Here is one I just sent off. I am having a heck of a time texturing the road. I am using high-resolution textures, however, they come out junky. Any tips? Kudos to V-Ray NEXT for churning these out in record times. The interior at 4k was 1/2 hour and the exterior at 5k was an hour.
The scale looks really off on the road as if the uv’s are messed up?
Tbh I think you might be better off doing something like bertrand benoit’s setup and using tileables for the markings. The rule is whatever section of the map your camera is framed on, that section of the map needs twice the amount of pixels as it’ll be rendered at to feed quality properly. So say you’re using the bottom right corner of the image and your render is at 4k, that means the small bottom corner of it has to be at least 8k and to hold that level of quality, the map is going to end up being something bananas like 80k!
Give this a look: NAKAGIN PHOTOREAL ROAD TUTORIAL
Alternatively you could break the road mesh into a section near camera, keep that as something like an 8k texture and then have the other segments being lower res but lining up nicely?
Yeah, I think I’ll just do it with lines and a repeating texture. I can’t spend a day on one texture :).
I have been drawing splines, offsetting them and I use the drop script to lay them across the road. I then use the texture from RailClones street lines after converting them to a poly. I can add some grime in post, I guess.
for street markings use VRayDistanceTex driven by splines as a mask for blend mat. with some noise maps you can get nice irregular shape of the paint. from that get a bit of bump to show thicknes of the markings.
splines have shell or sweep modifier so yo don’t have to drop them exactly on the asphalt and single segment can drive two painted lines.
are those axyz people?
I think they are Render People. I recently saw an ad on some site for GOBO people. The ad was about foreground people for those close-up shots, so I dropped $400 on a few for a project; they were really bad. So far, Render People seems to be the best. AXYZ people are good, but the site is so slow it causes me anxiety.
looks great and the foreground street texture improvement was critical. Is there maybe a bit more warming filter or white balance adjustment form the first one? tt feels just a bit warmer which is also nice.
Distant buildings look like maybe sketchup models provided by others? I think maybe good that they don’t have the level of detail and refinement as the subject building. The one on the right especially draws my eye. It’s real flat looking. Possibly your building could appear to cast a shadow on it or some other device to diminish it’s weight.
Overall is super nice as always.
Thanks! Yes, those are Evermotion buildings. I did use fog to make them less apparent, but maybe it did just the opposite. I like the idea of casting a show across the right back building.
Nice, but in my opinion to much computery generated and clean. Maybe some dirt on walls will make it better. And every wall is too boxy, if you know what I mean. Too hard edges, no rounde corners or some cracks or something. Displacement for this bricks will be great too.
Yeah, displacement was a deal breaker on this one. With displacement on, 18+ hours and off, under an hour and it didn’t really add much from the distance.
That sounds odd to me. I would guess that would render at @ 4K with displacement on bricks in no more than 1.5 hours on my system. If it took longer than that I would think something was wrong and it would be a deal breaker re workflow.
Just adding displacement to a couple of walls walls of bricks should in no way have such a drastic affect, IMO.
I turned displacement back on and yes, it rendered fine. I ended up joining all the common bricks, so from dozens, to just three.
Looks like a great place to rent but there’s never an open parking space. ![]()
Good observation, however, they have a parking garage in the back, so they don’t need on-street parking.

