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Zaios
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1321954330.jpg

Studio/Institution: Freelance
Genre: Residential Interior
Software: 3D Max, Vray, Photoshop
Description:

Hey all,

 

After being thrown in the deep end in my last project in getting made to light, texture, render, etc a job, I've picked up the bug to do alot more with jobs then just the modelling work. So I'm creating this topic in the hopes if posting my evolution in the the darker realms of being a Archi Vis Artist, and hopefully pick up some tips and advice along the way :)

 

ATM, most of the modelling is done for this, still bits and pieces to go, but ill add those if/when i need them. Its currently lit with just a basic light rig with pure white light atm and a few random angles to show of the job. As i get more into it, ill be working on lighting, textures, cameras, effects, etc and posting stuff as i go!

 

Here is a few low res/setting images to get me started.

 

[ATTACH=CONFIG]45843[/ATTACH][ATTACH=CONFIG]45844[/ATTACH][ATTACH=CONFIG]45845[/ATTACH]

 

Again, all feedback and advice is welcome!

 

Many thanks in advance!

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Looking decent :) I was wondering did you use a normal map for your floor or model it...I would just normal map it :) that way it is less work on your rendering for the final scene :) But that's from a 3d game designers prospective :) anyway nice work cant wait to see more

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nice work man! only thing i would say is that, (I) would normally wait, with the modelling of the grass and that... Id finish the texturing on the main model then go back and fix the grass when im happy with all the textures... but thats just me...

nice work man! look forwards to see how it come out...

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Good start Josh. I like the way you modeled the floor, good result with only a few additional poly's.

My workflow is generally that I will make a model, uvw map it and then apply a base material and go on to the next. I keep a override material in the slot to concentrate on the modeling. I just find it easier to do the mapping as I go along then when I get to the texture phase I can concentrate on the textures. Everyone is different and you will find what works best for you.

 

Looking forward to the next update. :)

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Thank you Brendan :) The floor is all modelled, i agree using a bump/normal map saves on resources, and I usually only model what's needed in a scene to keep it as lightweight as possible (I'm told my modelling techniques are very similar to that of a game designer already, guess most of the tuts I watched when I first started in Max were from game designers though :)).

 

In this case I went with the modelling approach, as its only a smallish scene, and my strength is modelling, so this way a get a little more control over my scene and what's in it.

 

 

Thanks Marco! I'm the same normally with grass, and other elements like that, but I have been attempting the grass from Perter Guthrie site, and wanted to see how it looked. It was a bit of a waste of time really since its not the final style/look I'm going to use, but i couldn't help myself to not try it out.

 

 

Thanks Aubrey, my normal workflow is a little along those lines, but because I was so keen to get into the lighting and texturing for this project, I was finding it more of a distracting setting it up as I was going, and i spent more time playing with stuff then actually modelling, so i just got in and finished the model first!

 

 

And thank you Jan :) i hope i can do the design justice :)

 

Anyway, here's a very minor update (I didn't get much time to work on it today), tomorrow i should get alot more time to get all the base textures in, and start working them up as well as getting a proper lighting rig in, its still only an external light sphere and dome atm. (note timber colour isn't staying like that, it will be a nice dark oak or something)

 

[ATTACH=CONFIG]45860[/ATTACH]

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