This scene uses a displacement mesh driven by a grayscale (B&W) wake image to "push" or displace the geometry around the 3D submarine as it interacts with it. As with most 3D generated images, it's all about the lighting. A great model will look horrible with poor lighting, whereas a so-so model can be made to look better than it really is with good lighting.
I added some ground fog to influence the atmosphere. It's a cheap trick, but it covers imperfections and adds a little environment to the final image.
A single light was positioned @ 030 relative (to the boat) to simulate the moonlight. Global illumination was used to gather reflected light off the surface to light up the boat, but since the key light is off the starboard beam, it's shadows predominate.
CC
Attachment:
Moonlit Alpha Trials Transit Final.jpg [ 364.25 KiB | Viewed 796 times ]
Attachment:
Alpha Trials Moonlit Transit Wireframe.jpg [ 381.38 KiB | Viewed 801 times ]
This scene uses a displacement mesh driven by a grayscale (B&W) wake image to "push" or displace the geometry around the 3D submarine as it interacts with it. As with most 3D generated images, it's all about the lighting. A great model will look horrible with poor lighting, whereas a so-so model can be made to look better than it really is with good lighting.
I added some ground fog to influence the atmosphere. It's a cheap trick, but it covers imperfections and adds a little environment to the final image.
A single light was positioned @ 030 relative (to the boat) to simulate the moonlight. Global illumination was used to gather reflected light off the surface to light up the boat, but since the key light is off the starboard beam, it's shadows predominate.
CC
[attachment=0]Moonlit Alpha Trials Transit Final.jpg[/attachment]
[attachment=1]Alpha Trials Moonlit Transit Wireframe.jpg[/attachment]