Just a little teaser, my new facility! Welcome to the A.R.C., the Automated Restraint Center!
There were a LOT of compromises here, mainly in the lighting. I don't really have the best tools for 3D and when multiple light sources come into play, my computer can't render it in an acceptable amount of time. But this is a big scene (relatively) and I probably won't use such a wide angle again.
More to come soon
There were a LOT of compromises here, mainly in the lighting. I don't really have the best tools for 3D and when multiple light sources come into play, my computer can't render it in an acceptable amount of time. But this is a big scene (relatively) and I probably won't use such a wide angle again.
More to come soon
Category All / All
Species Unspecified / Any
Size 1122 x 734px
File Size 216.9 kB
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well texturing is something I'm fairly decent at. I know in poser we could add some reflections to the metal, or even go with some rusty stuff if you went that wrought. Also could put some latex shaders over the padded cells as well. Over all its a fairly decent build a lot of good potential
Well for the metal I was hoping to go with the brushed look, and the shader inside the cell will be fairly simple semi-matte. I can make textures easily enough using Posers node system, my main problem is direct UV mapping of bitmaped images onto a mesh more complicated than a cube.
Yes I did try reflections but they turned a 5-10 minute render into an hour long render, and it ended up looking keep kinda bad so I scrapped that idea. I had to trim everything a LOT to get it down to a 5 minute render, and some strange artifacts came up as a result.
Yes I did try reflections but they turned a 5-10 minute render into an hour long render, and it ended up looking keep kinda bad so I scrapped that idea. I had to trim everything a LOT to get it down to a 5 minute render, and some strange artifacts came up as a result.
I'm using Shade for modeling (really more construction and design than modeling) and I'm rendering with Poser, but this is only for background and environment. I will draw the characters the way I normally do in Photoshop.
The external shots take a lot more time to set up and render so they will be more expensive than the in-cell scenes.
The external shots take a lot more time to set up and render so they will be more expensive than the in-cell scenes.
Very nice work both on the general design as well as on the details. Only the proportions on the vertical H-beams on the front right look a bit odd. That aside this facility looks very interesting, and the apparently high degree of automation looks promising. Also I'm looking forward to see more of this facility.
BTW concerning the rendering have you tried rendering this scene with a different renderer, perhaps Blender ( http://www.blender.org/ )? For Blender there is an import tool for Poser files( https://wiki.blender.org/index.php/.....rt/Poser_Tools ). I don't know how well it(the import tool) works, but I think it should be worth at least a try. Besides a different renderer, you could try to switch the light sources from global to local illumination(if this can be done in Poser) because that can cut down rendering time significantly.
BTW concerning the rendering have you tried rendering this scene with a different renderer, perhaps Blender ( http://www.blender.org/ )? For Blender there is an import tool for Poser files( https://wiki.blender.org/index.php/.....rt/Poser_Tools ). I don't know how well it(the import tool) works, but I think it should be worth at least a try. Besides a different renderer, you could try to switch the light sources from global to local illumination(if this can be done in Poser) because that can cut down rendering time significantly.
Thanks! The vertical I beams are much larger than the horizontal ones in order to support the massive weight of each cell block, and it was the best fit I could manage on the corners. As for rendering, I might consider your suggestions, but ultimately my computer is old and too slow for this many polys and lights.
And if you look closely you'll see that they are all point lights (a total of 12 if I remember right) with a single low intensity global underlight to make the track a little more visible.
If those programs you mentioned can import wavefront .obj files, I might give them a try. I did pay for poser and shade and are fairly simple, so I have been using them.
And if you look closely you'll see that they are all point lights (a total of 12 if I remember right) with a single low intensity global underlight to make the track a little more visible.
If those programs you mentioned can import wavefront .obj files, I might give them a try. I did pay for poser and shade and are fairly simple, so I have been using them.
I was thinking that the rivets look to big compared to the vertical beam. Considering the proportions they have to be four or five inches wide.
Blender supports import(and export) of Wavefront .obj files by default in its current version. If your computer isn't too old, and you have a graphics card that supports CUDA or OpenCL, Blender can use it to accelerate the rendering. That way you should still get a speed up.
Anyway I'm looking forward to see more of your new works.
Blender supports import(and export) of Wavefront .obj files by default in its current version. If your computer isn't too old, and you have a graphics card that supports CUDA or OpenCL, Blender can use it to accelerate the rendering. That way you should still get a speed up.
Anyway I'm looking forward to see more of your new works.
I am working on something similar to A.R.C. It's called The Habitat of The Mind. It will be a bioengineered Ai mental treatment facility that will loosly resemble the anatomy of a Sarlaac Pit and Grave Mind combined but, it will not feed on anything else but the same kinds of food that we eat. It is sentient, Telepathic, Telekinetic, and impossible to escape from. It's tentacles immobilize and restrain prisoners but, do not feed on them like the Sarlaac's do. Instead they inject sedatives and life-sustaining nutrients. Feeding tentacles are inserted down through the mouth of the prisoners while waist is removed via tentacle as well.
ah hah. Well. Intersting, but mine is entirely mechanical. I actually have a degree in molecular biology and know a thing or two about biological engineering. That will come into play later in the story or the ARC.
I chose not to use animals or special engineered unitasking creatures because biological systems are too unreliable. The entirety of biology is based on randomness and natural pattern formation (a bottom up construction approach), and there is always a chance that they will mutate or one will go bad and fuck up all the rest...
I prefer to work with specialized machines designed top-down, with no chance for error or random variances.
I chose not to use animals or special engineered unitasking creatures because biological systems are too unreliable. The entirety of biology is based on randomness and natural pattern formation (a bottom up construction approach), and there is always a chance that they will mutate or one will go bad and fuck up all the rest...
I prefer to work with specialized machines designed top-down, with no chance for error or random variances.
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