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Light House Yacht Club

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  • #16
    Nice lighting. Really like the reflection in gable window.

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    • #17
      and the water side.

      Click image for larger version

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      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
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      • #18
        Love the roadside one in particular. Very clean and nice subtle lighting.
        Check my blog

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        • #19
          Originally posted by BBB3 View Post
          Love the roadside one in particular. Very clean and nice subtle lighting.
          Thanks you. It reminded me of one of the first v-ray renders I did; before I got caught up in the gamma debacle
          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

          My current hardware setup:
          • Ryzen 9 5900x CPU
          • 128gb Vengeance RGB Pro RAM
          • NVIDIA GeForce RTX 4090 X2
          • ​Windows 11 Pro

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          • #20
            they look very good...at the roadside view I think the ropes need more work(they are floating) about the water side I think the grass looks too green and the water still needs some work.
            for the water I would try to use more transparency(refraction) with fog to see part of the posts of the pier inside the water. I said before the color should be dark green with bump, but I think in this case I would use displacement because the camera is very close and the flag looks more natural.
            Last edited by flino2004; 16-08-2011, 07:31 PM.
            show me the money!!

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            • #21
              One quick word on saturation, I find that the culprit for oversaturation is often in the textures. Just like I rarely use solid colours that are over 200 RGB, I stay well clear of oversaturated or overbright textures. Vegetation can be a problem. If going through your maps one by one is too much of a drag, you can always correct the diffuse straight in Max. For instance, I always let all my leaf textures for a given scene go through the same color correction map to add some yellow, reduce the saturation and take down the gamma a notch or too depending on illumination.
              Check my blog

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              • #22
                Originally posted by BBB3 View Post
                One quick word on saturation, I find that the culprit for oversaturation is often in the textures. Just like I rarely use solid colours that are over 200 RGB, I stay well clear of oversaturated or overbright textures. Vegetation can be a problem. If going through your maps one by one is too much of a drag, you can always correct the diffuse straight in Max. For instance, I always let all my leaf textures for a given scene go through the same color correction map to add some yellow, reduce the saturation and take down the gamma a notch or too depending on illumination.
                Thanks for the tip.
                Bobby Parker
                www.bobby-parker.com
                e-mail: info@bobby-parker.com
                phone: 2188206812

                My current hardware setup:
                • Ryzen 9 5900x CPU
                • 128gb Vengeance RGB Pro RAM
                • NVIDIA GeForce RTX 4090 X2
                • ​Windows 11 Pro

                Comment

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