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capnhack — Pocketwatch

Published: 2006-07-20 17:20:19 +0000 UTC; Views: 1136; Favourites: 4; Downloads: 372
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Description I stayed up one night this week, and this is what i did to keep myself occupied.
Modeled and rendered in Cinema4D.
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Comments: 11

jonnymorris [2006-07-20 19:34:49 +0000 UTC]

Also, did you cheat on the dial? It looks like the moon dial is part of the texture and not a 3D part, perhaps the hands need more depth too.

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jonnymorris [2006-07-20 19:33:35 +0000 UTC]

As Mr Sunderland said, it needs some real-world dust, minute imperfections, tiny scratches in the chrome, that sort of thing. Another night perhaps?

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capnhack In reply to jonnymorris [2006-07-20 19:52:50 +0000 UTC]

yea, this was a one night job with another half day tryin to sort out the reflections and lighting properly. id like to put it on a proper base too, not just the generic coloured background, so i will work on it some more. when it cools down a bit, my comp needs a rest for now
the moon dial is recessed, but because of all the reflecting going on under the glass and from the inner sides of the case its basically done away with any shadows. i might perhaps add a smaller lens over the top of it, and i was thinking about cutting a line through the dials and adding another light specifically for specular lighting on them.

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jonnymorris In reply to capnhack [2006-07-20 21:12:26 +0000 UTC]

It looks like the hole for the moon dial and clock hands have no thickness though, do they?

Yah, you need to use a few tricks to get the lighting right, it's never quite right if you just rely on one source.

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capnhack In reply to jonnymorris [2006-07-21 01:31:11 +0000 UTC]

they do have depth. the moon dial is only a short way down and using area shadows meant that there wasnt enough contrast for it to be noticeable. the hands are also folded along their central line but their shader has no specular channel, so they look flat.

i cant remember how many lights are in this scene. 9 i think, 8 in an array and 1 to cast shadows.

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jonnymorris In reply to capnhack [2006-07-21 10:25:32 +0000 UTC]

Maybe what I mean is thickness - regardless of what shader you use one should still be able to see thickness.

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capnhack In reply to jonnymorris [2006-07-21 13:56:07 +0000 UTC]

hmm, i dunno about that. both things would be very thin anyway, but they do have a little depth. i spose i could double it without it looking too thick, but only on the watch face. the hands are pretty much the same thickness as they should be.

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Follower46 [2006-07-20 17:24:58 +0000 UTC]

very nice!

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capnhack In reply to Follower46 [2006-07-20 19:49:56 +0000 UTC]

thanks

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J-Sunderland [2006-07-20 17:22:18 +0000 UTC]

looks too cleany, but cool!

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capnhack In reply to J-Sunderland [2006-07-20 19:49:46 +0000 UTC]

thanks. ive got a few things i wanna sort out with it, perhaps add some scratches and the like.

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