Jump to content

harryhood

Members
  • Posts

    36
  • Joined

Personal Information

  • Country
    United_States

harryhood's Achievements

Newbie

Newbie (1/14)

10

Reputation

  1. I'm a little late to the party but figured I'd throw my 2 cents in. I work for a general contractor, and we implement Revit on nearly every project (among other 3D software). We typically have modeled our own architectural model off the 2D CD's (either the architect didn't model or they modeled only a design model for their internal use). But there are a handful of projects where the architect has modeled, and shared, their Revit models as well as maintained them through the life of the project. I can't tell you how much I prefer the latter . There are still other separate models for construction and coordination such as civil, steel, foundations, and M&E. Those aren't all done in Revit though. Steel might be Revit for CD's but not for fabrication, that's usually done in Tekla. Our M&E subs prefer AutoCad MEP vs Revit MEP. We tend to use Revit along with several other programs for a multitude of purposes.
  2. I think you could benefit from adjusting your depth of field. Everything in your image from the foreground to the background is in focus and it makes it look flat. Lighting and textures look good though.
  3. The one thing that caught my eye right away was depth of field, or lack there of. Everything in the foreground is as sharp as the background, and midground for that matter. It looks like you might have blurred the perimeter of the image? Also, not exactly sure what that object is standing on your slab in the corner near the bottom of the image, but it looks like it was added in post (it doesn't cast a shadow). I like where you're going with the building materials but IMO they need to be varied a little more. While there aren't any obvious seams, it does appear repetative. I like the sky, and great job with the plants. Something looks off with the grass though. It almost looks like its unevenly cut. It also appears to be repetative with the dark/light patches. Keep up the good work.
  4. thanks djoshi. for the ivy I used Thomas Luft's Ivy Generator http://graphics.uni-konstanz.de/~luft/ivy_generator/. Thanks again to PAWUK for recommending it. I wish I had some more time to play around with it. I see what you're saying about the stones. I tried both bump and displacement maps (the latter being what I settled on). I'll reduce it some and see if that improves.
  5. I've been posting this in the WIP forum, and right now I'm done. I need to move on with other projects. Thanks to PAWUK for your comments. I'd like to play around with the ivy some more (just started using Thomas Luft's Ivy Generator), but that will have to wait for another day. I'm pretty satisfied with where its at, but I'd love to hear any comments/crits you guys have. Thanks.
  6. here's after some playing around with that ivy generator. it's pretty cool, but i had problem with textures. I had to export the vines and leaves separately to apply different textures, and no textures appeared in the generator's workspace (it looks like it does on demos however). I'm still trying to get the right size, shape. I also adjusted the wall and steps textures some. comments/crits welcome, thanks.
  7. I agree with the table reflections. Also, I'm not sure exactly what it is but it just doesn't blend well with the background. Maybe some DOF effect or desaturating your 3D elements some will help.
  8. I changed the texture on the wall, the steps are next. I've been working on getting a good plaster look, will it peeling and everything but I'm having trouble getting it to look right. I have a lot of reference, its just the execution I'm struggling with.
  9. Thank you for your comments PAWUK. Texturing hasn't really been my strong area, and I know I've got a lot of work to do to improve. That ivy generator looks pretty good, I'll try that out.
  10. been a while since I've worked on this, here's some plants put in. I'm not crazy about them, but I'm not sure what else to do about vegetation. these are free models found on turbosquid and other similar sites. and ideas, or crits on any other aspect of the image?
  11. Here's an image I've been working on. I have quite a bit of reference from this Italian courtyard, and I've chosen a closeup view. Rendered in Max 9 with a spot light and skylight. I still have some minor modeling I need to do such as finish the window shutter, railing by the left steps, and some plants (not sure how I want to go about plants right now). I also need to dirty up the textures some more, add some variance. I'd like to hear any feedback if you got it. Thanks. ETA: The floor right now is just a plain with a texture+bump. I tried a displacement modifier (max) but when I rendered it, everything was much darker. Not really sure how that happened, but If I have to I'll just add another light.
  12. I had posted this in the WIP section, but I think I'm done with this for now as I need to move onto another project. Rendered with mental ray in Max with final gather. http://img518.imageshack.us/img518/87/layered01pl2.png http://img522.imageshack.us/img522/8405/layered02uy1.png http://img522.imageshack.us/img522/8510/layered03mv0.png
  13. The lighting is a little flat. It actually looks like you just stuck a skylight in there. The lights appear to be on, but the lighting doesn't reflect that. For example there's no shadows under the bottom cabinets, the chairs, or anywhere really. The floor texture on the left is missing the grout which should be separating the tiles facing different directions running along the cabinets. Instead they're just butted up right next to each other. There is also a small but noticeable issue with the tiles on the right side just right of the closest stool where it doesn't match (again where the tiles facing different directions meet). I think if you fixed that, mostly the lighting, you could improve this image tenfold. Other than that it's a good start.
  14. here's an update, adjusted texture which should now be scaled properly.
  15. Ok thanks. The modeling is all to scale, so I'll have to work on the texture and scale the bricks down. Thanks for pointing that out.
×
×
  • Create New...