Hardcoding:Redshift Study
This project started last year in August as a small exercise in between projects to learn more about redshift render engine and its material system with no specific direction in mind,  but it quickly extended into a full blown project and a rich learning experience to master photorealism, atmospheric lighting and the technical aspects of redshift, every time i learned a new technique i applied it to the same project.

It's nowhere near the level i wished it to be, but I got eventually bored from iterating it over and over so i just decided to post it share some of the assets and move on. 

Most of the The modeling was done in Moi3d then imported to C4d for extra Sub-d details, 90% of the texturing was procedural, I pushed the level of details as much i could to test the stability of redshift, and it handled everything with ease. 

For any questions contact me via email : elitegd@outlook.com

The amazing FUI Design elements used here were made by the UI Artist Bruno William From his Project D-PARC

Make sure to check out his works here https://www.behance.net/BrunoWilliam


C4D Scene Download https://gumroad.com/l/vRbTN
Materials Pack Download https://gumroad.com/l/qRFLh
Material Mini Pack Download https://gumroad.com/l/tkVwc
First render ever that fooled Reddit into thinking this was a real place
Lighting Setup type 1 : One High intensity light source coming from the camera direction, and dull muted color scheme and lot of imperfections.  

Redshift Volumetrics are incredibly easy to setups and quick to render, however the lack of post effects within redshift made the look dev process a bit slow compared to other engines where it's easy to nail down your lighting setup while activating the post fx, so you get a pretty clear idea about the final result.
As a workaround i relied on Randomcontrol ArionFX post FX plugin which works great and support 32 bit format with a powerful HDR tone-mapping control and lense effects for Nuke, AfterEffects and Photoshop as well
i had lot of fun working with the bokeh in redshift as it delivers a very realistic dof and lot of control over it
Some of the first redshift draft renders ever with arion post, i discarded this direction of vibrant/ glowy look and feel early on since i was aiming for "photorealism" in terms of lighting and texturing, so I had to follow the direction of dark, gritty and atmospheric scene, something that's more grounded to reality.
Few Closeups for details
Lighting Setup type 2 : Dark Cinematic Mood
some of the assets and shader look dev that i made along the way
Hardcoding:Redshift Study
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Hardcoding:Redshift Study

1,937
14,529
83
Published: