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BenM08

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  1. thanks schmuck :-) I am actually going to push the 'spookiness' a bit more in the end end product I think, some god rays/fog through the large windows, a bit more grunge in areas, darker gloomier moonlit lighting, and possibly a little change in composition and It way really give ya the chills ^.^
  2. Just a suggestion to avoid your thread getting flamed and downward spiraling as it already has I would re post your work in the WIP section. You wont see as many blunt and off topic comments in there, people are more likely to want to help you succeed rather than to make themselves feel better by putting you down. With that being said as some others have stated there are some key things to change in raising the quality of your image before its 'final', so focus on those things and go from there in the WIP section. Best of luck.
  3. Thanks RyderSK I'd like to see how your attempt looked! :-)
  4. I am really diggin the color pallet used throughout the scenes between the wall colors and carpet etc. I think it works really well and you've made it seem like a positive place that would 'rehabilitate' people. Not sure if its bc some of the machines are photos (could be cg, Im unsure) but in a few areas they lack ao or any contact shadows. As you already mentioned some of the people/props seemed more rushed and thrown in there as others, if you get to go back to this image maybe either taking out some of the props on the table with a stretched/flat perspective, or using some 3d objects for them instead. Also the car I could see them asking for it but I think rather than throwing a car in the lobby that feels a bit out of place a large poster advertising "Driving Rehab" or something of that sort may have fit the environment a bit better. But with that being said we all know how clients and deadlines can be. Overall really nice scene!
  5. Studio/Institution: The Quintek Group Client: Studio Sample Genre: Other Software: Maya, Mental Ray, Photoshop Website: http://www.benmarouski.com Description: I attempted to recreate Sweeney Todd's deathly barbershop from the film. I modeled as exact as I could in reference to the movie, and took some artistic freedom with the look and feel of the lighting/texturing (a bit more stylized than most arch viz stuff). This is the still to an animation and WIP time-lapse series that is to come as a studio sample where compositors/texture artist Brian Losey, and Shawn Sheehan will too do a series of timelapse for the final composition of the piece. Right now I have animated the chair and this is my precomp in photoshop. CC always welcome thanks for looking! The time-lapse series is going to be on our blog and posted here. http://thequintekblog.squarespace.com/
  6. Its a very good render, but the leaves on the top left trees close to the camera look massive and a little bit like the alphas may not be working or something because they lack the shape of a leaf. Other than that scale issue the image feels really nice. Keep it up, gl in your competition.
  7. Studio/Institution: The Quintek Group Client: Studio Sample Genre: Residential Exterior Software: Maya, Mental Ray, Photoshop Website: http://www.benmarouski.com , www.quintekgroup.com Description: This was a sample exterior project, I found an article about the original house on dezeen.com and liked how it was about the size of a small apartment but felt much larger in look, and feel. The modeling was pretty simple for this piece so It became more of a composition practice for the overall image more than anything else. Thanks for looking CC always welcome. -Ben
  8. well even when using an hdri as an ibl I will usually always have a directional light within the scene to cast my shadows where I want them. As far as beveling or smoothing, I almost always do one or the other since nothing technically has a perfect hard edge. Which one you choose to do usually depends on 1. how far from the camera it is 2. How sharp or soft the hard edge really is in its material etc. hope that helps
  9. It may just be a focal length thing on your camera but for some reason I have an issue with the scale throughout the scene. Im trying to picture if I were standing in the kitchen where things would sit height wise. It feels a bit squished down and a person would seem huge in there but it could just be me. The background picture right now is a bit distracting and I feel you could find something to fit in your scene more comfortably. I would take a look at your stove texture if you are going for a stainless steel, or steel, metal texture I would perhaps look at some ref pics of how those surfaces/texture react with light right now its feeling a bit flat and grey (although some nice spec highlight on the top portion). Keep up the good work though its definitely coming along and this last post showed a huge improvement with your lighting!
  10. Here is an update, still unfinished but thinking this is where its headed. Modeling the bike was sort of fun :-) Going to go in and add some grunge and adjust the comp a bit but its WIP for a reason CC ALWAYS welcome.
  11. Nice image so far, a lot of it feels very real and clean. Things that should be looked at -Stretching of your uv's/texture on your walls sometimes that texture is wider than tall, and in other spots its narrow and thin, I'd make sure it stays consistent throughout, I'd also check the scale of that pattern to be sure those are supposed to be that large. -Something isnt working for me about the roof I took the image into photoshop and lopped off the roof section and really really liked it, feels a lot more real without whats going on up there. I think right now its just a little hard to read what's going on up there. Whether its a skylight sort of thing, or some light fixture or just intricate design up there. Overall very nice though man keep it up!
  12. I know its been a while since I updated it but I hadn't touched it since my last post until yesterday. Its still far from final, today Im going to model a classy looking bicycle to add to the foreground leaning up against the wall. Any other small elements ppl think I should add? Also the background is not a final decision just sorta threw it in there although it has potential even though the clods seem at a kind of off angle. Any CC is welcome. @Ngel thank you for you comment btw. The texture on the wall as actually like a stone of some sort I need to re read the article I got my reference from to see what exactly its made of but I matched it pretty close to the photography.
  13. it looks pretty nice cant really critique it much if you were under such a ridiculous deadline.... anything anyone can get done in an hour is good. I would address the ground for sure though and your sky looks really really stretched, not sure if you are doing your sky in post or rendering it with your ibl background turned on. The building itself looks nice though especially if you really only had 1 hour start to finish. Not sure if I like the wireframe fall off to black, perhaps a faded wireframe on the render itself would look better than fading it all the way to blacks and just having a full wireframe of a cg car.
  14. Studio/Institution: The Quintek Group Client: Studio Sample Genre: Residential Exterior Software: Maya/MR Website: http://www.benmarouski.com , http://www.quintekgroup.com/ Description: Hi guys, It's been forever since I posted on here, I havent since last year when I was finishing up school. I'm currently in the middle stages of working on 'The Mendosa House'. I'm just working on it when I have a little bit of downtime during my work day so its been a lot slower than I'd hope. Figured I'd start posting my WIP as I finish up some minor modeling and texture work. Things I'm looking to fix is lighten up the front a bit, add some tiny details (any ideas?) And obviously the background etc is still to be decided. all CC is welcome! Thanks for looking. ORIGINAL POST:
  15. top notch images Fran. Motivational stuff, i too was curious about the rug, glad to know it was poly modeled, I was baffled thinking of a way to make it with just a shader.
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