28 March 2003 (Friday) - Day 21

finished!

Well, my folks stayed until thursday and although I didn't get much time to work on the Dragon it kinda worked out anyway. With the stonework finished and in place it now takes what seems like forever to render the scene.. each night I tinkered with the scene a little and rendered overnight, so it would've taken a few days either way.

I finally received my GeforceFX this morning too (woohoo!) but I'll hold off installing that until I've finished here.

 

It took a few attempts to get the stonework right - the first tests (previous page) proved to be too rounded. I liked that in a way, but for this image they just didn't fit. Although they caught the light ok they just looked too unbelievable (they would've never held together on a larger wall in real life)

it took four attempts to get the correct amount of bevelling/ chamfering and displacement, but it's not as difficult as it sounds. The edge chamfering can be done "en masse" for all the bricks at once, so it was more a case of waiting for the renders than physical work. What may look great in the Max viewport doesn't nescessarily translate into the final render.

got there in the end anyway, and I'm very happy with the result. It allows me to manipulate individual stones in key focal points of the image without any repurcussions.

 

 

 

 

 

The next thing was just to try different light settings and minor tweaks. I was determined to try working in some complementary colours (green, blue) but in the end I realised the image simply looked better with a warm scale.

One side effect of using complementary background colours was that it gave the impression of the scene being set outdoors.. I prefer the almost enigmatic feel of the darkness behind as I imagined the scene to be set inside.

Renders galore: All the following images are shrunk down to fit this web page format, but the originals were rendered at full resolution. The first image is carried on from the very basic tests with just a brick texture applied to some primitive shapes. The second and onward are progressive variations on colour and minor tweaks (including the occasional annotation sketch)

 

Each render takes around 3hrs without skylights.. I optimised the scene a little (removing walls etc that were occluded from the camera anyway) so the polycount came down to a little under a million. I currently only have 512mb of memory in this machine so it needed optimising to avoid excessive hard disk thrashing with virtual memory.

 

   

Finaly it's just a matter of tweaking fairly minor aspects in focal areas. The eye for example is key to the image and I tried a few variations. I spent a while working on a very lizard like eye (complete with refractive lenses) but at the relevant scale of the whole image it just got too "busy" and looked a mess. I much preferred a simple black eye, or the version with a slight catataract.

The black eye looked a little too much like a currant, and the cataracted version fits very well with the scar.

 

I like to think he knows the viewer is there, but is waiting for movement. His eyesight could be better, but he smells food!

 

At long last the final composition is ready.

 

At this point I'd like to thank you for following the diary and thank everyone who sent me emails while I've been working on it. I've read every one, but not had a chance until now to catch up with my email properly - I'll do so over the next few days so if I've missed any then please just get in touch again. The feedback has been surprisingly good and is of course the best inspiration a man can have (beer aside).

Just one little extra for those who have read this far (and I rarely do this) .. The full image can now be downloaded by clicking in the eye socket of a skull on an earlier page ;) (and probably ony for a few days)

 

Cheers again,

-Rico.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Bloody hell, 100,063 visitors!