Announcement

Collapse
No announcement yet.

Industrial loft and Scandinavian furniture

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Industrial loft and Scandinavian furniture

    A series of pieces done over several months as part of a training exercise. These are quite old by now but I just got around to posting them. Feedback and advice much welcome.
    NOTE: The amazing EXR image used to illuminate the dusk shots was kindly provided by the excellent Peter Guthrie.





















    Check my blog

  • #2
    I don't recognize your username here, but I've seen your work before and I recognized your style. You are able to get some amazing quality of light (especially 3rd picture).

    May I ask if you do your whitebalance in the renderer or during post?

    Very nice work as usual!
    Maya 2020/2022
    Win 10x64
    Vray 5

    Comment


    • #3
      superb!
      Nice lighting balance, and great attention to detail.
      Chris Jackson
      Shiftmedia
      www.shiftmedia.sydney

      Comment


      • #4
        Great stuff. The rendering quality in there is quite something. nice details, nice shoots and nice mood.
        Alain Blanchette
        www.pixistudio.com

        Comment


        • #5
          Very nice work, I like the composition of the chair views

          Comment


          • #6
            Many thanks guys.

            Snivlem: Thanks a lot. When using the physical cam, I always set the white balance to neutral and do my color correction in post. No specific workflow there, as it really depends on the image. Since I did these over a long period, they are also very different in settings - not homogenous enough perhaps to work well as a series.
            Check my blog

            Comment


            • #7
              very nice works
              Really well done lighting very realistic, materials and compositions too
              Congratulations
              Last edited by pengo; 29-10-2009, 03:56 AM.
              Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

              https://www.facebook.com/essetreddi..../photos_albums

              Comment


              • #8
                Nice work. I agree with Robert - the chair shots are great and nice materials all around.

                b
                Brett Simms

                www.heavyartillery.com
                e: brett@heavyartillery.com

                Comment


                • #9
                  Thanks a lot. The praise is particularly valuable since it comes from the original Vray-materials masters!

                  EDIT: Stupidly forgot to post the reference for the interior. So here it is.
                  Last edited by BBB3; 02-11-2009, 02:50 AM.
                  Check my blog

                  Comment


                  • #10
                    GReat Work!

                    My only comment otherwise is the floor looks overbright & flat in most images.

                    To me it looks as if it is un-naturally white, and it seems that the GI is comimg out a bit flat because the white mat is bouncing too much light. I remember reading in a post on the forum that the most 'WHITE' material on earth is Snow which apparently only reflects 80% of the light that hits it . in that case your brightest material should be say approx 70% of 255 white. I have tried this theory a bit and it seems to work, giving a more realistic lighting solution especially when using Light Cache.

                    All the best

                    Comment


                    • #11
                      Thanks a lot 3DMK.
                      The floor is in fact grey. But I think the lighting in some of the pictures, and perhaps more importantly, excessive of incompetent post-production on some of the images made it turn more white and washed out than it should have been.
                      Check my blog

                      Comment


                      • #12
                        I would like to know about your velvet material if you can talk about it.

                        The reflections on wood materials are with a Vrayblend material or simple vray materials?

                        Thanks in advance.
                        for my blog and tutorials:
                        www.alfasmyrna.com

                        Comment


                        • #13
                          Hi Pixela,
                          Sure. The wood differs from model to model, but it's generally only a simple VrayMat with different maps in the diffuse, reflection, glossy and bump slots. As for the velvet, it's a blended mat mixing a light and a dark version of the same fabric mat (diffuse and bump maps only - the diffuse map is tweaked using a color correction map), with a falloff map used as a mask between the two. You just need to play with the falloff ramp quite a bit before it looks ok.
                          Check my blog

                          Comment


                          • #14
                            Thanks for your reply
                            I didn't understand velvet material clearly.
                            I understood that:
                            diffuse map is a falloff map from dark velvet texture to a light velvet texture.

                            But I didn't understand:
                            1. Mask part
                            2. Aren't there any reflections on material?
                            3. What kind of bump map?

                            Would I ask too much if you can email me the material tree screenshot so I can see more clearly and I can see the textures you have used.

                            Thanks a lot.
                            for my blog and tutorials:
                            www.alfasmyrna.com

                            Comment


                            • #15
                              Hi Pixela,
                              I can post a nodejoe screenshot, but you'll have to bear with me for a while as I don't have access to the scene where I sit right now.

                              For the time being, the tree would look something like that:

                              Material 1:
                              Diffuse: Texture map A (generic velvet fabric, no falloff) + colour-corrected darker
                              Bump: Texture map B (generix velvet fabric, greyscale)
                              No reflection.

                              Material 2:
                              Diffuse: Texture map A + colour-corrected lighter
                              Bump: Texture map B

                              Final Material (VrayBlendMat)
                              Material 1 + Material 2
                              Distribution mask: Falloff texture with custom ramp that allows material 2 to appear at grazing angles.
                              Check my blog

                              Comment

                              Working...
                              X