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Couple recent projects


Dave Buchhofer
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I really like the lighting in the first image and the overall feel of it! Where did you get the medical equipment from?

 

2nd and 3rd image don't seem to match the same quality as first... last image looks really nice, I agree with you about the perspective and eye level though.

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had a long post here, before the internets at home crashed on me.

 

Basic Gist: I've been working with the OR Equipment manufacturers for a few years now building their libraries of models for Interactive OR Sales configuration tools that we've been building for them. They (Getinge and Berchtold) both have the models available if you contact them... I believe that Berchtold has them online in a Revit Format currently if you sign up on their Architects Direct page.. I know i provided a CD to Getinge a few years ago for them to distribute of 3DS models, but i dont know if they have it freely available.

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they all look really good, but if you want a critique that is up to the level of your skill:

 

what i like most about the first image is the floor. it does have a little but of a 'throw the models in the room' look. you do at least have wall base. but there is a chair wheel floating off the ground. backsplash? there is a strip of white stuff running across your ACT that looks confusing. could you have scaled the ceiling just slightly so not to suggest anyone would hang that little sliver of tile? also, these kinds of rooms always have curtains, a tv across from the bed, lights in the ceiling, and outlets, lots of outlets.

 

it looks almost like you have an hdri image as the background, from the way its washing out where the sun would be. if you copy the hdri material you can turn down the intensity and override it in as the background image

 

some people would help in the lobby, its very sparse. are you using linear workflow? it has helped me with basic lightness issues. also if you save your specular channels you can add some pop in photoshop.

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  • 2 weeks later...

Got a little time to play, so here's a little update on the ICU room shot

 

icuroom_render.07s.jpg

 

I'm starting to like it better overall, some of the materials are still horribad (Floor bump, tiles?! wtf., wood lam tiling, ceiling tiling), and the equipment models are pretty low res for the print size rendering, but as an image it holds up better overall now to me.

 

Still no design to speak of, so its moved into the realm of "fun", and i was mostly improving the 'straight out of max render' so as to not need massive photoshopping like the first image did.

Edited by Dave Buchhofer
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well the first pic was good but a bit too light for my taste ( and the previously mentioned floating armchair) the edit i think is much better.

i also like the 3rd i found it warm and liked the mood and colors.

the second looks bad (like a scanline, Sorry) the wooden floor loks like it is moving ...

the 3rd is ok but not great a bit of working will take it further.

take care

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Your perspective looks extremely distorted, wide angle lenses are great for capturing an entire room in one shot, but it's at the expense of a distorted perception of space. Last thing you want is an upset client when their facility gets built an their rooms are tiny but your rendering made it looks soooo big, or in this case long.

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True, the room is 14x35deep though, and unfortunately the width is shrinking as it moves towards the windowwall, due to a large curving overal floorplan, so it is actually a fairly large room (for a hospital). but yes, I agree, the perspective is a bit of a tease, especially since its difficult to see the curved left wall!

 

I'll play with it, I think the only reason for the distant wide viewpoint was the inability to fit multiple views into the original clients same day deadline. now that its just me playing, I can have more fun, but its also harder to get that time now that its just an experiment ;)

 

I think that the lack of actual architectual design/detail is more of a factor in the sparseness of the foreground

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Here's another view, not much model change, though i did a little more photoshop playing.

 

icuroom_render.08s.jpg

 

Something that i'm running into as i experiment some more with this LWF / EXR workflow, is how to deal with the horribly bad alpha channel anti aliasing. Is there any real reccommended way to do it now? I like the overall base image it tends to give you fairly easily, but due to the huge dynamic range from inside to outside, the anti aliasing along the glass is so horribly bad that the only way to really mask it so far is to manually blur the edge and blow out the edges with bloom.

 

icuroom_render.08.bad-alpha.jpg

 

Thats all well and good for a play still image, but meh, how is everyone dealing with alpha's when you're talking animations?

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