As usual, I’ve spent too much time on this, so I’m not really sure what to make of it. I’m sick of it in any case and I’m going to call it finished.
Would be very grateful for your thoughts.
All modelled in Blender, to the exception of “Latex Lady”, who was done in ZBrush starting from a MakeHuman basemesh. The rendering is in Vray using Andrey’s magic export script (which, like good wine, is getting better all the time). Quite a lot of post-prod in Photoshop and the Blender Node Compositor for atmosphere, DOF, motion blur, smoke, glows and flares plus the usual colour tweaking.
I like the second one better even though it doesn’t show all of the detail. No crits here cept for the motion blur on the right claw/hand. Looks a little strong
She’s standing on it allright. Pump up the light on your monitor. Maybe mine is too dark. Arguably she’s more standing on her toe than her foot. I guess she just has strong calf muscles.
And I wasn’t completely honest earlier - my comp could take a lot more of that. It’s me who got bored. Gotta go back to interiors.
The detailing and modelling of this is great, so is the lighting. The modelling except for perhaps the lady in the gimp suit is excellent aswell.
What i dont like is the camera position and composition. It takes a while to see what is going on and why some parts have motion blur for what appears be no good reason. I don’t like how half of the big bad robot goes off the side of the image because it is more difficult to understand the scale, and it screws up exactly what i am looking at and where my eyes are supposed to be going. (This may partly be because i can’t fit the picture virtically on my screen)
Either way, this picture has a great feel and style to it, i’m getting a slight half-life vibe from this, but maybe that’s all the orange ;).
For sure you spent some time on this and the modelling is really great. Too bad you didn’t spend some more time to tweak lighting and textures (a bit flat on the first image but we can better guess them on the second one), don’t know exactly what should be done, it probably requires more dust and fog to underline the atmosphere of such places and probably another point of view. Indeed at first look, the girl seems floating but looking better we can see her feet standing on the ladder.
well, I like old tired cliches as long as they look as good as this piece! Very nice done, it looks like an next-generation-action-sci-fi-game (MetalGearSolid f.e.). I would love a bit more details on the robot, some more mechanical parts or something like that, than it would be perfect! Anyways, I think the atmosphere is pretty cool, and so you get my 5 stars for this!
I think the fluorescent light fixtures around the center are a bit distracting - they make the image too busy to read well. As others have said the motion blur is a bit OTT. Apart from those crits, I think this is very well done. I’ve been watching Ghost in the Shell lately so this sits pretty squarely with where my head is at. How did you do her hair?
Your leather shaders are simply brilliant! Can I have a look at those shaders? Did you sculpt the leather? Are you using texture stencils or a mesh for the lightning? Very impressive, would you mind if I took a glimpse at those shaders too =)
Also did you know her left foot is under the ladder step?
Sorry guys, I’ve been unable to login until this very minute, so I’m just seeing the latest comments now.
First of all, thanks a million to PP for the banner - it’s a great honour!
Enrico: Thanks for the comment. I’ve moved on to something else now, but I’ll bear them in mind for the next piece.
DarkBlueArt: Thanks a lot man. Much appreciated.
Tomrebel: I don’t have access to the scene right now, but I’ll upload a viewfinder screenshot when I get home.
Ipurbank: The blend is too big to share (largely because of the textures). Would you still be interested in a file without any of the image maps?
Averil: Thx. The comparison is very flattering. The hair is a sculpted mesh (original in the first render), and I touched it up in PShop for the close-up as it was looking too solid up close.
Killer: The leather was sculpted in ZBrush. The shader is not very sophisticated, just some reflection with a mid-range glossiness level. Bear in mind these are Vray materials, which behave quite differently from BI mats. The lighting comes from lamps, including standard area lights (rectangle lights in Vray), some illuminated meshes (for the neons and the lightning), and some GI from the sunset sky.