My first indigo projects! excited

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ned
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Joined: Sun Mar 08, 2009 4:28 pm

My first indigo projects! excited

Post by ned » Sun Mar 08, 2009 4:44 pm

Well this is my first post on the forum and honestly i dont know why i didnt become a member before i mean this community is so awesome.., and alot of good works. I am new to indigo and starting off.
This watch is using just golden material to test the render and i think it looks ok and suggestions would be very helpful. :)
Attachments
im1235996916.png
Rolex watch render was 2 hours i think
im1235996916.png (546.06 KiB) Viewed 2898 times
Last edited by ned on Tue Mar 10, 2009 12:04 am, edited 1 time in total.

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matsta
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Post by matsta » Sun Mar 08, 2009 10:23 pm

hey man, nice start, you seem to have some smoothing issues on the sides there, try adding an edge split modifier as well as recalculating normals outside, should get rid of it. also instead of sunsky, try a simple infinity screen setup with some mesh emitters or an environment map (.exr), will yield more delightful reflections as well as a giving it a more professional feel.

regards
mat

ned
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Joined: Sun Mar 08, 2009 4:28 pm

Thank you!

Post by ned » Tue Mar 10, 2009 12:00 am

thanks a lot, good to see people in this forum really know what they are talking about :), very helpfull

ned
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Joined: Sun Mar 08, 2009 4:28 pm

interior bedroom

Post by ned » Tue Mar 10, 2009 12:07 am

Well this is a interior scene in sketchUp but im not really happy with the stone wall feature it just looks too fake, like it doesnt stick out at all and thats with bump =\, and some smoothing issues.
Attachments
im1236516729.png
Interior bedroom
im1236516729.png (760.94 KiB) Viewed 2794 times

ned
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Joined: Sun Mar 08, 2009 4:28 pm

Basement

Post by ned » Tue Mar 10, 2009 12:12 am

Well this scene is my first time using exit portals and sunlight also used a material from a website for the door which is also new lol.. , the fireplace/storage looks really dodgey but other than that it looks ok.

The thing i hate about my renders is that they look too cartoony and that's not the look im really going for so any tips or advice is very highly appreciated.
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im1236478422.png
Basement
im1236478422.png (1.12 MiB) Viewed 2791 times

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WytRaven
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Post by WytRaven » Tue Mar 10, 2009 2:20 am

It's all about the little details which in most cases equals little imperfections. Your bedroom scene is a good example. It looks to me like you have the classic "bug" of modelling what you think an object looks like instead of what it does look like :)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Kram1032
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Post by Kram1032 » Tue Mar 10, 2009 4:24 am

like in "a plancket always has some folds"? :)

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CTZn
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Post by CTZn » Tue Mar 10, 2009 2:39 pm

The fireplace ? Wasn't that a garage !?

The first issue you want to learn about is the relative scale of objects, the ones compared to others, and often all together compared to man, for the sake of ergonomy.

If you can't use it it cant be realistic, somehow. I wasn't able to read the last image much, although the stairs are nice.

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Pibuz
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Post by Pibuz » Tue Mar 10, 2009 8:34 pm

Oh Ned: and DON'T use super bump values!!!!
If you want your geometry to be actually extruded use the displacement instead!
You won't find the feature un the stable release (a little outdated) but you can experiment a little with the 1.1.16 SkIndigo version instead. That's almost stable! :D

ned
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Joined: Sun Mar 08, 2009 4:28 pm

Thanks guys

Post by ned » Wed Mar 11, 2009 12:02 am

Thanks for that Pibuz , lol.. yea still need to find out how to use displacement it seems like whenever i try all rocks, stones, anything turns to grass lol... what would be like average displacement for stones and bricks etc.. to actually look extruded thanks :)

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Pibuz
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Post by Pibuz » Wed Mar 11, 2009 2:13 am

I think best values vary between 0.08 and 0.01 (8cm and 1cm of extrusion), given that your system units are meters.
You know, the bump and displacement values are in meters.

Other thing (..I'm gonna add this to a tut: third time I write this today): white points mean maximum bump/displacement, black points no bump/displacement.

Hope I helped!

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