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First post - boring mobile phone

Posted: Mon Jul 04, 2005 1:31 pm
by Left Side
Hi,

My first post, a few views of a boring mobile phone WIP. Modeled in SW. Still working on getting the screen looking better and of course some numerals on the keys with LED's underneath!.


Image

Image

An older model with MXI emitter converted from Uzi HDRI image
Image

C & C Welcome

Thanks

Left Side

Posted: Mon Jul 04, 2005 1:33 pm
by Maximus3D
Now i wouldn't say that's boring, more like that's well done and nicely modeled :) ofcourse there are things here and there you could fix but it's no biggie, better to keep it simple and logic as it is now.

/ Max

Posted: Mon Jul 04, 2005 1:38 pm
by tom
great product shot!

Posted: Mon Jul 04, 2005 1:57 pm
by Micha
Beautiful, for image No3 I would try to use a bigger HDRI sphere, so that the reflection is more blur (DOF). At the moment, the pixel of the HDRI are viewable. :wink:

Posted: Mon Jul 04, 2005 2:04 pm
by psanitra
What about using sss material for the numbers and light beneath as in real phones? that will be stuning!!(if you can handle it) :)

Posted: Mon Jul 04, 2005 2:09 pm
by Left Side
Max, Tom & Micha, thanks for the replies.

I recently did these ring tests using MXI sphere emitter again from the same Uzi probe HDRI image. The problem I had was if I used a larger sphere the scene became too dark, then if I increased the intensity of the MXI file the contrast seemed to be too great and I lost the HDRI feel. Take a look at these, again do you think the sphere is too small?.

Image

Image

Thanks

Left Side

Posted: Mon Jul 04, 2005 2:42 pm
by Micha
Hmm, the lighting looks total different. Strange effect.

The bigger sphere was good again the pixelated reflection in the ground plane. Reflection in curved surfaces show a wider field of the environment and dosn't show the pixels.

You could try to use a sphere with a medium size for the cell phone. How big was the diameter in the cell phone example?

Also, you could try a very small blur for the ground plane, if you like the other blur effect. In this case, the sphere could stay at the size.

An other rule for me is, the sphere must be so big, that a diffuse groundplane show a uniform lighting in the view. If the sphere is to small, than you get lighting gradients on the ground and it looks unreal for an outdoor scene. I would make a quick test with the sphere and a ground only, without other objects.

If you feel, you get to much contrast, try to change the gamma and than the shutter to get the right brightness again. Some times the gamma of the HDRI dosn't work good with the default gamma of maxwell.