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You are currently reading a thread in /ic/ - Artwork/Critique

Thread replies: 48
Thread images: 11
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who is up for the ultimate challenge?
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>>2534497
This shit is retarded
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>>2534576
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>>2534576

someone is afraid to render.
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>>2534497
but what kind of wood ?
and under what kind of lighting conditions?
what kind of rendering?animation?realistic?
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>>2534497

Those ellipses would make Mr. Robertson cry, anon.
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>>2534586

that's for you to decide.
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>>2534589
> implying that is not the same file that has been used for years on this board
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>>2534611

it is.
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>>2534497
I remember when I saw /ic/ doing that and thought that they were actually good. These past few weeks though...
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>>2534874

ive lost all hope over these past few weeks.
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>>2534963
Don't worry, it's just summerfags
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>>2534578
>>2534579


It is retarded because:

- there is no thought put behind it, no logical set-up
- it looks shitty, so it's not very motivating to work on.
- there are too many for a quick /ic/ challenge. If you would put an hour in each for a really good result, it will take 24 hours to fill it, which is at least 3 days full-time work, but more realistically two weeks if you want to do it in between other stuff.

I made a new one. If you feel like doing it, then

- take your time
- think about why a material looks the way it does, if that makes it necessary to break away from a cylinder shape, feel free to do so.
- try to express a material's 'essence', the creamy warmth of old silver, the rich vibrance of a plant leaf in sunlight, etc.
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>>2536314
I rendered a couple to relax a little but ended up getting stressed out by the silk lmao
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>>2536458
None of those look like what they're supposed to be. Your specular variation is all weird.
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>>2536458

your wood looks like glass. your porcelain looks like plastic. your silk looks like jizz.

>>2536314

thanks for the updated one, saved.
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>>2536458
Silk looks like cloth, wood looks like glass, and leather looks like that cheap polyester shit you get for costumes.

What the fuck are you on about?
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>>2536314
It's an improvement, but still a bit of a waste of time. If you want to learn materials, put them into your paintings. Maybe you are working on a character and you can then focus on differentiating between his skin, hair, armour, leather, cotton, etc. Materials like anything else in a painting are relative, so you may want to make something more matte to contrast against something more specular, it depends on the painting and what you want to get across.

If you practice it in actual paintings though you will get a better understanding of things, not just be doing them on cylinders or spheres, and at the end of it you will have an original piece.

Also materials are not that difficult once you understand some basics of how light and form interact and if you have a bit of reference.
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>>2536494
>>2536497
Well at least I made an attempt and posted for feedback. I do see what you mean though, you can tell I don't render materials very often.

>>2536492
Yeah I have no idea what specular variation is
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>>2536501

>not everyone paints scenes
>character/creature design uses material renderings, too
>these are good practice and you could spend an hour per material and this would suffice for a few months.
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>>2534497
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>>2536458
-From looking at leather I would say that your highlights need some "coarse" grain added (think micro vs. macro, all your grain is fine and uniform), and there's also a lack of grain in your shadows and bounce light

-Your highlight on the wood is too smooth, even varnished wood has a subtle grain on top of these larger imperfections (which you captured well). I'm not gonna pretend to understand what's happening with the top of that cylinder because I really don't.

-Tires look good to me. Seems to be more about shape though, turning a tiny cylinder into a tire this complex doesn't leave a lot of room to display subtler material effects.

-Your porcelain is missing subsurface scattering.

-Your silk would be okay, if it weren't for the fact that the transitions between your lights and shadows are too hard. If you look at silk, you'll notice the only hard edges present in the material are caused where a fold sticks out enough to create an "outline" (has a back plane you can't see). Otherwise, even the sharpest transitions are relatively smooth.

Hope this helps, your material rendering definitely isn't bad and I don't know why people are shitting on you so much without providing a reasonable explanation.
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>>2536641
Thank you for this crit anon. I think I'm gonna go back in and try and redo a lot of it. I really don't force myself to render materials a lot, I tend to just avoid it.
I also don't know what is going on with the top of the wood. I don't quite understand how the highlight would look on a matte cross section but I'll look it up.
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>>2536599
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>>2537135
wat
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Any tips on how to get a less cartoony look on these? I've never rendered materials before.

Spending about 30 min. on each.
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>>2536314
That's very good organization, the only problem in my opinion is the faded background, if the material or your design requires you to erase some of the cylinder the background is gonna be a pain in the ass.

Would you have time to make a unicolor background one ? would be appreciated. it's still great though.
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>>2536314
argh don't know if the pumice is done
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>>2537825
The edges of the pumice don't feel as rough as it should be. Kind of blurred, not as focused.
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>>2536314
Agreed, but fuck it I'm using OP's anyway.
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ITT: We learn that /ic/ can't render materials for shit and traditionalfags stay silent in shame, not even trying.
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>>2537440
I don't mind the cartoony look on them unless you're going with it. Use various reference of particular material so you can understand the textures a bit, so you can keep this as a before/after comparison. Since you work with a large canvas anyway you can simply reduce the size when finished so it appears 'realistic', then again I don't know what's considered small as apparently 400 x 400 pixel images are thumbnails.
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>>2538392
None of these are very convincing. Rather than trying to do so many, do just one or two, but spend a bit longer on them and use reference to help you out.
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>>2538395
>We learn that /ic/ can't render materials for shit
All the people who can actually render materials know this exercise is stupid so aren't participating
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>>2538398
Thanks for the advice, I'll use >>2536314 template this round to see if that also helps.
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>>2538392
i'd suggest not putting blood and water in containers.
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>>2536599
>>2537135
Would be easier if you render on a grey background so you can easily work on something neutral. Your rock/stone texture looks like you placed texture brushes or place some stock stone image on it and called it done. Also, are you trying to draw bamboo? Cause that looks more like a sugar-cane stalk than bamboo.
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I remember doing this back in 2012 and never posting what I made. This exercise was way too time consuming.
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wood and poo are interchangable
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>>2538400

that's illogical.
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>>2538501
>Left:Green Fur
>Middle: Lacquered Wood
>Right: Wax
0..5/3, see me after class
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man you guys are fucking terrible at rendering.
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>>2538534
Obligatory post work senpai post.
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>>2538501
>inb4 muh style
Look up references for grass and wood so you'll understand the textures and colors properly. And I gotta agree with >>2538518 here on your fabulous wax-like rock/stone render, you could always look into stone columns if you're going with carved rocks.
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>>2538423
I take the wood and background critic but
>Your rock/stone texture looks like you placed texture brushes or place some stock stone image on it and called it done
lol no
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>>2538400

That's so not true.
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>>2538535

spacemarine.gif

you post your own work, i already know what i'm doing.
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fucked up the shadow, it should be bluer probably.
Thread replies: 48
Thread images: 11

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