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2 J_Bug: Can you tell us more detailed how did you build the metal leaves. I mean which modeling technique you uset to do it? If you want to share your technique sure? And can you show the wireframe.
I ask you becasue i tryed to do something like your metal leaves, but it comes abit weighty and horroble. (high polygon count).
Thanks for all the great words I think I'm happy with this first one but I'm still working on the evening shot. Let me know if there is anything that looks bad.
Below is a quick description of the techniques used:
Here is the light setup for the day scene. I tried to base it off of the reflections in the reference photo. A few things I should mention are that the warm VRay light is excluded from the glass objects. The light coming from the window is just an orange colored material with Generate GI set at 2. I didn't want to use glossy reflections on the wall to gather that extra specular lighting so I've applied a perp/parll falloff to the diffuse with a little blue in the side and a little beige in the front.
All of the amber colored meshes were created by spline modeling and then meshsmooth. Everything else is lathe, extrude, bevel and loft.
Hope that answers all the questions
Tony: Thanks
chris-x//: I saw what you were saying I took care of them. Can you see the little highlights now
Leo: Working on the lit version. What do you think so far
s0real: There is no comparison with the detail in that photo huh. This guys page is really great for reference though http://www.fontplay.com/freephotos
Marco: Thanks man. Long time no talk I'll write you soon as you can maybe see I've been creating as much work as possible to fill my spare time.
Paul: Thanks, everything was pretty strait forward with the reflections except for the two things (fake wall glossy and glass exclusion) I mention above
Eric: You think your a funny guy don't you
Elf: Thanks for the save I wish I could have proven you wrong and shown a wire for that photo :P
Matt: Thanks. No displacement though. The bumps are so clear because I've used a gradient for diffuse environment and the fact that there are the two walls and a ground plain around it. This variation helps along with the fact that I'm using VRay lights to simulate the other environments peaking around corners
intero_ua: What a great compliment. Your chairs are amazing. From previous posts I guess this is similar to the design style you work with. Hope I answered all of your questions. What's happened to your website?
Hehe, Actually I wasn't trying to be funny After a few of us at the office critiqued the "now known to be photo" render I wrote the first part of my post, and scanned over the previous posts, realized it was your photo, red faced I hit edit and added the last part.
Your renders aren't to shabby either, excellent modeling. I really like the aspect ratio of the photo though, in your renders there is too much wall, IMHO.
Just a side note in regard to the wave of "watermarking",it really ruins the images for me, personaly I will risk having my renders stolen.
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