Wow, your job is so great ... ( it's in improvement from the first image)
But i think it'd be more realistic if you put some points of glow on the buttons to illustrate their material like metal or plastic .... just my subjective opinion , then. However, it attracted the first place, just go ahead. |
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here's an update - messedaround with the textures of the buttons.
Perfect - cheers, will def add some sort of glow for the final render. M - the navigate buttons look strange because the texture is on a flat plane then the button shape is a transparent shader on top - as the buttons are modelled on the actual phone - not sure if I achieved the look totally but it's an effort of sorts :) |
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slight update - added a bit of glow to the number buttons - to imitate the light coming from them - this is nearly finished for me - might mess around with DOF from a diff angle - to add to the final mix/render
C&C welcome |
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here's a DOF shot - looks better than I thought it would :)
the glow on the buttons don't look right, but hat can be sorted - i hope- might have to remove it |
DOF....M told me something about it.
Looks much better with DOF. |
great work cb8rwh.
just out if interest what size is your texture map? It looks as though it could do with being a bit bigger. Just my thoughts Alan |
it's 1024*1024 - you reckon I should go to 2048?
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here's another DOF - better than the first one (i think so anyway)
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wow i missed that last few posts. NICE WORK!!! Looks great with the glow and DOF!!! I actually have NO crits for the latest render, better go work on my metal dude!
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yeah definatley go for 2048, your map should always be twice as big as your object will appear on the screen (or something like that!) So yeh I would make a new map and make it 2048.
:) Alan |
wow, that dof render was great, just bring the camera down a little so that we can see that charger area :). From that angle it looks more real than ever.. so i think in the angle before hand that was farther away, you had your lighting set up wrong :P. Also, the phone to me just looks like its floating :(.. i dont know why. Try upping the shadows? Just ideas :).
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latest renders - restarted the lighting - added more def to the GI_Joe shadows (cheers M)
these are the two views that will be in the final render have still to redo the texture to 2048 but will give it a blast - what effect should that have on the look? |
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messing with a diff background :)
am I allowed to use diff backgrounds or does it have to be a plain one? |
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what about the DOF, too much??
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Final render
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