A Real Render

A big update today! I’ve been chugging along on this while doing all the other work that I’ve been showing on this here blog. Basically, it’s a combination of everything I’ve done so far, plus stuff you haven’t seen yet ( :O ), all wrapped up in a pretty render! So, without further ado:

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Yay, it's getting done

That darn black outline set me back four days! FOUR. But it works fine now, so yay. There has been a bit of Photoshop post-processing, but the majority of it is just blending render layers together. Plus a photo filter and a slight brightness/contrast adjustment. But that’s it, honest! Oh, and a noise layer, to make it a bit grainy. That’s DEFINITELY it. Learnt a fair bit over the last few days:

TECH TIME, SKIP IF THIS STUFF BORES YOU

- Learnt that the sun and sky simulator effectively doubles the gamma control, making textures all washed out.

- Learnt that to fix that, I had to add gamma_control nodes to every texture

- Learnt that offsetting toon lines in Maya doesn’t make for a good looking black outline

- Learnt that contour rendering in mental ray is a MUCH better solution

- Learnt about the High Pass filter in Photoshop for boosting sharpness

All that combined to make that image. Also, notice there’s two new models in there: the streetlamps and the clouds. IT IS LIKE A BONUS.

3 Responses to “A Real Render”


  • Firstly aggggghhhhhhhhhhhhhhhhhh! SO FRICKIN UNBELIEVABLY AWESOMELY COOOOOOOOOOOL!!! and now, why are you creating more work for yourself?? I thought you didn’t want to go with the black outline look?

  • Surprisingly, this method of black outline is pretty easy to do: it generally looks after itself, so I really don’t have to do much except enable it for each texture.

  • Is beginning to look VERY awesome, Ant. The black outline and high pass give it great.. oomph. You’re also figuring out the lighting (finally!). ;D

    Also, girlfriend :O

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