Tangrams of light (second image up(see last post))

http://img230.imageshack.us/my.php?image=0303jpgyw9.png
http://gallery.mudpuddle.co.nz/albums/kansas15/0303_jpg.thumb.png
NOTE: Used .png because .jpg gave me crappy artifacts when opening it in a paint program.

The premise was simple, make a long hall and put in a bunch of mesh walls that looked like a tangram puzzle, simple enough, but the lighting wasn’t. Took me quite a few hours to get the lighting how I wanted it to be, mixing it with shadow only lamps with Broken’s build. I wanted good atmospherics with a nice relation between light and dark, and this appears to bring it.

I origionally had all sorts of different colors too, blues, greens, yellows, but didn’t like how it turned out then.

Made using Broken’s soft shadows and glossy transparency, and I didn’t mean for this to be a test.

Try moving your point of view off dead center.

Looks like a test… nah pulling your leg.

That glossy transparent material looks great (like some windows in bathrooms and stuff real great). And the lighting is nice and smooth.

So good job.

The glossy transparent material is really simple to set up with Broken’s build, set the alpha to .1 and the glossiness to .9 and pop a high filter value and set a color and there you go.

You think the lighting looks easy but for an image like this it’s harder than it looks.

Kinda Medieval atmosphere - it’s cool

nice. but if you could move the camera, like orinoco said, out of the dead center, it would make it so the viewer could see farther into hall, thus giving people more to look at. but it looks fine as is also. :slight_smile:

I’m currently doing a second render from a different angle, only this time farther down the hall looking towards the beginning. Lighting will be a different setup, though the same style.

I like it. The modelings simple, but you’ve got top-notch lighting and the colors fit well.

I knew first hand that lighting would break the image if done wrong, so I put extra emphasis on the lighting, as atmospherics are very important to a scene like this, be happy with shoddy lighting and the whole thing is ruined.

I like this one. I’ve watched a lot of your work for a while, and I have to say, this one’s pretty good.

I agree, the lighting is superb. And I like how looking from this angle, it’s getting brighter at the end, almost a ‘light at the end of a tunnel’ feel. But I do also agree with taking it off dead-center. But it seems you’re already working on that. :slight_smile:

My only little gipe is with the walls, you have a texture on it, but it still just looks a little flat to me. It’s not that big of a thing, and it’s definitely not my focus of attention.

Oh, and awesome material. I agree with the others, it does kind of look like frosted glass you’d find in a bathroom.

Hey… this is my second post. I really do lurk too much.

Edit: Third post? Woah, I only remember posting once.

I like how this one looks, tho orinoco is right. The dead straight view is pretty boring.

Keep it up.

http://img69.imageshack.us/my.php?image=0304po4.png
http://gallery.mudpuddle.co.nz/albums/kansas15/0304_G.thumb.png
Second image from elsewhere in the corridor, made sure the camera angle wasn’t ‘boring’:yes:

CD, now THIS is abstract. good job. The second picture was better in my opinion. The lighting is awesome. Your thread is at 2 stars right now because people are just biased and drop by and automatically give you a bad rating. Oh, you might need to fix the OSA in that last one.

In your attempt to make the camera angle less boring, you’ve lost the combination of flatness and depth in both surface and light that made the first render so intriguing. Subtlety’s not your strong point, is it? Sorry, that was rude. But moving off dead center does not necessarilly mean dragging the camera down into the corner and pointing it up. Try again.

It has often been said that lighting can make or break an image, no matter how good the materials/textures and modeling is.

This image has great lighting.

Would you be interested in writing a short “Making of” for the next issue of Blenderart magazine. Of particular interest would be how you set up the lighting to best display not only your “vision” for this image, but how you used the lighting to enhance the materials.

Me, in Blenderart magazine?!? I never thought I’d recieve such an offer for what seems to be the defacto magazine for Blender users:eek:.

Sure, once I know what I have to do to write the article. I have to know quick because I leave for New York City tomorrow for and won’t be back till Monday.

Take care this is the first time I’m writing an article for the magazine, so if it’s not quite as good as the article veterans you’d know, and that fact I’d have to write the article today.

Submission deadline is Sept 5th. Although we can extend that a little bit if needed.

As for what you have to do, just describe how you went about setting up the the image. Material and light settings would be welcome as well as any thoughts behind why you made any design choices. Screenshots showing what you are describing are always a nice addition as well.

Once written, email it to me at sandra@blenderart.org along with a short bio, a photo of you and any images required for your article.

Congrats mister Dragon! It is quite good lighting, keep it up.