Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 04-03-2008 , 02:25 AM
Subscriber
Join Date: Sep 2005
Location: Illinois
Posts: 364

livingroom scene

I have been playing around with mental ray trying to create a photo realistic scene here is what I got.

Attached Thumbnails
# 2 04-03-2008 , 02:29 AM
Subscriber
Join Date: Sep 2005
Location: Illinois
Posts: 364
I still think it could be a lot more realistic. I used mental ray with GI and Final Gathering. Maybe I need to use caustics also. Any suggestions.

# 3 04-03-2008 , 05:36 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Are you sure you used GI and FG? Because it looks just like default software render lighting.... caustics will only improve realism on transparent materials such as glass so it will hardly do much difference in this scene.

# 4 04-03-2008 , 09:13 AM
Mayaniac's Avatar
As Zbrushiac sounds stupid!
Join Date: Nov 2007
Location: Derby
Posts: 1,241
What sort of light setup are you using?

You need to get some nice lights with photons in there.


www.stevenegan-cgi.com

"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
# 5 04-03-2008 , 01:52 PM
AikoWorld's Avatar
Subscriber
Join Date: Dec 2005
Location: London
Posts: 429
couple suggestions on improving the realisme.

Add bumpmaps.

Use or HDRI based lighting, Psyc Sun, Directional Lights.

If you dont have a good light setup you will never get a realistic look, even with top range textures.

As at the moment it looks light you have not spend time on lighting.

# 6 07-03-2008 , 06:32 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
I agree with aiko, furthermore i would use a little depth of field, the scaling of your objects also seem a bit off.

There's also a handy tool architects use to save on render time and i believe it is called portal light(hypershade-->create mental ray nodes-->mental ray lights.
It's basically a plane you align with the window which emanates a specified amount of light.(i'm affraid i don't know how to set it up out off the top of my head).
I know that it was a lot quicker then physical sun/sky and such things.

And before you go improve your textures, improve the models first right now you have gamequality models.
-bevel some edges
-the windowframe could use a lot of detailing
-pillows of your sofa need to be rounder-->if you make a poly cube set all off the subdivisions to 3, then press 3 on your keyboard with the cube selected, the cube will be a lot smoother now and behaves more like a nurbs surface, which makes it easy to shape your pillow, when your done reshaping go to modify-->convert smooth preview to polygons.

Good luckuser added image

# 7 08-03-2008 , 01:59 PM
Subscriber
Join Date: Sep 2005
Location: Illinois
Posts: 364

Originally posted by mastone
I agree with aiko, furthermore i would use a little depth of field, the scaling of your objects also seem a bit off.

There's also a handy tool architects use to save on render time and i believe it is called portal light(hypershade-->create mental ray nodes-->mental ray lights.
It's basically a plane you align with the window which emanates a specified amount of light.(i'm affraid i don't know how to set it up out off the top of my head).
I know that it was a lot quicker then physical sun/sky and such things.

And before you go improve your textures, improve the models first right now you have gamequality models.
-bevel some edges
-the windowframe could use a lot of detailing
-pillows of your sofa need to be rounder-->if you make a poly cube set all off the subdivisions to 3, then press 3 on your keyboard with the cube selected, the cube will be a lot smoother now and behaves more like a nurbs surface, which makes it easy to shape your pillow, when your done reshaping go to modify-->convert smooth preview to polygons.

Good luckuser added image

I agree I could have worked more on the models, but I am trying to get my texturing down and mostly lighting. I agree the models are game quality right now and could be a little more realistic on some of them. I am trying hard to create realistic lighting though because i KNOW i CAN MAKE the models more detailed. I did a realistic microphone that I will post, but I am trying to get this realistic lighting and texturing down so I don't diminish my models that I spend time detailing, thats why the scene is not as detailed as you would expect.

# 8 08-03-2008 , 05:59 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
You can not create a realistic scene without creating a realistic model.
It's the whole package that counts.

user added image

# 9 09-03-2008 , 02:31 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Although I think it is possible to get this scene pretty realistic as it is.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads