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Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 4:34 am
by Headroom
The galvanized metal texture in the mat db is a good base but suboptimal. I've modified it to hold up to closer observation (hopefully :lol: )

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 7:49 am
by bubs
That's more like it! Looks excellent. I think I'll go for something a bit more weathered for this tho...

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 7:55 am
by CTZn
Sweet.

It will be easier to make galvanized metal when anisotropic materials are out, because unlike most ISL effects it will not be dependent on the UV scale.

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 10:07 am
by tar_gniK
Grass test for an upcoming project.

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 7:21 pm
by Zom-B
tar_gniK wrote:Grass test for an upcoming project.
That grass looks awesome!
The small color variations add an extra bunch of awesome sauce to it, how did ya managed that the colored grass stays in small groups, and doesn't look like every straw is totally randomly played creating a uniform green/brownish look?
Simply by having bigger patches of grass?

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 8:33 pm
by tar_gniK
The long grass is just one mesh instanced using MaxigoScatter, and the same process was used for the short grass. Screenshot below.

The trick to this was using the diffuse map option. I blended two different photographs of grass from a distance, and made the colour of this a bit more uniform, otherwise the contrast would be too much. I love this option; you can create different styles of grass by just having a different colour map and a differentiating mesh.

I gave the grass itself a blend material of diff. transmitter and phong.

Re: Simple Renderings Thread

Posted: Sat Nov 24, 2012 1:49 am
by bubs
pixie wrote:
bubs wrote:Archviz cliche I know, but I thought I'd have a go at one of my favoirite buildings as a learning exercise.

My first attempt at (a very small bit) of Louis Kahn Salk Institute, possiblly the start of a series... time depending...
I love the concrete but the metals is not as good. It remindes me of sketchup metals
2nd try... A few tweaks, I think it's better but I'm not sure... been staring at it too long now! :|

Re: Simple Renderings Thread

Posted: Sun Nov 25, 2012 8:23 pm
by cotty
A (not very safe for fingers) fan ...
(Model here)

Re: Simple Renderings Thread

Posted: Sun Nov 25, 2012 10:53 pm
by Oscar J
Cool design!

Re: Simple Renderings Thread

Posted: Tue Nov 27, 2012 6:52 am
by aleksandera
Some fantasy wood.
Hope you like it.
Regards,
Aleksander

Re: Simple Renderings Thread

Posted: Tue Nov 27, 2012 7:27 am
by Zom-B
uhhh, me likes a lot! great image aleksandera!

Re: Simple Renderings Thread

Posted: Tue Nov 27, 2012 7:54 am
by kdarius
Hey tar_gniK,

Would you be able to share your max file and textures you did for the grass. It looks great and would like to pick around the scene to see how you did it. Also what exporter are you using for max?

Thank you,
Darius Kirschner

Re: Simple Renderings Thread

Posted: Tue Nov 27, 2012 9:49 am
by Headroom
Great image aleksandera! Very spooky mood!

Re: Simple Renderings Thread

Posted: Tue Nov 27, 2012 10:02 am
by tar_gniK
kdarius wrote:Hey tar_gniK,

Would you be able to share your max file and textures you did for the grass. It looks great and would like to pick around the scene to see how you did it. Also what exporter are you using for max?

Thank you,
Darius Kirschner
No problem, the file is below, with two masks, the diffuse map, and the .max file. You might have to repoint the textures to the location in the folder, if Max asks for it.

I used Maxigo 3.0.7 for this test; the 3.2 beta doesn't support MaxigoScatter nor does IndigoMax.

Simple Renderings Thread

Posted: Tue Nov 27, 2012 6:39 pm
by zeitmeister
Awesome, Alex!


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