What you see is meant to be a gift, a timeless one, symbolizing different things and everlasting as each one of them. Such jewelry (especially this kind of gem there) can last several human lifetimes without a single scratch.. :)
I'm striving to get a photorealistic result again, using Maya... and for the first time I act more as a jeweller then 3d "artist" ;) I came up with this design after a couple of hours sketching and comparing it for reference purposes to other jewelry on the web. Around 14~15h combined work for the modeling and maybe 5 days of light play plus texturing. For the lighting I used an area light casting caustics and an hdr probe for the final gather cast. The relief/incrustations on the side and upper part of the ring were made in Mudbox - a new piece of software I'm currently learning. All the objects use custom shaders, the cloth beneath the ring is a nurbs surface sculpted within maya. Later I added fur to simulate the filaments/hairs a piece of cloth requires. I didn't apply any postwork except the logo.
Wow! It's been while since I spent any real time with Maya as I have never been overly pleased with my results knowing Maya can give perfection, anything less looks like crap to me. I say this to say I know how challenging Maya can be. It does not give photoreal results any more easily than any other software. But boy does it kick ass compared to any other app I've ver touched!!!
The hairs on the cloth turned out well. You could have used a number of different approaches. I woulb not have thought to use dynamic hair for this but the results will remain in my mind. The prismatic caustic effects of the stone are the type of realistic interaction that sets Maya apart from the Carraras, Vues, and Bryces of the world. Way to go with those nurbs also! That must have taken patience.
I really love your work. You are one skilled artist and a detail oriented artist to boot.
The only question I have is in regards to the metal shader and the dark shadows on parts of the ring. My brain is assuming though possibly in error, that the reflection of the metal should eliminate any chance of complete darkness on the mesh. The ring should be reflecting the image of the purple cloth, and though dark, would not be totally black when reflected.
The more I look at this the more those caustics are killing me! Love it!
Join Date: 11.10.2007 Comments: 358
Very nice. It looks very real and demonstrates the hours you spent on it. Another inspiration for me.
Join Date: 05.26.2004 Comments: 4493
Outstanding! Difficult for me to appreciate the handywork because I'm not familiar with the programs you've used. I can only appreciate the final product and it is marvellous. I wonder - would a juweller also need 7 working days to do the real thing; more or less?
Join Date: 01.03.2004 Comments: 2227
Like Horo, I don't really know anything about the software you have used. But the end results look very good indeed. The reflection on the inside of the ring cast onto the cloth is particularly pleasing. As are the highlights in the faceted gem. Horo, poses an interesting question, but who would know the answer?
Join Date: 04.15.2004 Comments: 1097
Thank you, guys! Actually, I did a bit of a research about Horo's question. And the answer is - depending of the jewel shape and number of gems that are present, a jeweller can work a minimum 3 to 14 days on one item. Especially if he is the one that is cutting the gem's faceted faces... i'm on a hurry right now, so Rashad, about your asking for the metal shader. There are 3 shaders actually. The one on the ring itself, second on the right --lets name it "coin", which is darker as a diffusion, and a third "coin" shader --on the left-- which I made brighter then the right one, but due to the fairly low final gather intensity and the negative value of the ring-shadow (I had to set it that way in order to get the shadows deeper), I believe this is the reason for this 3rd shader to appear dark-reflective. Oh well, I'm glad you liked it.
One more thing - about the prismatic caustics - the caustic option itself hasnt got any prismatic effect within. I achieved this through other option named Chromatic Aberration within the shader's options.