RyanSpaulding Posted December 6, 2005 Share Posted December 6, 2005 Hey all, You've seen this image before. I've added some GI, more life, changed the sun angle, soft shadows, and more added effects. I have to run another render this weekend of it and am looking for some good CC before my final version is done. Let me know. Software is Vue 5 and I'm trying to get the most realism I can. Thanks in advance. EDIT: I know the pots are missing flowers and the front flowers in front of the fountain are in the air (stupid ecosystem problem). That's part of the reason there will be another render. This IS the WIP forum... Link to comment Share on other sites More sharing options...
Sketchrender Posted December 6, 2005 Share Posted December 6, 2005 hi I think if you are stuck rendering in vue , the sky is my biggest problem. THe textures are repedative , and not refined enough, but that is down to the renderer. Present it differently, ie black border, it makes the colours jump out more. phil Link to comment Share on other sites More sharing options...
loydering Posted December 6, 2005 Share Posted December 6, 2005 Ryan, Real quick question: what platform are you using for the model? Philip makes a good point about the textures tiling. I also agree with him on the sky, however I think something a bit more dramatic and matches you lighting would be appropriate. Since the light source is coming from behind the view, the sky should match. I checked our library to see if there was anything that might help, but no go. I did find several that might work at Mayang's Free Textures: http://www.mayang.com/textures/Nature/html/Clouds/index.html I'm sure you'll know which sky would be best once you see it. I would also suggest maybe adding a couple more cars and people. No doubt you already have that in mind. My last suggestion would be to pull the forground shadow up a bit more. I know you mentioned fading them back, but now the foreground is getting pretty flat. Maybe that's the goal: to focus more on the building. Great work. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 6, 2005 Author Share Posted December 6, 2005 Ryan, Real quick question: what platform are you using for the model? Philip makes a good point about the textures tiling. I also agree with him on the sky, however I think something a bit more dramatic and matches you lighting would be appropriate. Since the light source is coming from behind the view, the sky should match. I checked our library to see if there was anything that might help, but no go. I did find several that might work at Mayang's Free Textures: http://www.mayang.com/textures/Nature/html/Clouds/index.html I'm sure you'll know which sky would be best once you see it. I would also suggest maybe adding a couple more cars and people. No doubt you already have that in mind. My last suggestion would be to pull the forground shadow up a bit more. I know you mentioned fading them back, but now the foreground is getting pretty flat. Maybe that's the goal: to focus more on the building. Great work. I like the black backround idea. Definitely makes it stand out. I'm changing the tiling brick to a newer brick with a bit brighter coarsing as that is what's making it not stand out enough. I'll change the sky or use a different Vue sky. What is it that you guys don't like about it? Thanks for the link btw. More cars and more people are definitely in the final. I'm waiting to puchase some procedural car paints before I add more cars. As for the shadowing, did you mean I may want to have the sun be higher (more noonish) so that I get better shadows in the foreground? Thanks for the CC. Everyone keep em comin! Link to comment Share on other sites More sharing options...
loydering Posted December 6, 2005 Share Posted December 6, 2005 On the brick, if you are using a map, I would suggest going to procedural. There's a lot more control over the tiling. If you set the nuber of rows and columns high enough, the tiling disappears (or at least is not as obvious). Just be careful you don't go too high. Also, using "real-world coordinates" can be handy. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 6, 2005 Author Share Posted December 6, 2005 On the brick, if you are using a map, I would suggest going to procedural. There's a lot more control over the tiling. If you set the nuber of rows and columns high enough, the tiling disappears (or at least is not as obvious). Just be careful you don't go too high. Also, using "real-world coordinates" can be handy. I picked a rose brick from the Belken Brick Generator. It shouldn't tile like it did before. Do you use Vue? Link to comment Share on other sites More sharing options...
loydering Posted December 6, 2005 Share Posted December 6, 2005 No, but I'd love to use Vue5 sometime. I've seen some real slick stuff from it. We were looking at it primarily for the foliage generation, but went with OnyxTree instead (works right in max). We need to keep the "pipeline" in mind when puchasing software and right now the goal is to keep it as simple as possible. Link to comment Share on other sites More sharing options...
vizwhiz Posted December 6, 2005 Share Posted December 6, 2005 hi There Ryan are you considering adding a Camera Correction modifier?? Randy Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 6, 2005 Author Share Posted December 6, 2005 hi There Ryan are you considering adding a Camera Correction modifier?? Randy Oh to live in Maxville... Cant in Vue5 to my knowledge Link to comment Share on other sites More sharing options...
