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York EMS HQ

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  • York EMS HQ

    Hey hey,

    Another exterior. This time for a paramedic HQ out in the boonies. The site is literally a flat field with nothing on it so it took some thinking to make the environment somewhat interesting.

    Blender + Vray + Photoshop

    Enjoy!

    Comments/crits?


  • #2
    Re: York EMS HQ

    Tell us more about what you did and how you did it.

    Is the sky a texture loaded in Blender, is it postwork done in photoshop?

    Are the birds a mesh, postwork, a simple plane with trans map?

    Grass trees, how were they done?

    Some materials settings would be nice too, reflectivity on the building is nice. Share settings please.

    Comment


    • #3
      Re: York EMS HQ

      Sky is post work.

      Birds are post work. VERY simple.

      Grass is Blender particles/fur. Trees are all geometry.

      The building materials are generally materials with Ray Mirror enabled and RayMir set to something between 0.5 and 1.0 with different glossiness settings and Fresnel factors. That's really about it except for some texturing that came out very subtle.

      Vehicles are geometry. The ambulances are retardedly simple and ugly but they look passable from far away. No closeups

      People are post work.

      The rest is just toning and localized adjustments. It's all done in with such short-cuts and layers because on these kinds of projects they're still designing the building as I'm working on it. So I ended up getting some significant design changes the night before it was due, which I could only pull off by having everything isolated to different layers instead of redoing the whole thing.

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      • #4
        Re: York EMS HQ

        good job.

        I have a question...It's not actually related with vray for blender but related with polymodelling of buildings in blender.

        My workflow with 3dsmax is to import dwg, move to a layer,freeze it, change layer and start to draw splines to extrude later.
        With extruded splines I add an editpoly modifier and I create holes for windows/doors and the other architectural elements.

        I'm very noob with blender but from what I've seen until now it's not possible to replicate my workflow but I need a different approach.

        If you want, could you tell me what is your approach about arch poly-modelling ??

        Thanks in advance.

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