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Horhe

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  1. There are visible tiling issues in your bricks, pavement and wood. Take the pavement for example, you have a tile that is a light pinkish colour, which is repeating every couple of tiles. You would want to fade it out a little on some tiles, to make the pattern less obvious to the eye. Try adding another material on top to blend, perphaps some slight dirt to brake up that uniformity. Same goes for wood, try to add variation in the texture in PS so there is no obvious tiling. I would zoom out a little and move the camera screen left, to show more of the side, and add some more breathing space at the bottom and top of the image. The image overall is a bit blurry, sharpen it up a little bit.
  2. I agree with Tom about the sand, its looking good. I think the palms need some more work, perphaps you could swap them for some different models? This is comming along nicely.
  3. John it is looking nice. As everything is ripped off and worn out in the room, the side of the door really stands out for me. It is too perfect modelling and reflection wise and looks CG, some bumps and bits bitten out would make it blend more with the rest of the image. Some slight specular bloom on the telly would be nice, to give that feel of illumination in a quite dark space. Composition wise, the image needs a bit more space below, so basically a bit more height showing the floor and letting the telly and door have some space. There are some details being blurred in the shadows of the door, perphaps a slight sharpen filter could make it just a bit more readable, but I think that some more sampling in the original image could do the trick. Nice!
  4. The image needs more contrast to make it pop. Im not sure about the white stripes on the asphapt being so 'dull' and worn out, since this would be a newly build project the paint marks on the asphalt would be more solid and white, and wouldnt look like it was painted 20 years ago, and never redone altough I know what your intentions were. The sky is a bit dull also lacking contrast, and the clouds have a wierd, repeating pattern. Perphaps a different one would look better? The bump on the pavement is a bit too high IMO. All in all looking good, just needs a little bit tweaking.
  5. I am sort of losing the overall feel of the model, the lines seem a bit too thick and the colours are distracting, and the end result is a bit confusing. I like the idea though. Perphaps you could check how it works in an architectural rendering?
  6. So far looks nice. The reds could be saturated down a bit, and perphaps the image could be less saturated just by a little as well (apart from the sky).
  7. First off what rendering engine are you using? (mental ray, vray etc.) What you are looking for is video post inside max. From there you can switch and set up all the cameras, that you would like to render out. What I would suggest is compositing the shots in a post application such as after effects. As for the zdepth, if you are in Vray you have to output the zdepth from the render element tab.
  8. Try and concentrate the elevetor shaft in an area, where the section does not change through all the floors, like Zaha Hadid Architects have done in the dancing towers: http://img159.imageshack.us/img159/6175/dancing6eo.jpg http://img522.imageshack.us/img522/5728/16368841329ep.jpg http://www.yankodesign.com/images/design_news/2007/04/19/dancing_towers.jpg http://farm1.static.flickr.com/1/185616967_c4bb01b09f.jpg As for the images, they are looking quite alright to show of the concept of your project. I would suggest you crop the first image a bit, cut down much of the empty space around.
  9. Hey Brian, I registered. Thanks a lot, very generous of you!
  10. The grass in the first image could use some more work, there are tiling marks visible. The glass could use a bit more reflection as it looks like there is no glass at all. The whites are overexposed in some areas, would look better if they were tinted down a bit IMO. The image is very grainy in the shadows area, could use a litte more samples. The vegs look quite nice. The second image is overexposed in places as well, and the grainy shadows are there too. Same goes for the glass reflection, at least subtle would do nicely. I feel the shadows are bit too dark for those very quite areas in the images. Other than that nice work!
  11. Typically a good res bump diffuse and bump texture does the trick with proper UV coordinates on your furniture so it wraps around correctly.
  12. Sometimes it is a shame you cant animate your client!
  13. Did try Zbrush and Mudbox altough I havent bought them yet. Now Im learning Maya so everything in its own time . Cheers!
  14. Thanks Videep and Kyle. Yep, you guys are right, looking back now I focused more one the modelling and texturing side of things. Would have made more sense to make the burned shoe version. Thanks! Ill remake it once I get some time. And good call on the burned paper Kyle!
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