Working Title: Deep Space (Micro-Displacement Modeling)

Hello,
first post here on blenderartists. What an awesome place!
It’s my first shared render.
I wanted to create a sense of scale and seize combined in a space environment.
The look I’m trying to go for is a harsh, high-contrast, space look. Also I wanted to work
a bit more with displacements and further my understanding of this technique, as I’m still quite
fresh to all of this.

Would really appreciate your feedback!

The render is still very much WIP.
The station is still taking shape and a lot of detailing and tuning is missing.
The background still needs some work.
Only very basic lighting has been added so far.
Materials and texture are at a starting point too.
etc.

This is a test render, which I processed a bit to see what look/feel I could get out of.
I think it’s on the right way.

I would love to make a short animation/moving picture (10-20 sec) in the end. However, this micro-displacement is very render heavy, so not sure if my PC can handle it.

98% Blender, 2% GIMP
Rendered in Cycles
Station is custom made
Some props are taken from free kitbash kits.
In comp. I added glare, lens dist., sharpener and some color correction.

I hope you like it!
Appreciate any feedback!

WK042

7 Likes

If your model is really heavy with polygons, have you considered baking normal maps from the high-poly version onto a low poly version? It will really save time on final renders.

Also…pretty good/quick video on space lighting: https://www.youtube.com/watch?v=XJBNQeSR8LQ

another possibly helpful micro-displacement video: https://www.youtube.com/watch?v=5MxWt1Sea8Q

You can bake some stuff, and if you really need displacement ( sometime displacement give much better result ), you can try Octane for Blendr, it’s free and handle displacement with ease, not render time / memory issue.
Check “Final Result” channel on YT and Nvidia channel have some nice tutorials, search for Lino Grandi videos about displacement in Blender Octane.

It’s not that model is polygon heavy (170k faces in total) right now, it’s just that the discplacement combined with adaptive subdivisions needs a lot of calculating time. I’m not sure if I can achieve the same level of depth with normal maps, but I can definitely try. Thanks for the links, I actually came across those some time ago, which sparked my interest in the micro-displacement technique.

Thanks for the tip! Never thought of using another render with blender than the native ones. I will definitely give it a shot if I run into problems later down the line.