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House on the Coast


Justin Hunt
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Just finished the modelling, (bar a few fixes and internal details). Next is the texturing.

 

I need some tips for the glass. I need something that is transparent enough to see inside yet opaque enough to see that there is glass there.

 

Modelled in ADT, rendered with Vray1.5

 

C&C's and tips Welcome

 

JHV

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Agree with the sharp shadows, changing them to Area.

 

Raytrace reflections don't work well with Vray. When I am using Mentalray I use a oren-nelar blinn shader with diffuse at 20 and roughness at 5 with a raytrace mat in the reflection slot which works a treat.

 

I have now made the same but with a Vmat for reflections, its giving me what I want.

 

Thanks all the same. I will post an update on Monday

 

JHV

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Started on the textures, they are indicative at the moment as the samples are on the way. I am planning to displace the wall to the ramp and of cause the grass.

 

The water down the side of the house is a babbling brook

 

Ky Lane - you will be able to see Straddy from the roof

 

C&C's welcome

 

JHV

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ahh straddy.....can't wait to get back to brisvegas.

 

getting a little nostalgic.

 

I like the modelling and I notice a few comments about glass etc...I would use a vray material and adjust the reflection/refraction to get what I want or add a falloff map (I am a big advocate of using vray materials exclusively with vray). What time of the day are you going to set on this? If this were me I would be using vray lights and vray shadows, the larger the sphere light the softer the shadows.....gives you alot of control and I personally think that vray images look more realistic with vray lights.

 

Look forward to seeing the updates

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Thanks

 

I think I have come up with a glass that both my client and myself are happy with. Now its Displacement that is giving me the &*(^$*&^#$'s. Either it's not pushing out enough or its splitting the edges, nothing I try is working. Part of the problem is the map I am using so I am recreating that one. The walls to the ramp are supposed to be very rough at the base, changing to very smooth 2/3th up. Don't get me started on the grass displacment:confused: :confused:

 

I will try the sphere light, as to the time of day possibley later afternoon around 3pm. I may try a pre twighlight lighting, but seeing that the client is happy with this I wont play too much.;)

 

I have made more of advancment and will update tomorrow

 

JHV

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hey Justin

 

try this http://www.evermotion.org/index.php?unfold=tutorials and choose the 3ds max vray grass tutorial, this helped me alot when I first tried to do the grass displacement thing.

 

If you use the vray sphere make sure you turn off the decay and if your shadows are coming out splotchy it's just because the light doesn't have enough subdivisions.

 

good luck

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Ok, I spoke too soon, I set off the renders last night only to find that the displacment calculations hadn't finished this morning. On top of that as soon as I moved my mouse to cancel the renders - BANG - CRASH. Just glad I saved before I started to render.

 

Turned off displacment and within seconds it was off and rendering. So unfortunatly no updates yet

 

One good thing has come out of this though, my plans for a new machine have been brought forward:)

 

JHV

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Hey Justin,

Your images are coming along, the model looks great.

Are you using 3D or 2D displacement? To avoid the cracks in the mesh you mentioned previously make sure you've checked the "Tight Bounds" box in the vray displacement settings. I prefer to use 2D displacement as 3D does take a while to render.

Let's see an update.

Chris.

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Started on the textures, they are indicative at the moment as the samples are on the way. I am planning to displace the wall to the ramp and of cause the grass.

 

The water down the side of the house is a babbling brook

 

Ky Lane - you will be able to see Straddy from the roof

 

C&C's welcome

 

JHV

 

NIce work mate. Out Vic Point way I presume. Love to know who the architect is. THis town needs some more flair in its architecture.

 

Fyi, I just scored 3 internal renderings of the new Brissy Council chambers! Scary.

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Thanks Ky, Good luck with the council images, when you say scarry, are you refering to the design or the scale of the job.

 

The architect is quite prolific with these large scale houses, although he was pleased when the client wanted this style of design as most of his other clients have the money by no scence of good design. The other good thing with this one is that once the client saw the first draft he said great, I have two other large projects that we need images for. I say great bring it on:D

 

JHV

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hey justin...been on the road for a while and just checked back in.....a lot to like in these images, the water, the stones etc.....but I wonder about the displacement grass.

 

it's just not that noticeable, is that intentional???

 

great work nonetheless and good luck ky I'm sure you'll kill it.

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It not noticable because there isn't any;) After a request from the council to insert the existing nextdoor buildings, most of the grass is covered. I will be displacing the grass in the very forground once I get the final design for the stone walls.

 

These are the latest with the stone wall displacment and the grass painted in PS

 

JHV

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