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Old August 18th, 2005, 06:33 PM   #1
neilfsmith
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Default New series Cylons lighting test

I'm working on lighting for some Cylon renders. Any comments would be appreciated.

Thanks.


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Old August 25th, 2005, 04:14 AM   #2
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The Render looks good neilfsmith, the lenz flare is what it is, try adding another light in the scene, a back light would make him more sinister by adding shadow to the edges and corners. ( at least this is what I would do ).
The texturing job on this is very good, do you do this ? The texturing gives me the impression that the Cylon should bestanding in the rain at dusk, an in the evening skys over his shoulder, we can see a squadron or 2 of cylon drones in formation.
That would be an interesting render I think . .
but the lighting test works . . .
Santee
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Old August 25th, 2005, 04:31 AM   #3
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Quote:
Originally Posted by Santee
The Render looks good neilfsmith, the lenz flare is what it is, try adding another light in the scene, a back light would make him more sinister by adding shadow to the edges and corners. ( at least this is what I would do ).
The texturing job on this is very good, do you do this ? The texturing gives me the impression that the Cylon should bestanding in the rain at dusk, an in the evening skys over his shoulder, we can see a squadron or 2 of cylon drones in formation.
That would be an interesting render I think . .
but the lighting test works . . .
Santee
Good idea on the backlighting. I'll have to give that a try.
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Old August 25th, 2005, 06:53 AM   #4
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I'd suggest the following:

1. Place a strong backlight over the right shoulder (left of picture) and aim it roughly towards the camera.

2. Add a sidelight to left side of the centurion.

3. Crank up the reflect on the surface and add a cloud image for the reflect -- keep this pretty low.

4. Tone down the metal texture by about 80%. It looks like he got a bucket of paint dropped on him because its too strong.

5. Place a soft red light as close to where you want the eye to be when you add the lens flare. Keep it subtle but make it so you get the red hilights off the visor face.


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Old August 25th, 2005, 08:01 AM   #5
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I like it .. can´t add anything that has not been suggested by SANTEE and TBC, I look forward to the update...bty is there any TOS Cylons in CGI that Lightwave can use..
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Old August 25th, 2005, 09:40 AM   #6
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Thanks to everyone for your comments. I've reworked the lighting into something a little less theatrical and came up with two new compositions. Any comments would be appreciated. BTW the model is from Wil Jaspers. The modelling and renders are from Cinema 4D with additional effects work in Photoshop.

Note to Santee: The textures came with the model but I did some re-work on them in Photoshop and in Cinema 4D.

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Old August 25th, 2005, 09:57 AM   #7
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Neilfsmith,

Cut the textures to about 25%, put reflect at about 10%, and add a cloud texture for the reflect so your processor doesn't die on the spot.

Good lighting job on the amber shot. Somehow, even knowing its Cylon Occupied Vancouver, the street lights don't seem to fit. The rest of the buildings work well with this setup.


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Old August 25th, 2005, 10:47 AM   #8
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Quote:
Originally Posted by TwoBrainedCylon
Neilfsmith,

Cut the textures to about 25%, put reflect at about 10%, and add a cloud texture for the reflect so your processor doesn't die on the spot.

Good lighting job on the amber shot. Somehow, even knowing its Cylon Occupied Vancouver, the street lights don't seem to fit. The rest of the buildings work well with this setup.


Sandy
Sandy,

Thanks for the comments. The rear and side lighting worked great! And I did try a cloud texture with the reflection and it ended up looking a bit too clean for my taste. I like these things looking as if they've gotten a bit roughed up and all dirty while on the planet.

neilfsmith

PS - Streetlamp or no streetlamps? That's the question. I dunno - I guess I thought that even people on Caprica have to be able to see at night.
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Old August 25th, 2005, 10:53 AM   #9
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OK, if the reflect makes it too clean, try this. Scale back the texture to about 15-20% and add a noise procedural at about 30%. Increase or decrease the procedural as needed. That should get you towards what you're looking for.

If you want some wear and tear, take the procedural, inverse it, and use it as a mask on your reflect, and then add the reflect back in at half strength. Copy is again into the spec channel and give the render another go. See if that gets you the wear and tear look without the heavy texture.

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Old August 25th, 2005, 01:21 PM   #10
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Quote:
Originally Posted by TwoBrainedCylon
Scale back the texture to about 15-20% and add a noise procedural at about 30%. Increase or decrease the procedural as needed...take the procedural, inverse it, and use it as a mask on your reflect, and then add the reflect back in at half strength. Copy is again into the spec channel and give the render another go...
Waaahhh, is that dialog from Star Trek: Voyager?
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Old August 25th, 2005, 01:53 PM   #11
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Quote:
Originally Posted by Sept17th
Waaahhh, is that dialog from Star Trek: Voyager?
D'oh !
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Old August 26th, 2005, 05:02 PM   #12
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I like the daytime pic with the cylons and the city. Kind of looks like a movie poster (day of the dead meets BSG). It's really neat.
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Old August 26th, 2005, 05:21 PM   #13
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Thanks bobanort!

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Old September 1st, 2005, 06:36 PM   #14
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the lighting looks good, but those vertical lines going up and down the texturing on it's chest look a little wierd
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Old September 1st, 2005, 09:47 PM   #15
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Neil, some very nice work on the renders and composits.

Have you thought about baking an access map to simulate grunge buildup in crevices? I can't make one out in the shots that you've posted, so I'm assuming that your texture map is a pretty straightforward scratched metal texture.
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Old September 2nd, 2005, 05:16 AM   #16
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Quote:
Originally Posted by ff_a_r8hrefefef
the lighting looks good, but those vertical lines going up and down the texturing on it's chest look a little wierd
The lines look kinda cool, gives it a battle worn kinda feel to it. Don 't want all the cylons to be clean and shinny now do we?

Santee
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Old September 8th, 2005, 05:32 PM   #17
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Quote:
Originally Posted by rjandron
Neil, some very nice work on the renders and composits.

Have you thought about baking an access map to simulate grunge buildup in crevices? I can't make one out in the shots that you've posted, so I'm assuming that your texture map is a pretty straightforward scratched metal texture.
Yeah the texture is pretty much that. I kinda like it. Even though it's getting mixed reviews.
neilfsmith


Quote:
Originally Posted by Santee
The lines look kinda cool, gives it a battle worn kinda feel to it. Don 't want all the cylons to be clean and shinny now do we?

Santee

Santee,
I like the lines too. It's really more stylized but I don't care. It's what I'm going for.

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Old September 16th, 2005, 02:41 AM   #18
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looks good
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Old September 21st, 2005, 05:28 PM   #19
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Looks real!
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Old September 22nd, 2005, 10:48 AM   #20
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Looking good and with the excellent suggestions by the other members you should have an image worthy of being on the series
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Old September 22nd, 2005, 01:50 PM   #21
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Battlestar Galactica 2004 New Images

Thanks everyone for your comments. If you are interested, I've got a few other pieces here:

http://homepage.mac.com/nfsmith/PhotoAlbum15.html

http://www.colonialfleets.com/forums...d.php?&t=11677

neilfsmith
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