Brian Cassil Posted December 7, 2005 Share Posted December 7, 2005 Oh to live in Maxville... Cant in Vue5 to my knowledge Then simply make your camera level, adjust the aspect ratio and crop out any undesired areas. That what I do even though there is the camera correction modifier in max. Link to comment Share on other sites More sharing options...
Tim Saunders Posted December 7, 2005 Share Posted December 7, 2005 i was just about to ask if you were planning on using a brick generator as you discovered the last time you posted this. sounds like you are. this is needed in the building in the left foreground too. a major thing that i'm suprized nobody mentioned, is the green canopies and the main entry covering. that green is killing the scene. it looks so unnatural. your modeling is great, lighting is ppretty good, compo is getting there, but seriously, that green needs some serious specular highlights or something to make it look convincing. i assume it is metal right? not sure what renderer your using, but if your using standard mats, try like specular-90 and diffuse-10. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 7, 2005 Author Share Posted December 7, 2005 i was just about to ask if you were planning on using a brick generator as you discovered the last time you posted this. sounds like you are. this is needed in the building in the left foreground too. a major thing that i'm suprized nobody mentioned, is the green canopies and the main entry covering. that green is killing the scene. it looks so unnatural. your modeling is great, lighting is ppretty good, compo is getting there, but seriously, that green needs some serious specular highlights or something to make it look convincing. i assume it is metal right? not sure what renderer your using, but if your using standard mats, try like specular-90 and diffuse-10. Will do on all of this. There are already new bricks using the brick gen. Looks MUCH better. I'll fix the green as well. Link to comment Share on other sites More sharing options...
Tim Saunders Posted December 7, 2005 Share Posted December 7, 2005 right on. be sure to show us the result. oh yeah, earlier i said to fix the brick on the building on the left foreground. you probably figured i meant the building on the right foreground. ha. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted December 7, 2005 Share Posted December 7, 2005 Then simply make your camera level, adjust the aspect ratio and crop out any undesired areas. That what I do even though there is the camera correction modifier in max. this is the proper way. no crazy distorting. Link to comment Share on other sites More sharing options...
Tim Saunders Posted December 7, 2005 Share Posted December 7, 2005 here's kind of what i mean with the green metal. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 7, 2005 Author Share Posted December 7, 2005 Then simply make your camera level, adjust the aspect ratio and crop out any undesired areas. That what I do even though there is the camera correction modifier in max. Do I adjust it horizontally, vertically, or both? Link to comment Share on other sites More sharing options...
Tim Saunders Posted December 7, 2005 Share Posted December 7, 2005 ew..sorry about the artifacts in that image. crappy compression. see how the trelous on the left is more specular than the on right in fromt of the camera? there should be some way to achieve specular hilights in vue right? and what brian is talking about is leveling out the camera and simply render the image taller. then crop after it renders. Link to comment Share on other sites More sharing options...
Brian Cassil Posted December 7, 2005 Share Posted December 7, 2005 Do I adjust it horizontally, vertically, or both? Having never used vue I can't say for sure but you probably need to adjust the vertical pixels. The width will be determined by your camera settings and if you add more height in your rendering ouput you will in essence be adding more foreground and sky. You can then crop out the undesired foreground. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 7, 2005 Author Share Posted December 7, 2005 You guys are good. Just gotta add more people and autos, tweak a few textures, and I should be ready to render. I'll definitely be posting the final on Monday. Link to comment Share on other sites More sharing options...
loydering Posted December 7, 2005 Share Posted December 7, 2005 here's kind of what i mean with the green metal. Tim, Good to see some of Lowpolygon3D people in there. How do you like thim? I downloaded one from AXYZ but couldn't get more than one. Weird. Link to comment Share on other sites More sharing options...
Tim Saunders Posted December 7, 2005 Share Posted December 7, 2005 Tim, Good to see some of Lowpolygon3D people in there. How do you like thim? I downloaded one from AXYZ but couldn't get more than one. Weird. yeah i'm for sre sold. all axyz has for free is one sample, but i love her. i think i'm going with them. brian has me thinking about got3d as well. sorry to steel your thread ryan. you can have it back now. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 7, 2005 Author Share Posted December 7, 2005 yeah i'm for sre sold. all axyz has for free is one sample, but i love her. i think i'm going with them. brian has me thinking about got3d as well. sorry to steel your thread ryan. you can have it back now. Haha. I'm finished with it. I think the Got3D people look nice. Dont got the cash for that yet tho. Link to comment Share on other sites More sharing options...
RyanSpaulding Posted December 11, 2005 Author Share Posted December 11, 2005 Final image is done. CC welcome. Link to comment Share on other sites More sharing options...
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