BP Machine MMC Nov-Dec 2011

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Draise
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Re: BP Machine MMC Nov-Dec 2011

Post by Draise » 14 Dec 2011, 18:33

Ooooooo looks really good now! :bananacheers:

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Re: BP Machine MMC Nov-Dec 2011

Post by bitkar » 15 Dec 2011, 09:10

thats a little better, altought i would sugest to use area light with ray shadows maybe. And maybe some low intezity IBL or skylight with mapped shadows for the ambient oclussion like effect.
I really like the model. Its really "incredible mechanics" :) This fills the MMC name fully.
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Re: BP Machine MMC Nov-Dec 2011

Post by Jill » 15 Dec 2011, 09:35

Finis wrote:Steinie, ha ha! Given measurements I'll bet Jill really could do that.
Actually, if I also had the specific equations used [as I think some of your gears are from the wood gear site that admittedly has flawed equations], then yes I could... But that is not really the point of this, is it? I would have to say this looks beautifully complex,.. and I think that is the point. Great work! ;)
-Jill-

Helped w/a riddle: "If one is specifically clever, and the only witness of it was an idiot, was the cleverness a wasted effort?"
The 1st clue is in the use of the word 'witness',..
The 2nd is in the fact that you conveyed it to ME. :lol:

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Re: BP Machine MMC Nov-Dec 2011

Post by Finis » 15 Dec 2011, 21:50

Thanks Draise.

Bitkar: Yeah. I had a good set up with the global environment light (model side hdri light) but it made sparkles or bright spots on things. I've found that I have to use the ge/hdri light throughout texturing to get it to look right and I didn't have time to tune all the textures to the light.

Jill: I always appreciate someone who understands the difference between art/style and practical/functional -- that an art piece is "look and feel" not engineering.

I considered making sequences of meshed gears with no connection to other sequences. Example: the mega-machine earlier in the thread = copy & paste. A touch of functionality adds to the "look and feel" that it could really work. So I made it so that, if the parts could do what I imagine, the force could "flow" from the input button to the drumstick for some unknown movement.

My style goal was steampunk but I don't think I achieved that. I liked the semi-cartoony look of some earlier renders more that the attempts at realism.
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Re: BP Machine MMC Nov-Dec 2011

Post by marcel » 15 Dec 2011, 22:51

nice gears:
Design - illustration - Animation
http://www.crea-vision.fr

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Re: BP Machine MMC Nov-Dec 2011

Post by bitkar » 16 Dec 2011, 09:19

that looks awesome!
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Re: BP Machine MMC Nov-Dec 2011

Post by Tommy » 18 Dec 2011, 19:27

Finis you have done a real good job here!
"Carpe diem"

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Re: BP Machine MMC Nov-Dec 2011

Post by Tommy » 18 Dec 2011, 19:29

Welcome back Marcel! I thought you had dissapeared for ever.
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Re: BP Machine MMC Nov-Dec 2011

Post by Finis » 10 Jan 2012, 22:04

Thanks everyone. Marcel, that is a cool animation.

Playing around with volumetrics in TS 7.6 modelside lightworks render. Five copies of the machine make hall of gears. Advanced volumetrics with turbulence produced the light rays and gold background. About 20 minutes render time on 2.6GHz dual core.

I wasn't thinking about art or anything but seeing the result I got ideas. I should make one with rusty textures and neglected broken parts in the foreground transitioning to shiny new ones in the back. Title "Forgotten Promise". Another possibility: after I make a full circle machine use it like this with no ground. Title "Mechanical Sun".
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BPM_MachineVolumetric.jpg
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Re: BP Machine MMC Nov-Dec 2011

Post by Draise » 10 Jan 2012, 22:43

That is the coolest render and concept.. almost like inverted cog clouds. You have a cool test render. =) I wish this forum had a Gallery. =)

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