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erona

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  1. those are sweet, I hope they're not too hard to model than they look. very nice details. the real problem is I don't have the time to do this in 3D. I'm thinking of just making the general shape and paste the image unto the model. Only if I could find a better image. Do you happen to have an idea what those statues are called? thanks
  2. Hi everyone! I am suppose to do this in 3D but am no character modeller. I'm not even sure what it is called. I'm doing a persian restaurant so I suppose this came from persia. Anyone knows where I can get a 3D model of this? thanks, erona
  3. just an idea though, you may want to model EACH part from separate objects. then just scale/positionthem in place.
  4. oist kabayan! worry about scale issues later for printing (layout tabs). all you have to do is to draw everything in a 1:1 scale, i.e. 1 drawing unit = 1 mm, 1000 du = 1000 mm. say, if you want to draw a 4m x 6m rectangle, you input 4000 & 6000. and if you want to go on details, you have 1 du for 1 mm. this way you may have large and small drawings in model tab. when your drawings are done, switch to layout tab where you will have a preview of the paper size you're gonna print. use MVIEW or MV command to put viewports. double-click insie a viewport then zoom/pan on a part of the drawing, say a floor plan. center on the plan then use ZOOM again then type 1/100xp for a scale of 1:100, 1/50xp for 1:50, 1xp for 1:1 and so on. hope this helps erona
  5. Go to Workspace Editor > Edit Current Workspace. The left window shows the hotkeys assigned to each command which can be changed. Hope this helps. BTW, hold Ctrl+Mouse Wheel for zooming and use Space Bar for panning. erona
  6. Modeled in Vectorworks 11 Rendered in Cinema4D v9.6 + AR Postwork in Ps CS3 Render Time: 1.5hrs (P4 2.66, 1.5G ram) C&C's please...
  7. Yeah, give Vectorworks some room here!
  8. GI accuracy need not to be that high. YOU CAN force GI accuracy by object especially to those which results to much artifacts such as trims, moldings, etc. you may want to do experiments first. set GI accuracy back to its default value of 70. depth = 1 GI accuracy stoch = 300 min = 50 max = 100 now play with the min value to determine which value reders fastest. I usually end up between 70 - 100. max can be determined when there are least artifacts found on where surfaces meet such as inside corners. usually around 300 - 400. stochs fairly around 600. to rid artifacts on horizontal details, add a compositing tag on those objects, enable GI accuracy and set it a step or two hegher than the global GI value. hope this helped you
  9. @ipxstudios - I was simply trying to avoid long render times with GI. With GI enabled, my test renders finish around 15 mins while without it, a measley 1.5mins @edub - exactly what I am doing but I still can't make it look like natural. btw, I also wanted to have strong light casting off from the window.
  10. How do I simulate light coming in from a window without the use of GI?
  11. 4th update, and almost finished - same approach but made changes in the design. EDIT: why do the 2nd and 4th images only shows links but not the images?
  12. yep i noticed that too. my first two renders took more than 2 hours while the last one only 20mins! Area lights were hard to control and the effect is a bit unpredictable. i have used area lights for the plane in the cove and made the shape visible. i cant think of any other way to do than fake it in PS i see. now i understand why im having long render times. i was trying to make the cove smooth but its only giving me long renders and headaches. yep, they look a lot better and a lot faster to render. but still i feel something is lacking, maybe with the shadows.
  13. 3rd try: - placed 6 omnis in the mid of the room for ambient lighting @ 10% str - removed floor and ceiling area lights - one big plane (area light shape) for cove instead of spline - ceiling was redisigned - materials upped - removed area light from behind the cam image seem to lack shadows...
  14. 2nd try: - same scene lighting but only a bit brighter
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