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Here are my beginnings as a 3D modeler
show user profile  Cheesegeezer
I started getting into this 3D when my missus said that we should build our own house, just the way we like it, and I knew that the rendering in 3DS Max was good and would give you a good feel of how the house would look.

So I have a few pictures of firstly my mental ray mock up the kitchen - not so refined but gave me an idea of layout and lighting before i went to VRay. The VRay final render was many for the cupboard finishes and door/drawer handles. I'm still working on my granite worktop finish as the bitmap diffuse I used is very stretched. Does anyone know how I can correct this stretching, I've been playing with UVW modifier but i'm out of ideas now.

I do have photobucket, but it's blocked on the Oil Rig I'm currently on. Anyway here is a link to the images, you should be able to work out which is MR & which is VR. Oh, and I just used the teapots to see how the reflections looked off the slightly glossy finishes.!235&parid=2356AD5E7D6AF11A!155&authkey=!AIyfxmMSq_77Xd0
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12/1/2011 10:49:16 PM (last edit: 12/1/2011 10:51:37 PM)
show user profile  beezy
for a beginner this looks pretty damn good man

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12/1/2011 11:00:51 PM (last edit: 12/1/2011 11:00:51 PM)
show user profile  Garp
For the stretching, you can add an unwrap uvw modifier and scale the uv cluster in one dimension.
Or get another bitmap.
Or use a procedural material.

For a preview, you should get more light in your scene. As it is now, the renders are too dark and a lot of detail is lost.

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12/1/2011 11:16:33 PM (last edit: 12/1/2011 11:16:33 PM)
show user profile  Cheesegeezer
Thanks Beezy, I will not take credit for any of the ancillaries in their, like the kettle and toaster, or bottles or sink or cooker and pots, I got them from a free 3d model site but it gave me an idea of how to lay the kitchen out and got me used to making cutouts with the boolean function.


Thanks for the pointers, I did just a standard UVW modifier and Ramped the V(y i think) upto around 4 which managed to close up the image to a less than perfect, but much better end result. I'll try out the Unwrap UVW and see what results I get from that. I also went hunting for a higher resolution bitmap but I still got the same results and it appears to be on the long length where they get stretched. The bitmaps i'm using are all square ones so, I was thinking of of resizing the image by cutting it in half and hope that this works.

As for procedural material, I better do some reading up on that.

In my render settings my Skylight is set at 1.0, but I could increase that to 1.5 or 2 even.

It's just a shame that those 2 Vray renders took about an hour and a half each on my laptop I have out here. So trying to work blind almost. A trick I have learnt is to take sections and export them as a .max file and import them to a new instance and play with them their, at least I get to keep my lighting etc, and this greatly reduces my render times when checking out stuff (KISS - Keep it simple stupid!).

I've added another render to that link above, which I did earlier while I was posting the previous message,LOL, with more teapots and also you can see the results with my new UVW settings :)

Cheers and keep the pointers and comments coming.

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12/2/2011 12:55:14 AM (last edit: 12/2/2011 1:02:03 AM)
show user profile  Chris123643
it worries me when beginners are this good!

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12/2/2011 9:38:02 AM (last edit: 12/2/2011 9:38:02 AM)
show user profile  Cheesegeezer
Hi Chris, I'm not sure to take that in a good or bad way. That kitchen is solely made up of primative & extended shapes, mostly boxes and chamfer boxes, and a few cylinders for the feet of the cupboards. I want to get my eye in at material and lighting too at the same time as getting used to the modelling side.

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12/2/2011 9:58:45 AM (last edit: 12/2/2011 9:58:45 AM)
show user profile  rob@dynamic
Looks good for a beginner mate, keep at it!

As a mental ray user myself... May I suggest you revert to mental ray and try lighting the scene using this tutorial:

I used this tut when I started doing interiors and learned SOOO much from it. Also use some of the default mental ray A&D templates for your materials as a starting base.

3D Portfolio

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12/2/2011 10:09:56 AM (last edit: 12/2/2011 10:09:56 AM)
show user profile  Chris123643
oh take it in a good way... i just worry for my job when i become an old man! haha... when i first started i was making candle sticks and skateboards.

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12/2/2011 10:17:56 AM (last edit: 12/2/2011 10:17:56 AM)
show user profile  Cheesegeezer
Cheers for the pointers on the mental ray tutorial, I will certainly take a look at it and start to digest it. I made the first kitchen in that link with mental ray and mainly used Architectural materials for that scene, it wasn't until I read a tutorial that I was made away of A&D.

Cheers Chris, I've made an attempt at copying my sofa from home but I get stuck at one bit on the arms of the sofa, but that's for another day. Using splines and extruding them.

Out of curiousity and a question to all the forum, why do people prefer MR and others prefer VR.

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12/2/2011 2:25:51 PM (last edit: 12/2/2011 2:25:51 PM)
show user profile  Cheesegeezer
Ok, I have issues (well I know I have) but with my lighting and render. If you could look at my render 3 & 4 in this folder, my lights (although not the best) seem to look fish-eyed and I haven't put this on for the camera.... Help!!!!

For the lights I've used a Standard Target Spot pointing down to light the kitchen, also I've got a target spot pointing up at a very short target distance to give the light glow from the spotlight. Can anyone give me some good pointers on how to achieve a realistic spot light in VRay please.

Many thanks in advance
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12/2/2011 11:21:11 PM (last edit: 12/2/2011 11:21:11 PM)
show user profile  Dave
People can see images? I get directed to a windows live sign-in page. Screw signing into that!

Going from the words alone though... I find it odd that the thread is titled as "beginnings as a 3D modeler"... and within the very first post the issues seem to be concentrated around lighting, materials and rendering in general. Hell you've gone straight for the Vray train!

If you want to learn to model well, I'm unsure as to why arch-vis has gripped you so much.

Or, perhaps I'm looking too far into this, and you're simply not using the term "modelling" in the same light that I would.

"I flew over Egypt once"

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12/2/2011 11:27:34 PM (last edit: 12/2/2011 11:27:34 PM)
show user profile  Cheesegeezer
Yep maybe my termanology is incorrect, apologies for that. Would I call it a scene. I personally don't see the point in creating stuff in 3DS without trying to achieve a good end result. I'm only modelling basic shapes and getting a feel for different lighting on these shapes with different materials. If I can get some basic building blocks in place then I should be able to move forward while keeping myself satisfied at the same time with my end results.

I have put up this link here which should let you view. Normally I would use Photobucket, but the Oil Rig i'm on has blocked it and imageshack doesn't work either.!243&parid=2356AD5E7D6AF11A!155&authkey=!AImLivVY5cPYhXI

I chose VRay because from reading tutorials etc and searching the web, it looked like VRAY produced a more real effect.

Anyways Dave appreciate the comments, but what is Arch-Vis??

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12/2/2011 11:48:47 PM (last edit: 12/2/2011 11:48:47 PM)
show user profile  Paunescudanutz
Architectural Visualization


<---~( Daniel )~--->

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12/3/2011 12:03:23 AM (last edit: 12/3/2011 12:03:23 AM)
show user profile  Garp
>Can anyone give me some good pointers on how to achieve a realistic spot light in VRay please.

One way is to use the IES lights. They are based on data from real-world lights.

Another way - and this stands for just about anything in vray - you can try to copy reality. So for a spotlight, you'd use a vraylight set to spherical and a half-sphere (or similar) around it with a chrome-like material.

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12/3/2011 12:56:30 AM (last edit: 12/3/2011 12:56:30 AM)
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