View Full Version : WIP: French Press: Cokmments please
VestanPance 01-16-2003, 06:29 AM OK. I have been playing with this long enough. Any C&C? How does it show up on a mac? I was going for my first "photorealistic" image. Hopefully I pulled it off.
SP(VP)
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stevedeer
01-16-2003, 07:05 AM
Looks great on a mac!... lots of contrast in the reflections. Perhaps give it an area shadow for ultimate realism and try and get the shadow in a more 'viewable' position, and possibly a little diffusion in the reflection channel?
Just being 'ultra picky', it really is a nice render.
steve
STRAT
01-16-2003, 07:41 AM
nice image, but looks completely cg to me and not photographic atall.
did you use gi? if you did then wak up the settings. there are a fair few other things to look at but im sure others will pick them up :)
Claudio72
01-16-2003, 08:55 AM
on my mac and my pc looks nice, and it doesn't look all cg, it looks really photorealistic to me!!!
Don't stop, I will follow this thread
Anadin
01-16-2003, 08:58 AM
Looks really nice! great model.
Do you have refraction on the glass? - It looks a bit see through on the edges to me.
I think maybe there are too many shadows?
verti
01-16-2003, 10:37 AM
this one rocks! maybe u could blur the reflections a little bit?
take care,
vertiis.
wesware
01-16-2003, 01:18 PM
Really nice model and render... but i feel like the shadows are detracting from the overall quality. I would consider looking in some high end magazines or catalogs to see how they light these type objects.
Looks good!
AdamT
01-16-2003, 01:58 PM
If you are going for *really* photoreal--as opposed to advertizing photoreal--you need to add some surface imerfections and grime. How about some water spots on the glass/metal, scratches on the metal parts, some bends in the spring, subtle bumps in all textures, etc. If it is to be a product ad-type render then it looks excellent except for the lighting issues already mentioned. Great job!
VestanPance
01-16-2003, 08:52 PM
stevedeer - "Perhaps give it an area shadow for ultimate realism and try and get the shadow in a more 'viewable' position, and possibly a little diffusion in the reflection channel?"
I tried an area shadow but the render time was going to be astronamical! This one, with just 6 softs and 1 hard, took 8 hours. The shadow should be moved. Nice. Thanks!
Claudio72 - Thanks for the encouragment!
Anadin - "Do you have refraction on the glass?"
Yes I do. It's currently at [1.2]. Is that enough? I think that the lack of detail behind glass adds to it looking like it does.
verti - "maybe u could blur the reflections a little bit?"
Good idea! I think brand new chrome is pretty darn reflective. In a "real" render (dirt and wear) I will add some blur. Thanks!
Wesware - "...but i feel like the shadows are detracting from the overall quality."
I agree. Are there too many? Or just the wrong type? I was really trying to keep it from "floating". Thanks (getting snowed in yet?)
AdamT - "If you are going for *really* photoreal--as opposed to advertizing photoreal--you need to add some surface imerfections and grime"
Yeah I was going for the "catalogue" look (much easier). Good ideas on the "dirtying-up" stuff though. And thank you for your help on ideas for getting the frame set up. You may not remember but it gave me some great inspiration and guidance.
Thanks all for the crits:) Any more are appreciated.:thumbsup:
Anadin
01-17-2003, 09:14 AM
refractive index of glass is 1.5 so it could do with being up a bit. The other thing I would normally do is have a bhodinut fresnel shader (default settings) in the transparency channel
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