Warehouse project

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sking
Posts: 17
Joined: Sat Jan 28, 2012 1:24 am

Warehouse project

Post by sking » Mon May 28, 2012 2:30 am

Hi all,

Thought would share how indigo has helped market some storage products just designed...some of what you guys achieve on here is stunning :shock: so some feedback on how i could improve would be great and much appreciated as my background is actually architecture so looking to use indigo more and more :D

All modeled in sketchup with skindigo

Thanks
Attachments
Interior c.jpg
Interior b.jpg
Exterior c.jpg
Exterior b.jpg
Exterior a.jpg
Interior Panoramic.jpg

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Pibuz
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Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Warehouse project

Post by Pibuz » Mon May 28, 2012 8:35 am

All images are really convincing!
..the pano is spectacular 8)
Congratulations on you modeling skills, and your ability to make simple docking stations interesting 8)

I find all images should have rendered longer, but I understand the base problem :wink:

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lycium
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Location: Leipzig, Germany
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Re: Warehouse project

Post by lycium » Mon May 28, 2012 10:02 am

OMG, those are indeed stunningly detailed and realistic, great work! :shock:

As Pibuz said, the grain is the only clear issue; how long did you leave these to render, and on what spec PC?

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Headroom
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Warehouse project

Post by Headroom » Mon May 28, 2012 11:18 am

Really excellent work! Keep it coming!
iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
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Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26

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Zom-B
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Re: Warehouse project

Post by Zom-B » Thu May 31, 2012 2:05 am

great work sking, nice and detailed models, good mixture of objects so the don't look to repeating.
I really like the foil wrapped cargo, did you used images for that or modeled that stuff??

But please don't torture us with that massive JPG compression, it makes my eyes bleed!
I prefer longer loading to another visit at the doctor ;)

Regarding some hints I can only point you not to use such (oversaturated) colors like the yellow and red metal parts in the hall. keep max values in RGB @ 204 for a more natural saturation.
For the shiny floor inside the hall try to use some exponent map (high in contrast) to enhance the look.
polygonmanufaktur.de

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