Been Messsing About...

Yea, I'm not to happy with it myself, I dont know why maybe its the scale of things, my sister said it looked like a miniture "dolls House".

The sad thing is that I wanted to try and get it too look as close to other Interior renders look (semi-photoreal).

Anyway I'm going to experiment tons more, hopefully if it right I'll post it for sure!
 
So Since I was none to happy about the last render, I went back to basic stuff, no real reason. I guess I need to learn more about render settings and material settings.

H20:

h2o.jpg


Anhar
 
This one has a nice story behind it, a few days ago I lost one of my USB pen drives, and it drove me mad because I had important work on it for a client. I looked for it over three days. In the end I found it! So what did I want to model after stressing over such a small thing?



USB:

USB.jpg


Notes:

I actually modelled this in a lot more deatil than can be seen here, the actual terminal pins inside have been modelled but it can not been seen here, damn it feels a waste, but its I think its better to have detail then lack it sometimes. During modelling I knew the camera was going to be up close to thats why I needed the detail just in case the camera got that close.

Also learnt that making some edges soft via modelling and during rendering stops it looking CGI'ish
 
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Those are way cool Anhar, Where do you get your textures? Would it be hard for you to post a mini-tutorial on how you did some of them?

Tim.
 
Thanks Tim, its a shame I can't nail the interior stuff. But I'm still trying to work on it. The H2O ones IOR looks strange, anyways I think I might need to wack up the caustics setting on that one.


I've found some of the textures online, I think the wood one is standard with 3ds max (not sure). But look around there is loads around, if worst comes to worst then grab your digicam and shoot them yourself :)

I'll post a mini tut on a seperate thread for an Idea I had this afternoon, so I'll try and document it as I do it.
 
Got inspired the other day by a purfume advert in a glossy magazine, and did this:


Eau De CGI:

Eau_de_CGI.jpg


Notes:

Not sure if the aspect ratio will be messed up here. My only concern regarding this one is that I could have increased the polys on the purfume bottle and added a slight bend to the modelled liquid.

I'll post a mini tutorial on how I made this after I've completed the write up.
 
twocik23 said:
Very nice!! Are you controlling the grain?

Yes and no, some of the grain is from a slight shallow DOF focus (I did'nt over do it on this one) and some of it from the JPEG compressions (I think, there is a image loss from the original bitmaps) also I have not used production level settings (no need, it looks good enough with medium settings).

If I wanted to reduce noise/grain further its possible very easy to do (at the cost of render times) but then I dislike the "Super Clean" CGI look (kinda fake).

Anyways the mini tut should be up soon..
 
Thanks man, heres something I just finished, decided to model in ultra detail.:

Light Bulb:

Bulb_mid.jpg



Close Up:

Bulb_close.jpg


Notes: I'm tired :)
 
The close up of that bulb is amazing Anhar. Great work. I would say photo real. Now can we see it light up:grin:

The floor texture is okay, this might look cool with a really rough concrete texture.
 
great job Anhar! I especially like the perfume bottle and the way the "liquid" is so very convincing. I like the bulb to, though the texture of what it is resting on makes it kind of hard to see the bulb. Hard to see the refraction with that kind of texture. Small crit, though.

The filament kicks serious ass. Gives off its own light, and the refraction where the wires holding it as they enter the glass base is killer.

Have you experimented with Caustics? The will really help sell glass.
 
cool, thanks guys for the comments.

Yea that texture was ment to the wall and the light hanging with the camera from an underneath angle, I guess it also looks like its resting on the floor now that I look at it again!

Its a horrible texture and the Shallow Focus with JPEG compression makes it worse.

I've tried the caustics, but since the filament it not actually giving off light (although it should its a VRAYlight material, in theory its supposed to emit light) but I've not been able to get it too emit(must be some setting). The caustics ends up taking lots of time with weird results, so I avoided it. I plan on furture renders to do lots of caustics.

Now I've just got a deadline to do 3 interiors and 3 exteriors by Wednesday (eeek, for a Job interview), I'm worried because thats been so far my weakness and I need to nail it arggg?!

So I might post them and your comments and crits will be invaluable to me.
 
You seem to do alot of technical type objects. But at the same time you have an artistic eye. You find a way to make everyday objects seem interesting.
 
John_Hudson said:
I'm still at



pro2bb.jpg

Looks like the p47? How'd you make out on that John? I'm working on an aircraft myself but it's for the fest so no details. I've tried box, cylinder and nurb splines and nurbs seems to be winning. The splitting and mirroring to perpare for texturing with bodypaint has been as issue. On my first attempts my UV unwrapping had spurious polys due to poor splitting. I think I've solved that. Oh well, all a part of growing up :) .
 
Hey cheers Raptor, I think being an Engineer probably has something to do with those objects :)

Anyway tried again at those interior scene, its so damn difficult to pull off then smaller objects, I think its because on a larger scale you have to deal with light calculations that are that much more "per square area". With smaller objects the light calcuations is less "per square area" (if that makes any sense).

Found out that Interior scenes really, really takes long to render. I think the use of lights is CRITICAL, as well as the light settings. Interior scenes are not as easy as the pro's (check Evermotion website gallery) make them seem!

Bathroom:

Bathroom_Int.jpg


Notes:

I'm not going to submit to the pre-interview, I've deciced I have way too much to learn about Interior/Arch pre-viz. I can always apply later when I can make the cut. Really high settings are needed to avoid noise (and hence large render times).
 
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Yes lighting becomes critical in a scene like this. Not that I'm an expert.
I ran across a web site with a 3d artist and posted the link in another thread but I'm in in the middle of watching nascar and have to do another post so I'll get that link tomorrow if that's cool. (I should tape these races.)
But he uses multiple lights of different intensities and colors, like 7 to 10 of them.

Everthing in the picture looks good but maybe the bathtub floor is a little too glassy. And it needs some good shadowing. But the model setup looks great.
Also maybe the radiator needs some rounding. Use a mesh smooth modifier.
Maybe on the toilet too.

Oh I gotta go before this race is over. Awl be bawk.

/Okay the race is over . I just caught the last 5 laps. Crap. Anyways here's the link.
This guy is crazy good with lighting. I usually think 3 lights are good. He uses tons.

http://www.3dluvr.com/carles/images.htm

I personally don't get too technical with the light equations. I know it's square root based per distance, or is that sine based? I forget now. Pretty close effect either way. Anyways I adjust and go for the look.
 
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