues. It's right on the threshold; any lower would be too dark, but as it is, it's fine.The overall level of brightness seems satisfying on my end (Covarr's feedback would be useful in that respect, given our earlier discussion), although it is a bit darker than the original.
Based on your feedback, I made some adjustments on the texture. It's rather discreet. Namely, I added a map to fade the green paint over the grey paint a little, I enhanced the dirtmaps a bit, added a scratch map, and toned down the reflections. Below is the result.The bus needs scratches specially the green paint looks too clean at the moment. The reflection is too strong, there should more dust on it which would prevent most of the reflection of the car paint.
It's 2 cm thick. I based my design on the style of old buses, and I think it's consistent. I don't think the good oldie VW Samba bus has much thicker doors than that.The last thing is nitpicking, but the bus body looks very thin at the door.
I don't think that is a good idea. If you're the owner of the weapon shop, and you want your customers to have some practice shooting, I don't think you want them to aim at the bus or even risk an indirect bullet impact. If I had to place targets and a shooting range, maybe I'd try to set it up inside the tents, parallel to the bus (and they wouldn't be visible anyway).Considering that this is a weapon shop I would add some bullet holes on it, maybe a target, too.
My personal goal was to finish the outdoor slum 5 marketplace and all related indoor scenes, plus outside and inside Aerith's house scene before the end of this year. I don't think I'm ahead of schedule :-\But it is overall great work and I can't wait to see it in game.