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khaledbou

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    Algeria

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  1. Great scene, the darks looks too aggressive (especially in the fooliage) maybe you pushed the contrast too far
  2. Hello everyone, quick question. Once you get the geo coordinates of a project from your client, how do you go about creating that site? let's suppose the site slopped, has a complex network of roads and it is located in an area where google doesn't offer street view and neither 3d buildings, also the client doesn't have a topographic map but you want to be as close to reality as possible. what tools would you use? what services (payed or free) would help in this case?
  3. Why would you model it from scratch? do you want to completely retopo their model? but what for? If your job is to make only the renders than in my opinion tell them to send you an exported FBX file from Revit, load it to Max, place your cameras, setup a lighting, and do some test renders with override grey material, if you spot issues in some part of the model you can always fix them by poly-modeling or replace them individually not the whole model, plus if you wish to add details (chamfers, imperfections, subdivisions) do it only to some elements that will appear in the camera view, and just ignore everything else even if the geometry is chaotic! if it's not seen in the cameras than its fine you don't want to be perfectionist.
  4. this guy, I've seen him like a hundred times
  5. Nice render... maybe a single one isn't enough though just a question, they did both the design and render ? what have you provided them ? (description, sketch, or photo references ?)
  6. I think most archviz artists today use 3D people from AXYZ & Renderpeople
  7. Thank you much guys for your great feedback. here is two renders for comparison, Above : free 3D people used from AXYZ and renderpeople. Below : 2d people used from different sources (+ my average compositing skills ) My opinion: 2D people are the best. because even if you're whiling to spend +1000$ to build your 3D people library (and a new hardrive), there's simply not much variety! you may need people in different situations, doing different activities, their clothing must be in different seasons. and about time consumption, It's really the same thing; with 2D people you search for pictures en google or use from your cutout library, mask them, and adjust them to your render. with 3D people, you may need to do the rigging, if they're already rigged you need to pose them, you may also need to change their materials to have variations, and only then comes the many test renders until it looks fine... Plus: if you want to see the true potential of 2d people, check these two : https://www.beautyandthebit.com/work/ https://mir.no/work
  8. My humble advice is to search locally for work, hopefully if you live in a developed country you will find job. If you want to freelance online you may need to invest much more time and money building your reputation and improving your skills. cause you'll be competing with the whole world... but honestly it's not worth it, I used to have high expectations until I saw freelancing sites like fiverr I was very disappointed. now I'm thinking of completely getting away from 3D business or doing it from time to time for the fun. for graphic design It's even worse, cause it doesn't take much for people to start making logos and brochures...etc, the competition is more stiff, unlike 3D at least you need a good computer to make good art.
  9. I would go for unreal engine, Epic games are giving huge attention for Archviz, the next version of unreal (4.18) will have an improved lightmass engine, which means lighting will look even better '' Coming in 4.18: Lightmass skylight solver improvements * Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic. Directionality in shadowed areas is improved. Mip level is chosen based on the ray differential for anti-aliasing. * Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings. More bounces results in longer build times, and the radiosity time is not distributable. * The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners * Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%. * Added support for Embree packet tracing although no solver algorithms use it yet '' + the new datasmith will be available hopefully it's a game changer.
  10. Hello Archviz community, I'm practicing post processing, inserting 2d people in renders, I've used evermotion archinterior scenes for for this, I want to achieve a look as natural as possible. for overcast weather & soft lighting it's not hard I think, the real challenge is in the sunny days again casting shadows on ground is Ok but trying to determine where shadows are cast on other people and near objects takes skill (or maybe there's a tool for this I'm unaware of ?) Also, shadows and direct light are not the only thing to take onto consideration, it's also about indirect lighting (GI), ambient occlusion, reflections, perspective, scale, having the correct blur, story, and of course good masking... I know that 3D people can spare you from all of this , but the ones available today are either too expensive or not realistic. plus you need to know rigging in order to pose them in an interesting way. I'm thinking about taking tutorials from photographers like Phlearn to learn correct compositing... could you please critic this works, and share your workflow of populating your renders.
  11. Much thanks!! you're totally right, but at the current moment I'm more worried about finding clients rather than making large revenues... the competition is tough for freelancers... weird how I didn't notice that flat chair until now XD
  12. http://www.textures.com I think it's the best, they even have materials and 3D scanned objects now. only downside is that big resolutions costs a lot of premium credit.
  13. Indeed roads on slopped terrain are a big hassle, I remember buying the plugin Ghosttown just for them, but didn't do the job well, I've also tried cityengine it's much better (suitable for aerial renders), but now I'm doing it all manually... I don't think autodesk will work on this, they probably want people to use civil 3D in coordination with max to make roads, highways, bridges... etc. Just like they want us to use Revit for modeling architecture, but revit geometry is the worst I've seen
  14. all of this is the consequence of overpopulation, Indian mothers should slow down with the reproduction process ... otherwise we will end up with people making animations for 5$ I myself I'm from the third world, but honestly If I was able I would never let my parents give birth to me...
  15. Hello guys, so just want your opinions about my first serious non personal project I did this couple of renders for 150$ : https://www.behance.net/gallery/55555817/Interiors-for-a-client
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