Light Sunspot hours February 10. Spot 150% inverse distance 2nd, cone 2, 0.55.
Gamma 1.5 1.0. Photon medium power 1.0
Quality medium. Render time 4 min
exterior
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: exterior
I thing this is WiP, becouse this is very empty/poor render....salvatore wrote:Light Sunspot February 15 Hours 16. 150% inverse distance 2nd 1 Km. Cone 2, 0.55.
Range 1.5 1.0. Photon power 1.0. Medium quality.
Render time 7 min.
btw. please next time put renders in one topic.
Re: exterior
I think the light is quite good. More work needed on the materials though. Keep it up!
- Jure
Re: exterior
texturing could improve a lot, especially on the concrete parts. it's not enough to put a random concrete texture on walls... keep attention to the seams created by the wood encasements, they are at completely wrong/casual placement. my tip: do a little research about how concrete walls are constructed in reality - this will open your eyes
as for the glass parts: glass surfaces always need a slight soft bump - reflections are always deformed in glass fassades. the best is to alternate slightly different bump mappings within the glass panels of your construction, to avoid any 'map continuity' revealing immediately the CG origin of an image.
bumped floor texture in upper image is probably off scale (too large).
put some environment around your building, so you can see some nice reflections in the glass other than a straight line and a car
cheers
markus
as for the glass parts: glass surfaces always need a slight soft bump - reflections are always deformed in glass fassades. the best is to alternate slightly different bump mappings within the glass panels of your construction, to avoid any 'map continuity' revealing immediately the CG origin of an image.
bumped floor texture in upper image is probably off scale (too large).
put some environment around your building, so you can see some nice reflections in the glass other than a straight line and a car
cheers
markus
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