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modo 201 Interior


Yazan
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TheAllusionist: Yes I totally agree. Actually it makes it look like a canvas instead of a brick pattern. I have some additional piping and wiring as well as lighting fixtures to go that wall. A painting will definetly find its way now that you mentioned it.

 

IC: very little. I exported a depth image along with the render (It comes in as an alpha channel), and I used it with lens blur in CS2 to get some depth. I also added alitle glow on the windows. The image was saved in exr format so I did play with exposure.

 

Brian Cassil: I got comfortable with modo 201 extremely quickly... to the point i wasn't really learning anything new, I was just at home with it. This scene was so simple to light. 1 big area light from the outside. One directional sunlight and I turned on Global Illumination at 2 bounces. Everything was at default values. I also had an ambient occlusion map for the walls baked out and brought back in as a multiplied layer in addition to the GI. Baking was simple as fast. UVing is rediculously easy for me in 201 as well. I was even able to look at my AO layer and smudge a few corners. I really think its holding its own (modo 201) promise in being an excellent renderer. The interactive realtime preview window is amazing for checking your textures and lighting in the scene. I would suggest to try 201 once the eval is out. Nothing better than to try it your self. The info is at the top of the image below. 1.41hrs for 7.5 million polys ain't bad I would think.

 

Here's the original

Interior_03.jpg

 

And the scene from a distance

Interior_Setup.jpg

 

Thank you for the comments by the way

 

Yazan

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No I don't. I'm back at the office tomorrow and I'll post a step by step with snap shots of the interface.

 

Yazan

 

Edit: I'm sorry CHE I haven't had time to get to the office. Give a day or so. Thanks.

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when you mean accurately I think that needs to be defined as how accurate. You need to remember it is a polygonal and subdivision modeling program in addition to the texturing, painting and rendering aspects. You can definetly enter numerical values down to a certain unit, I really am not sure but I've seen the grid go down to only 200um which is .2mm and this is the grid which still means you can have a bit more flexibility in the um range. But when creating, modifiying or multiplying you can either haul manually or enter numerical numbers. I'm not much of CAD person so maybe posting these questions in their forums will give you better answers.

 

Yazan

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when you mean accurately I think that needs to be defined as how accurate. You need to remember it is a polygonal and subdivision modeling program in addition to the texturing, painting and rendering aspects. You can definetly enter numerical values down to a certain unit, I really am not sure but I've seen the grid go down to only 200um which is .2mm and this is the grid which still means you can have a bit more flexibility in the um range. But when creating, modifiying or multiplying you can either haul manually or enter numerical numbers. I'm not much of CAD person so maybe posting these questions in their forums will give you better answers.

Yazan

 

 

thanks, I was curious about modeling to scale which is important for GI or rather radiosity. i saw your rally car it looks sweet. maybe you can post of tut or something on how you make that come together.

one thing i like about max, is the fact that I can draw primitives anywhere I want unlike let's say C4D which places them in the center at a predetermined size. what does modo do?

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modo can do both either place an automatic default primitive at 1mx1m in the middle, or you can haul the tool around, like freehanding a shape or punch in the numbers for the center, radius or measurements and press apply, or draw it in space and edit the numbers afterwards and it updates interactively.

 

Yazan

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