Announcement

Collapse
No announcement yet.

Evermotion challenge shot

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

  • Evermotion challenge shot

    Hi guys, i hope you like this shot, it was for evermotion challenge, but i can connect to their site and its 1 am for me on the 23, well i hope they still give me a chance to use this one.

    Hope you like it and please C&C are welcome!



    BTW anyone know how can i change my nick here??
    Best Regards.

    Jorge Zamudio.

  • #2
    Nice stainless steel. All glossies seem well done. Steel and wood is my favorite combo. :P

    Comment


    • #3
      hello my friend, congratulations fot you nice image, liked very much bump effect you achieve at your walls.

      see you and i will waiting you here in Brazil

      bye

      silver
      natal - brazil

      Comment


      • #4
        Thanks guys.

        Merry chistmas!!!!
        Best Regards.

        Jorge Zamudio.

        Comment


        • #5
          any explanation on the light setup and settings?
          5 years and counting.

          Comment


          • #6
            010110111010010110

            Comment


            • #7
              hey, nice work!

              I really like you glass and the stainless steel, usually it´s hard to make a good one in a plain surface, did you use a map for the steel or just the a plain VrayMtl? Can you post you your settings please (glass and steel)?
              Can you post the render time as well?

              My only critic goes to the chairs, maybe with some more shadows to have a better contrast between the floor and the chair legs, and maybe the chair legs are too white, thats just my opinion, but congratulations, overall image is very good.

              Guilherme

              Comment


              • #9
                Guys, im so sorry i havent checked on this post before, ill try to explain all the settings later or tomorrow, its about bed time here, but ill do it asap
                Best Regards.

                Jorge Zamudio.

                Comment


                • #10
                  ok here they are, i posted a big jpg (250 kb 800 x 1500 px) because i hate when i cant see the little numbers, hope this helps guys.

                  Best Regards.

                  Jorge Zamudio.

                  Comment


                  • #11
                    can i ask why you havent checked, Stored With Irradiance Map on your lights ?
                    your rendertimes will be so much quicker
                    Natty
                    http://www.rendertime.co.uk

                    Comment


                    • #12
                      as i was playing with photons and maps, i guess i've unchecked them and i havent noticed that before
                      Best Regards.

                      Jorge Zamudio.

                      Comment


                      • #13
                        when checking Stored With Irradiance Map for lights, doesnt that also require higher light subdivs to look as good as when Stored With Irradiance Map was unticked?

                        Comment


                        • #14
                          No, when store is on, there are not raytraced area shadows, so your subdivs will have no effect (are you talking about shadow subdivs?). You'll loose shadow detail though, so if you want that back you need to increase the irradiance map settings.

                          Oblivion, try saving screenshots as gif with 32colors, you will have sharp text and a smaller file size, without any quality loss.
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

                          Comment


                          • #15
                            Im talking about the sampling subdivs (its at the very bottom of Oblivions mega image above) , so same thing i guess.

                            Hmm i new something needed to be increased.

                            Comment

                            Working...
                            X