Bobby the vengeful pool-cleaning man

Hi,

***- Last update -



I started this WIP a few weeks ago.

Here is the first render and the clay version :



I have a lot of work to do with this scene ^^
Leaves haven’t a logical orientation so my bushes look like shit :eyebrowlift:
Some grass go through the ground (the grass isn’t that nice too)
I think I’ll make Bobby blonder
The towel needs particles
Bobby needs hair on legs, arms, torso

And, more importantly : he doesn’t look vengeful for the moment.

What do you think ? Do you have any advice ?

Hi,

I made some changes in my project. Please take a look at it :


I think this is more interesting now. I have to fix many things, and I think making an anger/action lighting.
As I said, I will improve Bobby, his skin, his body hair. I don’t like the hair style I gave him.
But more importantly, there is a massive glitch in the bottle that I have to resolve.

What do you think about it ?

Very cool…already makes me curious what he is vengeful about…perhaps litter that people throw in swimming pools…perhaps the rich owners who make him clean up their messes…

Thanks :smiley: I’ll let your imagination do the work for the moment. I will add some hints later in the scene to make the “story” more understandable.

A little too tired at the moment to provide any great criticism but…
Looks like you got a great concept here. One thing I noticed at first glance was that the bottle felt massive, I think you may have scaled it up to fake some depth in the scene? If so maybe try scaling it down a bit to an almost normal size and then just adjusting the camera’s focal length to something lower probably between 20-30. Although maybe I just misinterpreted the image. I’d also make the sword/left arm point more at the object to give your eyes a very direct path to follow. Also this is more of a tip than a critique, if you’re using a glass shader you may be able to ditch that and just use a glossy shader or something along those lines, just so that you don’t have to deal with the noise and long render times that the glass shader gives you.

Keep up the awesome work though man. Good luck!

Nope, the bottle has a normal 2L Sprite bottle size :


Maybe I should try this (I took the bottle away from the camera, and settled the focal from 35 mm to 40 mm) :


And I fixed the bottle glitch. The label has a shrinkwrap modifier, and the offset was too low. And for this strange specularity spot, it’s due to backfacing fresnel.

Hi,

Improvements will arrive soon, here is the new pose suggested by ImmortalZombie :


Do you think it’s nice ? Does the bokken help leading your eyes naturally ?

And here are some sexy legs hair that will spread on Bobby’s torso and arms at least ( ͡° ͜ʖ ͡°) :


Awesomeee! Keep it up!

Hmmm, I realised there is a problem with body hair :




I want to add a random factor for the body hair, but now I don’t know how to avoid hair to go inside the mesh. Because of this, there are many hairless areas and that’s not pretty.
Even without editing the particle, this problem occurs.

Do you have any solution ?

Hi !

Here is the Bobby’s 1.5 hairy update :slight_smile: :


As you can see, I made some changes on the bush on the background, and add some “fur” to Bobby.
There is still a little glitch with the bottle that I will fix.
I also found a work around to create random in body hair without the problem I told about earlier.
And I should take in account ImmortalZombie’s advice about the bottle. Not that the bottle’s size is a problem, but :


There is a lot of unused space in my scene, and Bobby looks so tiny while he is as important as the bottle !
So, I will change the composition of my scene. Besides, I will concentrate my efforts in the lighting and the atmosphere. Maybe I’ll do something like this, I don’t know x)


Do you have any suggestion ?

Hi,

I am working on the atmosphere, but that’s not easy for me since I’m a noob when it comes to lighting, layers and compositor ^^


My only problem with this is that the bottle is in focus. I would change the camera f-stop a bit so that the character is perfectly in focus and the other objects are slightly blurred. This keeps the attention on the man.
Rather than adding too much detail in the foreground, you could maybe break up the open areas by adding some trees in the background, nicely blurred to not take the focus from the foreground

Thanks for the advice BiggR :slight_smile:

Okay, so I rendered my scene with the simplified scene’s lighting and compositing :


I changed the bottle’s location a bit, and used the defocus.
I can see the end of this WIP, but there are still things to fix, in my opinion.

I don’t know if elements in background could help to improve the scene.

What do you think ?

(PS : is there a way to have a better image compression in the forum ? Or should I upload my render on an external site ?)

You are definitely getting somewhere with this. The most important thing you can improve is the lighting. You can check out some lighting theory, but you should basically have a keylight, a fillight and a rimlight. I also preferred it when your scene was brighter.

Thank you CG Sky
Here is the update :


Following your advice, I tried some stuff with the lighting. And I made some changes on the water, the hair cut. I also fixed a UV problem on the short.
But there is something that bothers me. It’s like I just broke the lighting : I feel like everything is on the same level now :confused:

What do you think about it ?

Hi,

Here I am, trying to get a better result :


I really need advices to make a better render. At this point, I am about to make the final render and switch on a new projet.

I think you should play wiht the lighting some more. Now there is not much contrast or focus.
Try to find a image with a character that has the lighting you like and try to copy that :wink:

I really like those FX! Looks like some kind of epic end scene.

Ok the lighting has definitly improved! It boggles my mind tho, why everything is out of focus now. it seems like you put the camera focus on his pants, which is really weird, as for people you should always put the focus on the eyes. I think apart from focus there´s not much to complain about.
One tip to make your render look more filmic instantly is to go to the color management in the scene settings and change it from RGB to film. This will give you much sweeter highlights and cooler shadows. Just try it out, you might have to adjust your lighting afterwards.

Thanks for your comments, you three ! I will work on it soon :yes: