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space house...
These are stills from a short film -- mixed live action and animation -- that I'm working on. It's all very silly. The bicycle rider was taped greenscreen and then inserted as a flat-image into the LightWave scene.
This is the no-antialias render. Still having trouble getting a good dramatic lighting going! Any advice on that most appreciated. :) Enjoy! http://www.omino.com/~poly/misc/p1.jpg http://www.omino.com/~poly/misc/p2.jpg http://www.omino.com/~poly/misc/p3.jpg http://www.omino.com/~poly/misc/p4.jpg http://www.omino.com/~poly/misc/p5.jpg |
And now just finishing up the second location -- the water house.
http://www.omino.com/~poly/rend/shell.jpg And again, I'm (for myself) satisfied with the modeling. Simple and silly is fine for this project. But any advice on the lighting... or how to make it look more "underwatery" would be most welcome! Thanks --> d |
Well, for underwater, you really want to have a deep blue lighting rather than green. (green is only seen at very shallow depths really).
Also, you want to have distance fog switched on (remember, at a depth of 30 meters, you'll only really be able to see a maximum of 25-30 meters horizontally beofre the murk takes over (and that's on a day with really good visibility - realistically, you're probably looking at more like 5-10 meters). Also, you want to mute the lighting somewhat - possibly have some volumetric lights in there projecting light streaks. Oh, and plenty of particulate matter too... |
Excellent direction, thanks for the guidelines on water visibility, good numbers to have on hand.
It's not necessarily an Ocean As We Know It... but I changed the fog towards blue a little bit and it helped. I'm planning to add some particulate flurries in After Effects... though I'm not doing anything for depth, it'll just be some visual noise kind of atop the image. will post as it develops. Thanks! |
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