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Freestyle in Vray
show user profile  3joez
I'll displace the grass when I go to sleep.

read 940 times
5/30/2013 7:42:39 PM (last edit: 5/30/2013 7:42:39 PM)
show user profile  STRAT
No need


read 910 times
5/30/2013 11:38:21 PM (last edit: 5/30/2013 11:38:21 PM)
show user profile  mike_renouf
Looks nice joey. Materials could do with some love though. I think the legs of the chairs have pure black diffuse as they look out of place. Tabletop appears to be frosted glass, but there's not enough mirror reflection considering the glancing angle. Floorboards need more glossiness too.

I like it though - it could be tweak just a little to become great.

read 889 times
5/31/2013 7:31:13 AM (last edit: 5/31/2013 7:31:13 AM)
show user profile  3joez
Thanks Mike, I've followed your tips, and more, I've deleted that evermotion bad taste rose and Zbrushed a vase that rhymes with the lamp.

read 849 times
6/2/2013 8:56:50 AM (last edit: 6/2/2013 8:56:50 AM)
show user profile  mrgrotey
1. You've gone the complete wrong way with the external exposure, the images outside should be waaay brighter than that. It was too dark for realism before and now its even darker! You could say it was late evening but the strong shadows from but side suggest its the middle of the day.

2. Do those lamp shades come that large? Seems a bit over the top and distracting from the rest of the scene.

3. Scale the floorboards down, they're almost a chair width wide!

4. Change the 'paving' outside, its pure white which doesn't explain to the eye what it's made of and it's blending in with the chairs

5. Maybe bring the camera down to eye level?

read 846 times
6/2/2013 9:15:01 AM (last edit: 6/2/2013 9:18:20 AM)
show user profile  STRAT
Yes, you need a lot less exposure inside and a lot more outside.

Other than scaling issues and material issues you must arrive at a naturally lit environment if you're to settle your model into the realms of realism.

Generally in archiviz, first off get your model and composition together, then bang in general colours and textures, then nail the lighting. After the lighting is established, only then fine tweak model detail and texturing.


read 830 times
6/2/2013 11:35:30 AM (last edit: 6/2/2013 9:07:02 PM)
show user profile  3joez

read 790 times
6/4/2013 12:38:31 PM (last edit: 6/4/2013 12:38:31 PM)
show user profile  Dmaxer
I was looking at this the other day can could not workout what was wrong with it but mrgrotey pointed it out :) ,,, anyway thats much better mate :)

read 782 times
6/4/2013 1:03:53 PM (last edit: 6/4/2013 1:03:53 PM)
show user profile  BattleMetalChris
The outside needs more contrast (although the brightness is better)- it looks like the windows are made of semi-opaque white plastic.
read 733 times
6/5/2013 10:02:36 PM (last edit: 6/5/2013 10:02:36 PM)
show user profile  Jonas_Thomas
I love this lamp.

My website: Citypixels - 3d Architectuur
read 689 times
6/8/2013 11:33:07 AM (last edit: 6/8/2013 11:33:07 AM)
show user profile  3joez
Ok, need some feedback. Here's another freestyle.

read 635 times
6/21/2013 10:13:01 AM (last edit: 6/21/2013 10:13:01 AM)
show user profile  Marvin
Not a master at this but i'll point out a few things that strike out

Materials need work for sure.
Floor wood needs bump and more reflection
Door wood and wooden wall are to even like all is made out of a single piece of wood. Try and change the UV for each door and wall.
Way too black that thing in the corner. And it seems like it has no reflection at all.
Glass (if i understand correctly that is a glass) needs exit color and surely more reflection (and something to reflect also, so some basic modelling has to be done on the other side of the appartment too.)
How do you support the glass? Needs some details
And what's the case with the blue lighting below? Seems like you have your 50" LCD playing "Blue lagoon"

That from my part...have to say i like the painting (although the top could lean a little forward like it is hanging and not nailed onto the wall helping also prevent the color bleeding on the top)
read 621 times
6/21/2013 11:54:31 AM (last edit: 6/21/2013 11:54:31 AM)
show user profile  LionDebt
The composition in the second shot confuses me.

This is hardly my area of expertise but a few crits like above:

Wood floor, walls, doors needs variation, bump, specular highlights.
Maybe different texture/materials for the doors and door frames - looks lazy at first glance how it all uses the floor material.
Seems too dark with the number of lights on in the scene, and their relative white-brightness is far too high compared to how dim the scene is.

One piece of advice I've read along the way has been to pick a photograph from a catalogue or brochure or the interwebs, and try and replicate it.
Part of what makes STRAT and Inxa et al. images seem so realistic is that they immediately look like they could be in a brochure. Sure, they are pro and their lighting, mats and everything else looks super realistic - but a part of me thinks it's mostly compositional. As though a photographer has gone into a show-home, and taken a picture, as opposed to someone creating a render.
read 615 times
6/21/2013 12:07:42 PM (last edit: 6/21/2013 12:11:12 PM)
show user profile  mike_renouf


read 598 times
6/21/2013 2:03:09 PM (last edit: 6/21/2013 2:03:09 PM)
show user profile  STRAT
1st freestyle - lighting inside is better for sure, but that external image needs a lot of work. it needs to be correctly exposed, and NOT have a lighten filter run over it.

2nd freestyle - before you worry about anything get your composition correct. LD is quite confused bless him, and rightly so. Think about what you want to see, then how is best to show it off. By all means show off the 2 levels together, but try being more aware of the camera position. Use photos in similar positions in magazines for inspiration. Dont ever be afraid of 'copying'.

I personally would deal with single rooms at a time, and move the camera to suit. As with your fist image you've gone high up looking down. Even though this is quite a normal style it's not a natural viewpoint for the human eye to view things at. We generally view things from head height and not up in the gods.
Get your composition set first then worry about lighting and materials later on


read 568 times
6/22/2013 12:00:53 PM (last edit: 6/22/2013 12:00:53 PM)
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