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arnoudschoofs

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  1. Scott, funny you bring up darth vader on a segway. In our previews we`ve often tried to place him, exactly for the same reasons as metioned over here. He never made it to the final image...too bad
  2. on the angle: perhaps consider setting up your camera perpendicular to the back facade, since it's such an orthogonal building. Maybe try out a portrait format that emphasises the height of the atrium. Further more You can add some more detail in the ceiling of the top two floors. In such a business/office environment it's quite often heavily perforated with lighting fixtures, air conditioning, sprinklers, etc
  3. Yesterday we visited an Autodesk workshop on gamification, because we also strongly belief in the real time engines like Unreal for archviz. Autodesk recently bought Bitsquid and they're are currently developping it further on to create an efficient pipeline between 3dsmax and the game engine. plus : you will be able to use referenced geometry// they'll provide easy (free) output for every platform // there will be an integrated feature that will optimise your geometry in the background when importing into the game engine downside : it will be for mental ray/iray only, you 'll have to convert vray shaders with a script // they couldn't tell when it would be released
  4. Mo, in our contract it clearly states that we're not liable for the result of the competition. The architectural competition is their financial risk; For architects an architectural competition equals changing everything until the deadline. On such moments we clearly communicate to them that we can no longer guarantee full quality, timing, etc. if they really want us to alter things. They usually understand. I also agree with Dean that you should have an overall liability insurance, hardware insurance etc..
  5. Hi, our client insisted on inserting the carpet below in an interior shot. The carpet will be pretty close to the camera, so we require a lot of detail. Any suggestions on how to model/texture it would be appreciated thx
  6. Studio/Institution: bump Genre: Commercial Exterior Software: 3ds max Website: http://www.bump.nu Description: hi guys, i'm out of inspiration for this one and would appreciate some input to improve the image. Still need to add some 'life' ( interior of the house, people on the street,etc ) but it is the overall image that's not convincing me right now. need to finish over the weekend thanks!
  7. Thanks for the reply Dean. We mostly use object refferences, this has been working OK so far. Reorganizing our textures from the object library to the texture library is going to be a pain but it seems that its the only way to fix our problem and have a clear system for future projects, thanks for the suggestion! Arnoud
  8. What is the best way to organize your model library and its textures? This is how we work now but it seems that there should be an easier way: We organized our server in a "projects", "model library" and a "texture library" part. ( see image attached ) When we work on a project we often modify a textures for a specific scene, to protect the original textures we copy them from the texture library to the project folder. To keep our model library organized it has many subfolders. The scenes are always in a "scene" folder with there textures in a "texture" folder in the same subfolder. When we reference an object from the model library we add its subfolder path to the user paths so max finds its textures. However this is very cumbersome if you have many referenced files from different folders. Another hassle is that the user paths are stored locally so if the same render scene is opened on a different machine we need to relink all the user paths of the referenced files. Another option is copying all the textures from the referenced files to the project folder but this results in many duplicate files on the server. Is there a way so max finds the textures from all the referenced files? (we have more then 99 subfolders in our model library so adding the whole model library to the user paths is not an option...)
  9. Hi, We’re using Maya ( mental ray ) for 5 years successfully now. And thanks to online courses like digital tutors we can keep updating our skills. Lately we inscribed for Max courses because we believe it has some advantages over Maya that will improve our workflow: -There's a lot more available on the web that is plug_and_play for Max and Vray. Think 3d models, plugins, tutorials, blogs, Revit compatibility, etc.. We've spend many hours in 'transforming' things to Maya -Most students, freelancers over here use/are trained in Max This does not imply that we're going to throw away all the Maya experience and libraries. But we just can't ignore that Max is the market standard and therefore we have to acquire and master those skills. It will just depend on the project which software will be used. We're convinced that the choice of the right software is mainly based on optimising our workflow. But it's not the choice of software that will determine the artistic value or quality of your final product. That's HR managment.
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