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Making some furnitures these days
show user profile  shafi
It has some problem with lighting...want to know your opinions and more rendered furniture images are coming.Rendered with v-ray.
Here is the first link:

read 705 times
10/26/2012 12:08:02 PM (last edit: 10/26/2012 12:09:47 PM)
show user profile  LionDebt
Everything is too shiny.

The camera angle is bonkers.

The floor texture tiles like mad in the back.

read 697 times
10/26/2012 12:13:01 PM (last edit: 10/26/2012 12:13:38 PM)
show user profile  shafi
Brother I just need the info about the table not the floor.Sorry,I should mention that.I`m very sorry.I`m not going to mess with the Photoshop to edit the tiles and also the 3ds max.Just the TABLE....Tried to set the camera angle.Tell me is it okay or, not?
Here is the link:

read 675 times
10/26/2012 1:55:30 PM (last edit: 10/26/2012 1:55:30 PM)
show user profile  advance-software
camera angle better.
still too shiny.

so you want to keep it wonky & ask if it looks ok ? weird.

fix the whole scene.

have every other row of wood tiles offset by half like brickwork so it doesn't tile so obviously.
read 668 times
10/26/2012 2:01:07 PM (last edit: 10/26/2012 2:03:57 PM)
show user profile  shafi
Aowwwww....Okay I got it !
Thanks for the info LionDebt & advance software.It was all about the table.
Because,if I want to represent the table I have to use a floor and also floor materials.
But,the table is still too shiny that`s the fact.
read 657 times
10/26/2012 2:07:08 PM (last edit: 10/26/2012 2:15:01 PM)
show user profile  Mr_Stabby
the floor - unless its a mirror wax type finish (which given the diffuse texture i doubt) it's too glossy, also the brdf seems off (satined wood generally has a sIOR of around 1.6)

the metal - looks too much like a dielectric, needs way higher sIOR (25+) and a darker reflection color. cutting down on the gloss would also help to bring out its shape rather than all the reflection

the glass - is missing internal reflections hence the cut looks too clean, rising the refraction depth is also appropriate (unless that thing is like 10 feet tall)

read 638 times
10/26/2012 2:59:41 PM (last edit: 10/26/2012 2:59:41 PM)
show user profile  shafi
Thanks man....
I`m such a stupid.
No common sense....:D
Killing my self....Okay.
I will give it a try...
read 622 times
10/26/2012 5:52:06 PM (last edit: 10/26/2012 5:52:06 PM)
show user profile  shafi
Is that perfect or, I`ve to do something more....
Actually,I want to get the reality.
Here is the link:

read 608 times
10/26/2012 6:14:10 PM (last edit: 10/26/2012 6:14:10 PM)
show user profile  herfst1
I know you're only concerned with the table BUT if the environment's wrong then that's the only thing we'll see. I can't help but look at that wooden floor. Delete it and add a plain, grey studio setup instead.

Another thing to think about is your HDRI reflections. You have a weird reflection in the metal (looks like a computer or something), I'd suggest getting a more suitable HDRI that will bring out the metal better.

The glass looks okay but, again, a nice reflective environment will make it come alive.
read 600 times
10/26/2012 6:23:19 PM (last edit: 10/26/2012 6:23:19 PM)
show user profile  digital3ds
I think you should add a wall/floor board a few feet back, so its not inside a huge gymnasium, and the tiling of the floor texture is hurting. I think this would look better with a darker stained wood floor (dark maple-y) and some shadows on the ground / AO. If you want a really glossy floor, like in pic01, you might try taking whatever map you're using for the floor, make a black and white copy, adjust the levels, and plug it into the specular node of your mat

* herfst1, you and I have posted at the same time like 6 times this week. lol, what a crazy world we live in

** edit - either a darker wood floor, or a lighter colored modern tile floor, to match the style - to me this looks like a modern style table in a cabin, if that makes sense
- Mike Sawicki

read 597 times
10/26/2012 6:24:30 PM (last edit: 10/26/2012 6:30:19 PM)
show user profile  mrgrotey
1. No shadows
2. hardly any directional lighting, very flat.
3. Awful tiling on the floor.
4. Floor goes on forever. Makes no sense.
5. Stand material doesn't really show what its made of.
6. Table seems very small compared tot he floor boards.
7. Glass seems VERY thick, it would way a ton.
8. Reflection map doesnt seem to make sense, what is it reflecting?
9. Glass looks more like perspex than glass. (or is it not glass)

Some things to work on ;)


read 592 times
10/26/2012 6:27:35 PM (last edit: 10/26/2012 6:27:35 PM)
show user profile  shafi
Hmmmm.......Actually,nothing to do without the environment.
I was applying a fake environment reflection over the objects.
And the tiles floor is really hurting me too...
I didn`t use any light.
As you all are saying that it`s not going to work.Then I was trying more to make it real.
I`m a fo**.Going to work on it.

Edit:There is no light !!!
Next day is EID !!!I`m still modeling !!! HAHAHA.....:D
read 587 times
10/26/2012 6:33:09 PM (last edit: 10/26/2012 6:37:26 PM)
show user profile  herfst1
@ Digi, you know what they say, "Great minds think alike." I'm actually glad I'm getting an eye in for this 3d stuff, not that long ago almost everything looked good to me.
read 586 times
10/26/2012 6:34:24 PM (last edit: 10/26/2012 6:34:24 PM)
show user profile  shafi
I think I need more knowledge on lighting and materials.
Thanks for the reply guys.
Here is my updated last link:

Closing this work.Thank you so much.
read 563 times
10/26/2012 10:00:27 PM (last edit: 10/26/2012 10:00:27 PM)
show user profile  ScotlandDave
Don`t be disheartened - it`s really really tough to get reflective/chrome type surfaces to look good in a render. One of the main factors is the environment - reflections only look as good as the environment they are reflecting.

If you are working on furniture my number-one piece of advice would be - get a good interior/room to put it into. Failing that, a basic studio-lighting setup ( google it ) can provide all the aesthetics for a decent product shot..

Website | Blog | Contact | Vimeo

read 560 times
10/26/2012 10:20:04 PM (last edit: 10/26/2012 10:20:04 PM)
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