Old binoculars
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 From:  Samuel Zeller
5327.10 
Here's the raw Cinema 4D render :)

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 From:  TpwUK
5327.11 In reply to 5327.10 
It still looks good, but that PS filter certainly did the business. Like the old adage - simple is best. But that style rocks, and I for one would love to see more from you with that same technique...

Excellent work DesuDeus

Martin
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 From:  Samuel Zeller
5327.12 
The lighthing is also super simple (but there's some tricks)

So first of all there's a sphere around the scene that's 20% white (that mean no reflections are pure black)
Then I added four point lights, they only affect the specularity of the material !
There's a also two discs (show here as white squares) that are 100% white and emit light.

There's some depth of field, subtle ambient occlusion and blurred reflections (around 30% blurry).







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 From:  Samuel Zeller
5327.13 
Now here's the fun part, the material :)

It's not an accurate metal at all it's all faked !

First of all there's specularity (now you clearly see those 4 points lights and their effect)



Then you add some fresnel in the luminosity channel (to get more highlights)



Now here's just the reflection channel, it's boring and dull !



But here's the result with specularity + fresnel added to that reflection channel... Yummy :)


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 From:  Frenchy Pilou (PILOU)
5327.14 
Tricky! :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Marc (TELLIER)
5327.15 In reply to 5327.13 
Very interesting!
Thanks for taking the time.

Marc
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 From:  Michael Gibson
5327.16 In reply to 5327.10 
Ha, one of the few times render sampling graininess works to your advantage! :)

- Michael
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 From:  Samuel Zeller
5327.17 In reply to 5327.16 
Yes and the only other way to get this effect with higher render sampling is to apply a very fine grain in the bump channel like here http://shapenoid.com/Maxwell-render-shaders-tryouts
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