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Making Of 'Totem'

By John Thiry
| Your Rating:
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(9 Votes)
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| 2 Comments
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Date Added: 14th February 2013
Software used:
3ds Max

I faced some troubles with the rendering. I used Light Cache and an Irradiance map with medium settings. The Max Subdivs parameter was used to control the noise level on the final render.

Due to the pervasive Displacement maps, I had to increase the memory limit (Fig.07).

1668_tid_Fig 7.jpg
Fig. 07

At the end, with my Core i7 and these settings, the render (2000 pixels width resolution only) took about 10 hours. At least I had no bad surprises!

Post-production

This step was quite quick. As always, I rendered out Occlusion and Depth of Field passes. I also made some corrections with the Refraction pass, and used Photoshop's Burn/Dodge tool to increase the light and dark areas (Fig.08).

1668_tid_Fig 8.jpg
Fig. 08


The final (and most annoying) step was to add some foam at the base of the ducks with a small, noisy brush (Fig.09).

1668_tid_Fig 9.jpg
Fig. 09

Conclusion

As I said, there is no rational explanation to this picture; it's just a matter of interpretation. As Edgar Degas said, "Art is not what you see, but what you make others see.” What do you see?

1668_tid_final.jpg

 
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Readers Comments (Newest on Top)
avatar
(ID: 182565, pid: 0) Donovan on Tue, 19 February 2013 8:15pm
I cant undertsnad criticism. this is brilliant, absolutely beautiful colour and light. great work/. thanks so much for sharing
avatar
(ID: 182479, pid: 0) 48design on Tue, 19 February 2013 9:32am
Couldn't you have done the foam at the base of the ducks with the VrayDistanceTexture and/or VRayDirt?
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