View Full Version : Begginer attempt
aliceinchains 11-11-2008, 05:51 PM Hi all
That`s what i`ve been working several days after work.So i know it doesn`t look realistic,and i want to ask for your critics and comments :) I`m using 3ds max 9 and Vray.
http://img512.imageshack.us/img512/8238/78725399za3.th.jpg (http://img512.imageshack.us/my.php?image=78725399za3.jpg)http://img512.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
I`m a newbie in 3d graphics,but i hope i`ll progress some day :) I`m working as a builder,so this is very helpful for me.
And there`s another question i want to ask-how to merge picture and 3d scene?I must make the facade of a store,which is in an old building,so i want to make it in 3ds max and "paste" it in front of the picture,but i don`t have an idea how to make it.I hope you will help :)
And i`m really sorry for my english,i know it`s terrible :)
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mister3d
11-11-2008, 06:58 PM
Good start. If your point of interest in the center, try to make the main light brighter a bit. Turn on GI, your shadows could be almost black, but not. Then add reflectivity to some objects. Actually you should add reflectivity to all objects in a realistic scene with fresnel falloff. Also try to assign some color to lights, you rarely have white color of lights. Look at this thread http://forums.cgsociety.org/showthread.php?f=21&t=650761 Also do not leave untextured objects in a scene.
aliceinchains
11-11-2008, 07:31 PM
I`m using GI in the scene :) For primary bounce it`s irradiance map,and for secondary-quasi monte carlo with multiplier of 0,85.Maybe i have to increase it.And i forget that i must use color for the lights :) Main lighting is with photometric light with cool white color.For the reflections i use fallof map in the reflect slot,and in it i put a picture of the material in the grey scale and use fresnel falloff.So if there`s a better way,please share it here :)
mister3d
11-11-2008, 07:33 PM
Are you sure your sRGB switch turned on? Do you use gamma 2.2?
aliceinchains
11-11-2008, 08:15 PM
Yes,I use gamma 2.2,but I don`t turn on the sRGB button,because it makes things look pale.I just made input gamma of bitmaps from 2.2 to 1,and it looks that way :
http://img258.imageshack.us/img258/3909/1spz6.th.jpg (http://img258.imageshack.us/my.php?image=1spz6.jpg)http://img258.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
I don`t know if it`s worst or better.I`m using Reinhard with multiplier of 1,by the way.
mister3d
11-11-2008, 08:29 PM
Yes,I use gamma 2.2,but I don`t turn on the sRGB button,because it makes things look pale.I just made input gamma of bitmaps from 2.2 to 1,and it looks that way :
http://img258.imageshack.us/img258/3909/1spz6.th.jpg (http://img258.imageshack.us/my.php?image=1spz6.jpg)http://img258.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
I don`t know if it`s worst or better.I`m using Reinhard with multiplier of 1,by the way.
This image looks much better, and using sRGB swith IS correct. It looks pale bacause you used to wotk without it, but your light distribution is correct. If you want things not to look pale, use vraycamera and set your exposure as you want it.
The sRGB swith must be always on, unless you bake in your gamma in color mapping to 2.2.
aliceinchains
11-11-2008, 08:50 PM
Thanks a lot for the advices :) I`m using vray camera but without exposure.NowI turned it on and fix it,so the image dont look pale,but it became all grainy.But now I`m going to bed,and tomorrow I`ll try to make it better :)
mister3d
11-11-2008, 09:20 PM
I woudl suggest to texture the boxes on the right.
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