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  1. Hi i'm not sure if this post should be here or in archviz business discussion, but i would appreciate any experience sharing My ordinary work consists on producing high resolution renders , generally around 4500 x 2800. The standard use for this is of course, normal printing, brochures, media, and up to 100 cm prints, you know the "normal" stuff which works well with the given resolution. I specify all this information on the deliverables section of my price quote. Then client ask me for a higher resolution version since printing a 2,5 x 2,2 meters image for indoor use, viewed at 80cm looks...pixelated (as expected.) Then i (try to) explain that, THAT wasn't part of the original request, and it involves higher detail, more hours and of course post producing a 12.000 px wide image is far more complex computer wise. after email number 34 and doing all kind of metaphors to explain to a complete layman i'm starting to doubt about what i'm doing, and would ask my fellow visualizers. The thing is, how do you manage this situations, or how do you charge for redoing a much higher resolution version, if technically possible. after all there is art in the process, and hours of retouching and layers of this and that to produce the final image, which in many cases may be ignored by less sensitive clients. Thank You! Sergio
  2. I've been pulling whats left of my hair out trying to determine why my ground/gravel/concrete materials comes out grainy an distorted. I've found some high res. bitmaps and am using them but I think I'm missing a key detail. I've read that the size of the bitmap has to be in correlation to the resolution of the final render but I couldn't find the equation for it. Somewhere else I've read stated you should "stitch" them together in Pshop then apply them. I'm modeling a simple back yard, it can't be that hard to make gravel or stained concrete look good with high res images, so it must be something I'm missing. I've seen street blocks in here look better then the backyard patio I'm rendering! Lol... Help in this would be greatly appreciated from all those in the know.
  3. Hello everyone. Question: What resolution do you set for the final render? End then what resolution do you set after post-production is done and you are sending the file to your client? Do you discuss final image size with the client before you render or they usually don't care about things like that? Thanks.
  4. Hello guys, I just published a stone texture Collection with a wide array of marble, natural stone, granit, travertine and basalt. I took the pictures in a natural stone factory site on large blocks (some of them was 3.80 m wide !) it was very interesting and impressive to carry such heavy stone with a dedicated crane equipped with hydrolic suction discs. My goal was to provide a good choice of high resolution quality textures with large real life dimensions, so it allow you to reduce the pattern effect typical of most of others available textures Please tell me if you find this collection pertinent and what you think about the product, the presentation etc.. some photoshop layers are also provided to make joints for your own customized slab/tiles if you have any remarks ... http://www.turbosquid.com/FullPreview/Index.cfm/ID/557096 Thanks
  5. This is hard to explain... Ok, what is the relationship b/t texture size and the size of your model in 3ds? For instance, if you modeled a 6 ft tall shack and you needed a wood material for it, and at some places, some dirt... how do you know how big to make your texture? I think the standard biggest size a texture should be is 1024 x 1024 yes? So let's say you imported a 1024 x 1024 texture for this 6 ft tall shack...how much of the shack would be covered before it would start to repeat? What is the resolution of models created in 3ds? And, another related question.. if you wanted the dirt on some parts of the shack, let's say in 2 random places, you obviously couldn't use the same texture and repeat it b/c of the dirt part. So how would you go about texturing it then? Would it be multiple textures used? It couldn't be one huge texture (like covering one whole side of the shack, which would get rid of the repeating problem) b/c it would need to be huge to be a sharp resolution to cover that space, yes? If the texture was too small, and it was used for a whole side of the shack (non-repeated), it would blur, correct? And stretch? So how do you know at what point blurring/stretching would occur? I hope I am clear enough here. Having trouble on how to word these questions
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