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Police Building


marvins_dad
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I haven't posted anything yet...mainly because the majority of you really have it all figured out and I don't have anything that compares to the quality of your expertise.

 

Anyhow - I guess you gotta start somewhere with asking for help and suggestions.

 

I am running Viz 2006 with Mental Ray renderer.

This model is using a "Sun" light source with Global Illumination.

 

I can model - but when it comes to textures and lighting I have tons to learn!

 

What can I do to make my renderings pop more and look less flat?

 

 

Okay - let me have it.:(

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i don't know much about MR but it looks as if you have the exposure control turned on under the environments panel. In vray this tends to cause the image to looked "washed out"

 

if you do have it on try rendering a version with it off, you may need to adjust your lighting to create the correct illumination.

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I have linear exposure on but Exposure Value is set at 0. Brightness and Contrast are set at 50% and Physical Scale is at 1500.

I turned it off and everything went way too dark. I guess I could play with the percentage of exposure or try to tweek the sun numbers to get more output out of it.:confused:

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before you focus on entourage, focus on you rmain subject.......then go from there,, sometimes the best solution is less is more then work on the subtleties.you will get your desired results, and this is the best place to start.

keep it up...(my latest coments are out of having to many drrinks, my apologies)

 

cheers

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Hi Marvins, what happened with your RPC cars (are RPC, right?) Look too strange...

 

They are the low poly RPC's for populating parking lots - not meant to be seen this close, most likely. Also, all the RPC's are really strangely tweeked w/ lighting because of the use of Mental Ray and using RPC for Mental Ray plugin...I haven't been able to figure out how to tweek them yet.

 

These stills were created on a strict deadline and on machines that can barely render them without crashing...that is the main reason there is entourage - because I had to have that content in the final rendering. I have another go at the final since they didn't like the initial material choices of the building so I am working on this project between other models trying to get it to look more realistic.

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Good modeling. That looks like a fun building to work on. I like james prefer straigh "no exposure control." Just play with the contrast in photoshop. You have a lot of metal on this building, which means you should have a lot of reflection and/or specular hilights. Try using a standard material, with specular leval at 90 and glossiness at 10. Lastly, your grass is way bright and over saturated. If you feel like you have to use that map give it an output rgb value of 0.7. Show us an update.

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Good modeling. That looks like a fun building to work on. I like james prefer straigh "no exposure control." Just play with the contrast in photoshop. You have a lot of metal on this building, which means you should have a lot of reflection and/or specular hilights. Try using a standard material, with specular leval at 90 and glossiness at 10. Lastly, your grass is way bright and over saturated. If you feel like you have to use that map give it an output rgb value of 0.7. Show us an update.

 

Thanks - I'll try that.

 

Yeah the grass is something I have been battling to make it look real...I think maybe the map itself is too light...I'll check that out.

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