Some new work
Some new work
Hi guys,
I'd like to post some of stuff I've been working on lately. All done with SketchUp, Indigo & Photoshop.
one of these is a do-over of an old scene you might recognize
As always C&C most welcome.
PS. I am an Architect and I was definitely after architectural shot as opposed to Interior design type shots, so the lack of entourage / furniture in a lot of the shots is intentional.
bubs
I'd like to post some of stuff I've been working on lately. All done with SketchUp, Indigo & Photoshop.
one of these is a do-over of an old scene you might recognize
As always C&C most welcome.
PS. I am an Architect and I was definitely after architectural shot as opposed to Interior design type shots, so the lack of entourage / furniture in a lot of the shots is intentional.
bubs
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Some new work
All great images, but I love pic 3,7 and 8 the most. Love how the grand piano and the chairs kinda accentuate the roof angle in pic 8. Well done indeed. The third pic just has that lovely sunny feeling to it, and those über realistic shadows on the wall in pic 7 are really amazing!
Only crit I can think of is that you sometimes have textures that look too repeated, like some of your brick and concrete textures.
Only crit I can think of is that you sometimes have textures that look too repeated, like some of your brick and concrete textures.
Re: Some new work
Yes! They're all great works: excellent attention to the details (we architects love them.. ), good texturing work and wonderful lighting. I'm particularly interested in the white plaster mat of the second image, it looks really convincing: how it that made?
PS. I love most the architecture in the third shot
PS. I love most the architecture in the third shot
Re: Some new work
Thanks guys!
@Oscar J
@Oscar J
The brick on the house exterior was annoying me actually... I did that image quite a while ago, and nearly didn't upload it, as I've never thought the texture was good enough. I've been working on a much better brick recently, and am strongly considering a re-render of that image. I've done a 10min render of the replacement texture below... @Pibuzbubs wrote:Only crit I can think of is that you sometimes have textures that look too repeated, like some of your brick and concrete textures.
Really easy actually, I made it myself in Photoshop. I'd upload it to the database (if I could...) http://www.indigorenderer.com/forum/vie ... 23&t=12880Pibuz wrote:I'm particularly interested in the white plaster mat of the second image, it looks really convincing: how it that made?
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Some new work
Don't know where all the devs have gone - they're not answering my mails or PM's.
- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Some new work
I agree with pibuz, that wall plaster looks good. I also like the shader you use in your glases, but maybe too strong on salk image.
First render looks distorted to me, don't know if it's scale related or the field of view you choosed in skp.
I also like 3rd image for the light and composition.
The apple screen on the grafton image gives me urticaria but it's personal.
2nd, 5th, 7th and last render there are parts that looks very realistic and others more CG but you almost have it! Good work, keep doing this.
For the birck texture I think it's better to have a displaced texture for this shot.
And for big texture surfaces, once you have your surface textured right click on the plane and make unique texture, so you can edit (in gimp or ps) that big repetitive texture using it as a background where you can add decals or dirt things on it and stuff like that
First render looks distorted to me, don't know if it's scale related or the field of view you choosed in skp.
I also like 3rd image for the light and composition.
The apple screen on the grafton image gives me urticaria but it's personal.
2nd, 5th, 7th and last render there are parts that looks very realistic and others more CG but you almost have it! Good work, keep doing this.
For the birck texture I think it's better to have a displaced texture for this shot.
And for big texture surfaces, once you have your surface textured right click on the plane and make unique texture, so you can edit (in gimp or ps) that big repetitive texture using it as a background where you can add decals or dirt things on it and stuff like that
Re: Some new work
Thanks for all the comments guys.
Thanks again guys!
This was an intentionally forced perspective... just the dynamic I was after, but I understand if it's not to your taste.fenerolina wrote:First render looks distorted to me, don't know if it's scale related or the field of view you choosed in skp.
You wanna get some cream for that!fenerolina wrote:The apple screen on the grafton image gives me urticaria but it's personal.
Well spotted! the bump map was wrong on that by a factor of 10!fenerolina wrote:I also like the shader you use in your glases, but maybe too strong on salk image.
Thank very much, but I have to say that this is quite amusing to me! All the comments and tips about how to make textures better, and the one texture 2 of you pick out as good is by far the simplest texture I've ever made! Don't think it would hold up too well in a close-up, but i've always been happy with how it looks for general archviz and so have been using it for years!fenerolina wrote:I agree with pibuz, that wall plaster looks good.
Thanks again guys!
Re: Some new work
Simplicity is one of the hardest things to achieve
Ask Mies van der Rohe
Ask Mies van der Rohe
Re: Some new work
Still can't upload to the material database
As soon as it's working again I'll upload the mat. As well as a few others...
As soon as it's working again I'll upload the mat. As well as a few others...
Re: Some new work
That's wonderful! Thanks a lot!
-
- Posts: 114
- Joined: Wed Jul 11, 2012 1:19 am
Re: Some new work
Incredible work I must say. You don't need to mention you are an architect couse your work already tells us that
Really insane level of reality for sketchup in both modeling and rendering, I really like the shrubs and grass, you made them or downloaded from somewhere?
Really insane level of reality for sketchup in both modeling and rendering, I really like the shrubs and grass, you made them or downloaded from somewhere?
Re: Some new work
I kinda made the grass myself, it actually a mix of 2 grass models, one I made myself (posted it some time ago in the 'Simple Renderings Thread' pages 259 /260) and one I didn't make, but found as a free download on Ronen Bekerman (which I used on my 'Rockmount' competition entry). One was a bit too much like a field, the other had too little variation, together I thought they looked pretty good.Pikadili89 wrote:I really like the shrubs and grass, you made them or downloaded from somewhere?
The shrubs are all free stuff from all over the place... 3d warehouse (though there are very few good enough), Xfrog samples page, 3d archive etc etc... have a browse around there's stuff out there to be found!
Thanks for the kind words.
Last edited by bubs on Fri Mar 14, 2014 9:43 am, edited 1 time in total.
Re: Some new work
Sorry bubs: since I read you get some models from archive3D... have you some cool workflow to keep UVmaps embedded in .3ds models? Over there, there are quite a load of models, some of them very complex and cool, but when I download the 3ds files they really mess up when imported into sketchy..
Re: Some new work
I have a workflow, but I very much doubt anyone would describe it as cool... I have found that most (but not all) of the models I've got from Archive 3D do have UV mapping info if the software can read it, so I use Blender initially. Now I have no idea how to use Blender, and after using only SketchUp for years find it's whole user interface very complicated. But... I have managed to teach myself how to do the absolute basics in terms of import / export, move, scale and pick the corresponding image file for the applied materials. This is all just a matter of inputting the path to the texture correctly, if the model has embedded UV mapping the material appear correctly mapped (as if by magic! ). Once I've done this quick exercise I export as a .obj and they work in SketchUp / Indigo in the normal ext ref manner.Pibuz wrote:Sorry bubs: since I read you get some models from archive3D... have you some cool workflow to keep UV maps embedded in .3ds models? Over there, there are quite a load of models, some of them very complex and cool, but when I download the 3ds files they really mess up when imported into sketchy..
This is probably all very long winded and over complicated, but it works for me...
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