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By richardyot
#338789
My entry in the CGTalk Dreamscape contest - probably a little too weird for CGTalk but I had fun doing it.

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Modeled and textured in Modo and Zbrush, rendered in Maxwell and post work in Photoshop and Motiva RealCamera for that 1970s photo look.

Some stills of the two characters, these are rendered with Modo:

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I have an article about my Modo and Maxwell workflow coming out in 3D Artist magazine next month, based on some variations on an image previously posted, but altered with multilight:

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By Hervé
#338797
CG talk... well they like the typical large claws monsters.. :roll: You characters are super cool... very creative 8)
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By rivoli
#338817
totally love it, kind of a breath of fresh air.. even though I must admit, as much as I love the characters in the modo renders, I'm not too keen on the post work for the final comp. it doesn't really convey a 70s feeling to me, would have imagined an old polaroid look instead (with weathered frame and all). and it kind of looses too much details in the overexposed areas.. but maybe it's just a matter of the resolution it was originally rendered at.
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By richardyot
#338827
Thanks for the feedback, I appreciate it. I agree that the penguin in particular loses a lot of detail in the final render, but it's not so much because of the post-processing, but rather it's exactly the same kind of exposure problem that a real photograph would suffer from, and also the lighting is fairly frontal for the penguin (but I need him to face the other character, and I liked the angle of the sun for other reasons).

I could try and recover the highlights from the 32bit file, but it might end up looking less natural as a result, much like HDRs do. I have also considered ageing the image more, with maybe some folds and torn off bits, so that isn't ruled out yet.
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By rivoli
#338838
I see what you mean, and I usually don't like excessively stylized images. but I think in this case strong vignetting, cross processing and all that kind of aesthetic might actually work well.
one thing that I think is sort of missing is that sense of dullness, softly blurred feeling typical of old photographs from the seventies. might be a romantic bias of mine though :)
By rusteberg
#338881
absolutely love your work. :)

are you painting and sculpting the details in modo alone?

from my limited experience in modo i could not afford to deal with the modeling and rendering setup, but became quite fond of the sculpting and painting setup (not to mention uv) that it has to offer.
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By jotero
#338891
hello all :)

WOW .... very nice work from you!

ciao
torolf
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By richardyot
#338893
Thanks :)

rusteberg: the sculpting is done in Zbrush, as is most of the texture painting (some was done in Photoshop Extended, in 3D mode), the rough paint on the Penguin is ArtRage oils converted to a bump map. Modo was used for modelling and initial texturing and lighting - the sculpting could have been done in Modo, but Zbrush is better at this job. The final lighting and textures were fine-tuned in Maxwell Studio, but most of the groundwork was done in Modo first, because the Modo preview is much faster than FIRE.

My experience of Modo is pretty much the opposite of yours! I really like it for modelling and rendering, less so for painting and sculpting. It's OK for painting and sculpting, certainly usable, but I prefer Zbrush for both of those tasks. Polygon modelling in Modo is amongst the best there is, and I love it for texturing and lighting because of the insanely fast real-time preview. I know some people don't get on with the Shader Tree but I find it OK.

For many renders Modo works just fine, I use Maxwell when I need a little more quality, or in this case because the sunlight system is a lot better.
By rusteberg
#339077
ha! everyone i've talked to that works in modo praises the poly modeling. i think i've become so used to the shortcuts/workflow in other apps that modo clicking became a chore. (i spent days configuring these shortcuts to meet workflow, but still couldn't manage. old dog and new tricks sort of thing i guess...) i use several different apps for modeling, uv'ing, sculpting and painting (including zbrush which i have become very fond of), so what appealed to me most about modo was/is the effort in integrating all of these into one platform.

nonetheless, work like this keeps me motivated to continue transferring my personal pipeline over to modo under non production deadlines in order to streamline production in the grand scheme of things....

the modo shader tree as well as scene tree confuses me with too much information. too much verbal interpretation opposed to visual interpretation...... but that's just me trying to learn new tricks....

don't stop sharing your work here :) it's very refreshing! can't wait to see more!

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