Typical old appartment
I feel dumb asking over and again, but... is that yellow 1 1 0 ?
There is not much sense considering rendering times before the materials are optimized, often by minimizing saturation levels. Are they ?
I suppose you used portals, but bidir ?
The space is much more interesting now it's a duplex. I'm finding that the sofa facing the camera is right now obstructing the view a bit, but nice wip !
There is not much sense considering rendering times before the materials are optimized, often by minimizing saturation levels. Are they ?
I suppose you used portals, but bidir ?
The space is much more interesting now it's a duplex. I'm finding that the sofa facing the camera is right now obstructing the view a bit, but nice wip !
Hi Namiro, and welcome to the forum!
Becoming quite interesting, congratulations!!
The first thing I'd fix would be the lamp curved pole (quite too lowpoly) and the beams' lower face mapping (quite wrong: the wood lines should follow the long face, and should not be crossing it).
I see you used a slightly reflecting mat for your plaster: smart idea, I'm really curious to see the final result!
I really love the kitchen part: i mean, that's obviously still a wip, but i see great lighting and design, so a material "studied" a little will do the rest of the job just great.
For someone ho asked for a little beveling, i think that is not gonna happen, if Nam is modeling with sketchUp: we sketch users have to manually bevel objects, 'cos there are no modifiers to apply to objects ...
Did you use multilight, or are they just two separate renders?
How did you do the little flares on the lights? A little postproduction or a little Violet?
I think this could really come out a great render: try putting a diffuse trasmitter at the windows to hide a little the empty outside (are you using exit portals, by the way?they could really help you with rendertimes..)
Keep it up, Nam!
Becoming quite interesting, congratulations!!
The first thing I'd fix would be the lamp curved pole (quite too lowpoly) and the beams' lower face mapping (quite wrong: the wood lines should follow the long face, and should not be crossing it).
I see you used a slightly reflecting mat for your plaster: smart idea, I'm really curious to see the final result!
I really love the kitchen part: i mean, that's obviously still a wip, but i see great lighting and design, so a material "studied" a little will do the rest of the job just great.
For someone ho asked for a little beveling, i think that is not gonna happen, if Nam is modeling with sketchUp: we sketch users have to manually bevel objects, 'cos there are no modifiers to apply to objects ...
Did you use multilight, or are they just two separate renders?
How did you do the little flares on the lights? A little postproduction or a little Violet?
I think this could really come out a great render: try putting a diffuse trasmitter at the windows to hide a little the empty outside (are you using exit portals, by the way?they could really help you with rendertimes..)
Keep it up, Nam!
thanks Pibuz..; i'm very glad to have congratulations from you ... In the Skindigo forum, you're very active and not so kind with the noob !
i try to bring answer to your questions :
- i used exitportals excepted the night view.
- i agree with you on the low poly of the lamp... i must acknowledge : this is a sketchup model.. i have not modelize it.
- you agree too on the beam... the texture is wrong
- there are two seperate renders
- the halo on the light are be made in post-production, in Photoshop ( Halo fonction ) I don't know Violet at all !!
- OK for the windows, i'll try it !
i try to bring answer to your questions :
- i used exitportals excepted the night view.
- i agree with you on the low poly of the lamp... i must acknowledge : this is a sketchup model.. i have not modelize it.
- you agree too on the beam... the texture is wrong
- there are two seperate renders
- the halo on the light are be made in post-production, in Photoshop ( Halo fonction ) I don't know Violet at all !!
- OK for the windows, i'll try it !
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I'm really liking this last render At first I thought partos the kitchen were missing but they simply have a chrome material now. I got confused because one of them is still white. I personnally would chrome it all or keep it all white, having both seems a little odd but that's just me.
benn hired a mercenary to kill my sig...
Hey guys!!! This makes me SO sad!Namiro wrote:In the Skindigo forum, you're very active and not so kind with the noob !
I always try not to be rude with comments! And to help the new acolytes in the kindest of the manners! I have to admit that sometimes some posts make me angry a little bit, but i learned not to answer them and simply let the annoying posts go..
I'm really sorry if I ever gave the impression of being haughty: I'm not here to teach, but to learn, as everyone of you. I'm very respectful towards the new Indigo and SkIndigo users, and te only thing I want to do is to help, if I can in some way..
BTW, nice work on the beam textures ;
I really think that now is the right moment to spend a little time in setting the floor material: it could really boost up your scene! I don't like the stone treatment on the pillars between the windows too much, but it's obviously a personal opinion. I suggest you don't use displacement for you first tests with SkIndigo, because its use deals a little with geometry issues and not-so-simple parameters. Try using a right amount of bump and it should work just fine!
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