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#1 |
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hey, i need some feedback on some work i did and would appricate any reply.
Gallery: http://topaz1008.googlepages.com/ thanks in advance ![]() ________ Chris Bangle ________ Toyota Scepter History |
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#2 |
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#3 |
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The lighting in all the shots is abit strange, not very convincing, likewise with the materials used. And also the shapes youve used are very basic, nothing really complex going on. ![]() just starting too, so its only uphill from here (i hope)[yes] ________ Suzuki SJ ________ DODGE PHOENIX (AUSTRALIA) |
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#4 |
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thanks for the reply, im not a 3ds max whiz or something |
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#5 |
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If you've just started your doing very well =] can I ask why youve decided to start with doing rooms? normally the focus will be on rendering techniques when you do stuff like this. why not try modelling some more interesting things like weapons, vehicles ect?? tho i never thought about trying to make weapons. i also found the architecture viz is a nice chance to play with some of the cool features vray and mentalray has. ________ Chevrolet S-10 ________ Contour |
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#6 |
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for some reason i found it to be the easiest, i went ahead with it after getting to frustrated with trying to make something that resambles a vehicle. http://oxig3n.deviantart.com/ |
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#7 |
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Ah right, and yeh thats true. I cant say ive tried any architecture viz myself. Check out my deviantart if you want to see some of my stuff: damn thats some sweet modeling man [thumbup] ________ buy silver surfer ________ Suzuki Equator |
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#8 |
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#9 |
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Nice work, here's what I'd try to do next.
1. Use soft shadows. Whether you're using raytraced shadows or a shadow map, the'res an option to increase the "light radius" or "filter size". 2. Enable an occlusion shaded layer and set it to multiply. This'll add some great ambient shadows. 3. Tone the lights down a little, and always add a little tint to the light source, never leave it at pure white. 4. Sink those cushions into the mattress a little more so they don't look like they're floating. And keep up the good work. [thumbup] EDIT. 5. Increase your anti aliasing quality to 0min 2max, and a tolerance of 0.2 in all spectrums (R,G,B and Alpha) |
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#11 |
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great start imo, just need to tweak some of the rendering and lighting methods as said above. some of the renders were done in mental ray, some in vray Nice work, here's what I'd try to do next. ________ buy silversurfer vaporizer ________ Babi Mac Proved That |
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#12 |
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Try modeling stuff yourself instead of using Evermotion models. Furniture, cars, things, computers.... anything. As a beginner, modeling anything will help you.
I am a professional, and I use Evermotion models because I have to meet deadlines, but you want to learn how to model stuff before you start using stock models. I also recommend some tuts from gnomon, specifically http://gnomonology.com/tutorial/62. That helped me a great deal with Vray. |
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#13 |
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#14 |
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Try modeling stuff yourself instead of using Evermotion models. Furniture, cars, things, computers.... anything. As a beginner, modeling anything will help you. if u mistaken it for evermotion models than i must be better than i thought. ________ Ford Cortina ________ GLASS WEED PIPE |
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#15 |
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excuse me? everything in those pictures was made from scratch using mostly a box. You should watch that Vray tutorial I posted a link to. Once you find the balance between AA/GI settings, your images will have much more clarity to them. I love Vray. I think it is the best rendering system for arch/viz. I am not familiar with mental ray, so, I can't help you there. I use Vray on a daily basis though. Love it. Best money I ever spent. I personally prefer Cinema 4D to 3DMax though. So, I don't know what to tell you about max. But it looks like you have some phong shading errors? Maybe just wonky geometry, but I see a lot of triangulated polygons on some of the doors, and some of the edges of objects look a little too soft. It looks sort of video game like. Which might just be from having low polygon counts, but, might also be some phong angles that are too high. I think what makes things look the most real is very slight imperfections in the surface, like very small variations done with bump mapping or normal maps. And beveled edges, but just barely. Too much bump or bevel makes it look as fake as no bump and hard sharp edges IMO. Oh, and are you familiar with color mapping? Linear workflows or anything? That will help with lighting that is too "hot" in some scenes. |
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