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Simple exteriors - building renovation, Warsaw, Poland
I would say the speed blur on the cars and some people are way to much. As its a daylight scene and sunny your shutter speed will be fast and freeze the cars much more.
I was under the impression that modo has a very good renderer why would you prefer to go through the export trouble and render with VRay. (not that i am shooting your choice down, just curious)
Nicely done! Photo real for sure other then the blur issue. How do you find modeling with modo? we use SketchUP for most of the work and render using VRay in max and starting to use VRay for SketchUP in some cases.
nice image, though your sun angle creates a weak transition between sunlight and shadow that is flattening your building. Strictly an artistic comment, cause I see buildings IRL hit by the sun in this fashion all the time.
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"Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."
Speed blur on cars - I agree that is a little to much blur, but if not, scene would look too static for me.
Rendering in modo: copy&paste something that I wrote on Modo forum - "Modo gives great images, where light bounces don't play much role - i.e. "studio renders", where is single or very few objects. In much more complicated objects, where is a lot of light bounces over very different surfaces, it shows weakness - because of (I think) simplified light simulation. Also, rendertimes are much longer..." (than Vray)
I had used Sketchup alot, about two-three years ago. But then I found Modo - and I discovered that modelling could be pleasure and 10 times (realy!) faster
Of course I still use sketchup for some simple preliminary models or concepts, but not for real modeling. OH! I love it's 'photomatch' feature
Sun position - i like more 'dramatic' look too, but image must be compromise between my idea and idea of my client...
duke2 It's all matter of personal preferences and modeling style.
I was working for some time with people from games industry (3d modelers) and I've learned alot from them, esp. about speed poly modeling - maybe this is the reason, that I prefer to model using pure polygons.
Anyway, most important thing in all that stuff with modeling is to get what you want in shortest possible time and don't have to think "how to do something", but rather "how to do it better". For me Modo is that solution, witch gives me more freedom.
About 10 years ago I didn't imagine building 3D models not in... AutoCAD. That was painfull times.... )
And now, about 10 hours of work in modo, with measuring everything from photos and hand-painting texture from scratch:
Jarek,
Really nice images and modeling.
I was wondering about Modo myself for Arch modeling and texturing. I have used Microstation, Autocad, REVIT and MAX for quite sometime but I am always trying to find something that offers a better workflow and possible speed improvements. Do you find Modo needs alot of modification for Arch modeling or is it good right outta the box? Also how is the texturing process? Is UV mapping painful for buildings?
Out of the box it's pretty damn good. Aside from that, any of the additional scripts you need are free from vertexmonkey.com
UV'ing in Modo is superior to Max, especially with Seneca's (art guy at id) Super UV Tools.
The main downside for me is theres no modifier stack or history, so once it's done, it's done. This makes modifying things after they've been modelled (for a client request, for example) a bit more painful.
UV'ing is, as duke2 said great. But in Modo IS HISTORY - you can undo/redo There is no modifier stack (like max) but you can always copy base object (before i.e. chamfering edges) to hidden layer, children to main object - and in that way you have your modifier stack. You don't have to worry about polycount - I work in modo on laptop (Core 2 Duo 7400, 4gb ram, nvidia 7900 gt 512mb), and never had a situation, even on 3-4 mln poly scenes, with any slowdown.
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