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Open Plan
show user profile  Chris123643
Morning everyone,

Here is my latest non work related visuals, posting them up for some much valued constructive criticism. The second one was just a camera whacked in last minute to get a shot of the other side, don't think i like the angle. One thing I'm not sure about in the first one is the beam of light coming in, any tips there? I've seen some on here that look amazing, there is no post production on here at all yet, thought i would post it up here before that.



read 843 times
1/16/2009 2:17:23 AM (last edit: 1/16/2009 2:17:23 AM)
show user profile  STRAT
coming on nicely. a few crits to look at -

* that beam of light - it's great, but needs some area to it. it's just too sharp. (even maybe a hint of glow too)
* the whole exterior needs more work (it's also letting in too much strong light)
* the structure needs more detail - you've added stock objects in there which are nicely detailed, but the main building is lacking. you need window frames, skirting boards, light/power sockets etc etc
* the circular lights above the red beam need more definition, also, they reflect as squares in the stair hand rail glass.
* getting back to model detailing, how about a few chamfers and bevels? it would sit the image better and pick up light glints perfectly.
* a spot of AO (or tighter GI) wouldn't go amiss :)

i'm presuming it's still wip and you've probably got most of my points covered :)


read 833 times
1/16/2009 2:29:14 AM (last edit: 1/16/2009 2:30:58 AM)
show user profile  Chris123643
yep, this is still work in progress... not even whacked it in photoshop which is my favorite part!.. there are window frames on the windows but i think the light just washed em out. The beam of light, is that a change in max that i have to do? if so can you point me in the right direction? its just a directional light with pritty much standard settings.

read 825 times
1/16/2009 2:38:49 AM (last edit: 1/16/2009 2:38:49 AM)
show user profile  Westcoast13
Great work mate, you're work's really progressed. You must have worked really hard and its paying off.

My Turbosquid Area

read 793 times
1/16/2009 5:00:37 AM (last edit: 1/16/2009 5:00:37 AM)
show user profile  Chris123643
cheers westcoast... yeah this is one i ahve put down and picked up alot of times... i feel our work is always quite similar, i always like to do architectural stuff.

read 765 times
1/16/2009 7:51:59 AM (last edit: 1/16/2009 7:51:59 AM)
show user profile  Chris123643
Here is where im at now, and im pritty much calling it finished.



and westcoast, if you are reading this... would you have any objection to me having a sig very similar to yours? im thinking of doing a section of this visual for my sig.

read 678 times
1/21/2009 6:05:20 AM (last edit: 1/21/2009 6:05:20 AM)
show user profile  Westcoast13
Course not mate!!

Great work too, well done.

My Turbosquid Area

read 674 times
1/21/2009 6:14:05 AM (last edit: 1/21/2009 6:14:05 AM)
show user profile  Phalse
Amazing work, I really like the look.

My crits are the shot looking down the stairs shows poor anti aliasing and jagged pixels and also feels like a poor view that reveals a roundish and cartoony feel to your room models which is there in the other render.
Where the shot above that looking straight on seems quite nice except some roundness on the bar stools and again a slighty high bloom effect to my eyes.

By bloom i mean glowy extra light almost radiating from surfaces, sort of washing out giving a bright cartoonish tint or look. I know I have not seen an actual "bloom" setting on anything but a video game but thats how I can best describe the crit i have with your lighting.

I also see the slight splotches in your shadows like other mentioned but its not bad.

Overall I think this is great.
read 662 times
1/21/2009 6:36:44 AM (last edit: 1/21/2009 6:46:34 AM)
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