|
|||
|
As it becomes more and more difficult to tell computer graphics from real life, there are some out there blurring the distinction further. Credited to Daiken Tana, these represent an experiment in duplicating real-life lighting on GCI models You reckon he's close? [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] posted by Marl64 |
|||
|
|||
| in-my-opinion.orgFun and Weirdness and GamingPC Games and Online GamesHalf-Life 2 characters in real life scenes |
|
|||
|
Yep, there's more [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] posted by Marl64 |
|||
|
|||
|
|||
|
A Real subtle one and some clues to how it is achieved [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] posted by Marl64 |
|||
|
|||
|
|||
|
Ok, Greenhouse girl (above) on the front page is not pulling so I need a better hook BTW, the toy versions next to the silver spheres... ... are not real either, all CGI [CLICK HERE TO VIEW THIS PICTURE] [CLICK HERE TO VIEW THIS PICTURE] posted by Marl64 |
|||
|
|||
|
|||
|
So none of these half life 2 characters are real life models? posted by sangu |
|||
|
|||
|
|||
|
sangu: So none of these half life 2 characters are real life models? Nope (Notice the absence of their reflection in the silver spheres) Spooky eh? posted by Marl64 |
|||
|
|||
|
|||
|
For anyone interested in CGI work who doesn't already know, here's how it's done The guy takes a photo of the background scene for use in the final product He places the silver sphere thingy in the centre of the scene and photographs it from all sides Using some funky software, he produces a single "texture" based on the combined sphere photos, this is now a single picture showing the entire scene surrounding where the model will go. He extracts the 3D models from Half-life 2 using garry's mod and arranges them to suit the scene, placing additional surfaces to catch ground and wall shadows cast by the models. He then uses the sphere texture made earlier as a reflection map - think of it as a huge sphere with the texture on the inside, wrapped around the whole scene - so that any shiny surfaces on the HL2 Models reflect the surrounding enviromnent (from the texture). Next he uses the same texture as a light map to illuminate the object - this effectively recreates all the light sources from the original scene. Finally he renders the object, using the first (flat) scene photo as a backdrop to the model. The model is rendered against the background photo with all the correct lighting and reflections from the original scene. posted by Marl64 |
|||
|
|||
|
The time now is 24 May 2012, 17:19 php B.B. |