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yeah but its hard to find a nice texture for a ground, esp. a wooden one. i have tons of textures, but nothing seems to fit, even the sites you offered me (thanks alot) have got something nice.
well, the ground wasn't the thing i focused on, but as you noticed, the bottles, couch (ok, looks hard, but it's an artificial leather like material) and the table - i'm trying to show you some structure of the black "wood" soon
thanks for your comments so far - and stay tuned, maybe this one grows to a "bigger" image
For the couch, if you made the leather bunch up abit at the corners. and have a nice glossy highlight that would look great and give it a less "hard" look, at the moment that couch does not look that inviting to sit on.
Why dont you have a nice tile floor with glossies?
well the floor is a little glossy, somewhat it reflects.
i would like to have a dark wooden floor as it can be found in a loft.
i played a little with other materials before, such as flat dark surfaces like in entrance halls at airports or something. that looks too cold.
later this day i will search for a floor that fits.
my modeling skills aren't as good as they have to be to model those bunches you meantioned, perhaps i will practise. for now i have no idea to achieve this...
I think it has the makings of a very good image. So far better than what I have done architecturally.
If I can make a couple of suggestions, throw in a couple of pillows on the couch!!! Round the bottom cushions a little on the top (try a ffd modifier with a slight soft selection.) And for that Queer Eye for the Straight Guy look, put a stripe running vertically across the wall! A couple of plants might add to the scene too.
i like his little signature hehehe. took me "10" seconds to figure it out but im one of the ones who understands it
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
hehe i found this sig in another forum, cgtalk i think, so it's not my creation
ok guys, the same ground, but less hard couch
tried something with blurry refractions on the table, but the bottles seem to flow... i'll tweak this!
edit:
ok i have one question before i start over with this:
this image took about 3 hours of rendering. ok, there are a lot of blurry reflections and refractions, but even the wall (which is texturemap only) is soooo slowly rendered...
i used 2 vray lights for GI fake and one direct for the sun fake.
my thought was that the vray light itself was the cause - is it possible that it uses more resources than a standard light?
i disabled the area shadow option and spinned the sub divs to 10.
this one is without maps AND reflections/refractions and took 11 mins...
strange, thinking of render times less than a minute to achieve this result... even with the GI turned on using standard lights the render time is less.
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