I uploaded a larger version of Mercury and a Print.
It's been a while. From geniuses to artificial curtains to ancient rooms, filled with wires, screens and remainings from past days. This piece has been an itch inside my head, leaving me restless for almost 5 weeks. From now on things will feel different. Right now words fail me. They fall short and are lagging behind the great feeling of finishing something or the uncertainties of days to come. Maybe the guy or girl living in that room together with the cat has these thoughts, too.
tech stuff informations:
c4d, vray, photoshop and a little bit of zbrush.
rendertime: 16 hours via tiled cam.
but also a warm personal note.
Hi, your illustrations have amazing futuristic details and unique style. Great work. My name is Elaine with Nerdio. We publish tech related art post every week on our blog art section www.getnerdio.com/it-art/
Last week we published this piece on our blog because why not☺️.
Thanks for sharing your work. If you have time, check out our blog.
So, do I need to cancel the "Favorite"?
This is a nice art, and it give me some ideas about the novel.
See...there's no benefit in adding my work to your group, so why should I? because of the 11 watchers you have?
And if you're butthurt about that, please go ahead and cancel you +fav.
it would be easier if you go to my website and use the contact form, if you need tips or advice regarding 3d.
I love the concept/vision you had for this piece!
Even though I dont know cinema 4D, I'm a 3DSmax user, I wonder if you can share how many polys this scene has. It looks heavy! Also, maybe in cinema4D is different but... did you use passes? Do you mind saying which passes did you use ?
It's basically a beauty pass, a zbuffer and one for lighting, GI, diffuse, reflection, spec and some object matte / mat ID stuff. But they aren't used to build up the "beautypass", they're just for masking and refining elements in the scene.
It's not very polygon heavy, I guess around a million or less, it's an old scene - usually the newer ones took alot more polys.
"how" is a bit much for the comment box.
if you need some guidance, feel free to write me a message
Imagine a 3D room in a game...like Half Life or something like that - plus a physical based approach and much higher polycount.