Hi there, i also try my best at the moving castle challenge from CGboost.
In short, smash bioshock infinity and a bit of pixar light together and voila, thats my setting/mood.
I grabbed some textures from textures.com, made them tileable/trim sheet like and created “Building blocks” for my buildings.
Volumetric shader for the god rays and another volume for the clouds, just a few voronoi textures control those.
First wip render with unpleasing colours caused by the new sky texture. Its usually great, but i did push it a bit too much here, so thats why it looks kind of broken.
I ran into a problem with cycles and dont have a neat idea on how to fix that (aside of just rendering twice).
By adding spotlights, the foreground loses a lot of its smooth indirect bouncy light.
Is there a way to avoid this issue?
I tried with multi importance sampling/ more samples/ branched sampling but nothing did help.
Atm i am just ignoring it and would probably fix that in post.
I added some flags, decoration and a balcony.
Additionally a second layer of volumetric clouds was added to increase the depth a bit.
Not much time left, i would love to get some focus on the balcony now. Not sure yet what i can offer^^
I’m really liking this! Obviously, people pointing towards the city is the first thing that come to mind for the balcony. I’ve never attempted to model a person from scratch, but I do use Make Human to create a base that I can add details to. I believe that this is permitted within the rules of the challenge.
Thank you!
Yeah, i was thinking of the same.
Here a simple stock photo of a pointing person just pushed into 3d could be enough. There was a nice tutorial from Ian Hubert on that. The person might be small enough to get away with that.
And the person is added now. Indeed i just took a 1900th century photograph and pushed it into 3d. Had to cut of and replace the head to get the right pose though
Light setup was also touched, the balloons should now be much more visible.
Tomorrow will be most likely just some more set dressing and details, there is just very little i wnat to change now.
I rendered now with my custom denoising setup (https://www.youtube.com/watch?v=lrgXfgKnYag), as the optix denoiser put way too much ao into the baloons.