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deC9r

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  1. Hi folks, I'm trying to improve my shading skills therefore i built two polycarbonat shaders. An old version and a new one. I used for the old version just bercon maps to get the used look and a dirt map. I really would appreciate if you could point out flaws in the shaders if you see any. dec9r
  2. Load image in photoshop increase contrast until it's b/w, load up your 3d programm, use multiscatter or forest pack, add models (people) use your generated image as distribution map.
  3. i think you checked the "affect backround" , turn it off, or get and alpha channel and reapply the brackround in psd
  4. well i just give it a try if it creates nice uv maps, thats the only thing im looking forward to. it's a rough type of stone... changing the texture takes 10mins but thanks for your opinion
  5. interesting the rock generator uses the same modeling technique, however the comments are full of problems but thanks for sharing, next time i give it a try, maybe it works out for me
  6. Studio/Institution: deC9r Genre: Landscaping Software: 3ds Max, Vray, Multiscatter Description: Hi folks, recently i was working on some stones for exteriors. Im pretty satisfied with the end result however i like to hear your opinion, maybe there's something i left out or could be done better. The stones are modeled in 3ds Max, Painted in Mudbox, Maps done in CrazyBump, colorvariation and distribution via Multiscatter. Btw the picture is a render straight out of max. cheers deC9r
  7. select the faces you want to get more details on and press tesselate, btw the topology can be changed with one graphite tool
  8. hi buddy, im not working with Maxwell, but i think it's just the color temperature and the exposure which needs some optimisation. You can clearly see in the second picture that it's slightly overexposed,color temperature is corrected and also the contrast is much harder than your's. btw i would fix these things in postproduction Hope i could help
  9. Hi buddy, you got a major issue with repeating textures, read this article helped me a lot http://www.neilblevins.com/cg_education/tiling_trick/tiling_trick.htm
  10. nice render, but i think you have to improve your postproduction skills. Most common mistakes are to over saturate the colors, a too low contrast and no unity off all picture elements. For example the red is to much saturated. Also you got a blue sky but the color temperature of the building is more warm with a magenta pass. Also it is clearly visible that your sky has much more noise than the actuall render. You have to pay more attention on little details who narrate one experienced eye if it's real or not i took 3mins to show u what i meant, btw i didnt fix the noise in the sky.
  11. hi folks, i'm recently working on a stone model. After finishing the modeling and setting up the uvs i imported the model (obj) in mudbox and painted a 8192x8192 diffuse map. Then i created the spec and normal map with crazybump. After i inserted a VrayNormalMap (gamma overide to 1) into the BumpMap (value 300) slot i got some strange reflective area on the stone, looks like one UV junk is not reflecting correctly. Lightning source is a Domelight with a VrayHDRI map. Maybe somebody knows a solution with normal-bump-map https://dl.dropboxusercontent.com/u/31534319/Stone_01_with_normalbump.jpg without normal-bump-map https://dl.dropboxusercontent.com/u/31534319/Stone_01_without_normalbump.jpg Diffusemap reduced size from 8192px to 800px https://dl.dropboxusercontent.com/u/31534319/Ston_01_COLOR%20Kopie.jpg NormalMap reduced size from 8192px to 800px https://dl.dropboxusercontent.com/u/31534319/Ston_01_COLOR.jpg edit: maybe it's a uv junk problem, because that one uv part is covering a "hard edge" which could lead to this problem, i'll give it a try tomorrow Must have been an unwrap UVW junk problem, looks alright know So today i tested the model with multiscatter and it looks perfect to me cheers deC9r
  12. I got a 386 with windows 3.11. Painting with paint was really nice
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