B&b
B&b
Hi all!
It's a long time since I don't post anything! I've been very busy at work, and that actually drained all of my strength in the creative area..
BTW, this is a new wip work from me. I'm a little bit scared about posting it because most of my wips stay undeterminatedly unfinished for LOOOONG times... I hope posting here will be sort of a motivation to complete it.
The basic 3D model comes from an architectural competition I've done with my firm. This particular foreshortening suggested me a further development, in terms of modeling and general plot of the scene. I've decided to try to make it "dirty", a thing I've never done before. So the aims here are as always the best realism I can achieve, and a general dirty feeling.
These are the very first steps. Raw Indigo outputs (PS resizing only), various rendertimes, no GPU (only one quadcore q6600).
The scene will be updated with:
1. B&b sign (cor-ten material I think)
2. outdoor faucet with water
3. some floor lights
4. some indoor lights at the upper storeys of the building
5. street lamp?
6. benches?
7. telephone and electricity wires
8. more green/dirty here and there.
Suggestions and tips are always welcome!
It's a long time since I don't post anything! I've been very busy at work, and that actually drained all of my strength in the creative area..
BTW, this is a new wip work from me. I'm a little bit scared about posting it because most of my wips stay undeterminatedly unfinished for LOOOONG times... I hope posting here will be sort of a motivation to complete it.
The basic 3D model comes from an architectural competition I've done with my firm. This particular foreshortening suggested me a further development, in terms of modeling and general plot of the scene. I've decided to try to make it "dirty", a thing I've never done before. So the aims here are as always the best realism I can achieve, and a general dirty feeling.
These are the very first steps. Raw Indigo outputs (PS resizing only), various rendertimes, no GPU (only one quadcore q6600).
The scene will be updated with:
1. B&b sign (cor-ten material I think)
2. outdoor faucet with water
3. some floor lights
4. some indoor lights at the upper storeys of the building
5. street lamp?
6. benches?
7. telephone and electricity wires
8. more green/dirty here and there.
Suggestions and tips are always welcome!
Re: B&b
I prefer to keep each update separated from the previous one. It gives me more the idea of progression
Oh, btw the tree is 3D, made by me through a custom workflow which implies the use of the free software tree[d]. I'll share it soon with the SkIndigo community. This particula tree is at the moment NOT satisfying.
Oh, btw the tree is 3D, made by me through a custom workflow which implies the use of the free software tree[d]. I'll share it soon with the SkIndigo community. This particula tree is at the moment NOT satisfying.
Re: B&b
Here better mapped brick wall, first attempt with displaced texture for the ground.
NOTE TO ME: ADD MORE DISTORTION TO THE GROUND!
NOTE TO ME: ADD MORE DISTORTION TO THE GROUND!
Re: B&b
Camera profile adjustment. This shows really nice contrast.
We like highly contrasted images.
We like highly contrasted images.
Re: B&b
I positioned the ground plane way too high, and this had lead to bad proportions for the arches. Adjusted position and small fixes to the ground mat. Other camera profiles adjustments. Some light layer variation. looking for dirty/warm mood..
Added thin glasses to the window. This topic really really needs lots of work..
Added thin glasses to the window. This topic really really needs lots of work..
Re: B&b
Last for today. Slight changes in the general mood via light layers values.
Go with the comments guys!
Go with the comments guys!
Re: B&b
Very good last render. Warm style looks so nice, add more details and will be good scene.
Re: B&b
excellent work pibuz!
Re: B&b
I love the model and the composition, but to my opinion, the red bricks don't fit the style of the architecture. When I saw your clay render, I thought you would put some good old stone.
Like this :
Just my two cents
Like this :
Just my two cents
Re: B&b
I understand your opinion very weel Stur..
..well, what pushed me towards the common bricks solution is that most of my student's life (over just 4 years ago now) has been spent in Venice. There, lots of buildings are simple bricks constructions, then finished with plaster. I guess I involuntarily took inspiration from that..
..well, what pushed me towards the common bricks solution is that most of my student's life (over just 4 years ago now) has been spent in Venice. There, lots of buildings are simple bricks constructions, then finished with plaster. I guess I involuntarily took inspiration from that..
Re: B&b
I post something to let you know this topic isn't dead. Still, advancing very very slowly, though..
BTW, this is an update: added a little sign for the B&B, added a semi-hidden bench under the porch (will be more visible in the future), trying a new technique to have some dirty under the roof: failure. Have to think to something else.
Some minor geometry adjustments.
Oh: I've added an exit portal over the model too! This image has rendered for 8h, 2500x1680, and it is quite clear. Great. it is quite simple, at the moment, indeed..
BTW, this is an update: added a little sign for the B&B, added a semi-hidden bench under the porch (will be more visible in the future), trying a new technique to have some dirty under the roof: failure. Have to think to something else.
Some minor geometry adjustments.
Oh: I've added an exit portal over the model too! This image has rendered for 8h, 2500x1680, and it is quite clear. Great. it is quite simple, at the moment, indeed..
Re: B&b
Another update. Changed the tree: I'm a little more satisfied now, not completely.
First attempts in creating an old-looking varnished wood for the shutters: now you are seeing repetition, that is because they're all components to apply changes to several objects faster, in this phase. I will make them unique later on.
First attempts in creating an old-looking varnished wood for the shutters: now you are seeing repetition, that is because they're all components to apply changes to several objects faster, in this phase. I will make them unique later on.
Re: B&b
Following Stur's suggestion, I tried a more rustic stone material on the right elevation.
Still need a lot of work to make it good enough for the render, but I like the contrast with the other facade, at the moment. I played a little more with DOF this time (I am now at f1) to get major blurring on the near newly-added bench. This worked also for the ground and a little for the tree, which I like better now, which is partly out of focus..
Still need a lot of work to make it good enough for the render, but I like the contrast with the other facade, at the moment. I played a little more with DOF this time (I am now at f1) to get major blurring on the near newly-added bench. This worked also for the ground and a little for the tree, which I like better now, which is partly out of focus..
Re: B&b
Hey Pibuz,
Nice concept.
The thing that catches my eye is the plaster texture of left building. It seems a bit low res and has a bit too large scale for such a large building, I think.
Nice concept.
The thing that catches my eye is the plaster texture of left building. It seems a bit low res and has a bit too large scale for such a large building, I think.
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