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exterior practice


SgWRX
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hello. so after some time of confusion with MR sun/sky and gamma settings in max9, i think i'm making headway with getting results as far as the scale of light in the scene. i'm getting better results now with shadows/mid/highlights. understanding more about MR arch&design materials and how they behave with sun/sky. where i seem to be most comfortable now is, rendering out an image and using post, tweaking color, brightness and contrast. i tend towards darker images, darker shadows.

 

so how are the materials, lighting in this? thanks.

Edited by SgWRX
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Well a couple of things:

- The grass texture should be smaller, try increasing the tiling 3-4 times and try to make the texture more seamless - mix it up with another grass material or create a grass texture in PS. Variation.

 

- The shrubs are the same, repeating. Again give some varaition.

 

- The materials and lighting need work - you could model the siding or add some displacement as the current bump still makes them look quite flat.

As for the lighting, needs some bounces and refinement.

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thanks. working on it now. question about the use of displacement, i've not had great success. what happens when i try it with siding, i don't get smooth edges at highest displacement unless i drop the edge length to .1. is that a bad thing? i thought i read somewhere that too small of an edge length might be a bad thing in terms of too much time or memory? otherwise i might switch to modeling the siding.

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i've got the displacement on the siding now. added some variation to the bushes, but only through post so far. tried to vary hue and clone here and there. no matter how much i see asphalt and concrete in real life and how bright it really is, i just go for the darker look :) it's supposed to be concrete... i'll play with it. right now i'm working on a grass texture. the chrome thing is left over thought i'd leave it in there for a reference. oh, and i rerendered with FG and Photons.

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well, from a laymans point of view, i suppose i was trying to introduce an expansion joint. which would be better off modeled or specifically textured as black/dark rubber or something. i'll have to look at some roads around here. i've seen some road textures on the net too, will try a few of those out.

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