Environment, omar fernandes (3D)


#1

Title: Environment
Name: omar fernandes
Country: Canada
Software: 3ds max

Work done at VFS now that i only have 3 months left, decided to show and get some C&C. if you re interested to see more of my work done during this year at vfs just go to http://forums.cgsociety.org/showthread.php?f=43&t=581579


#2

yep, great textures & modelling. a bit meaningless the cam angle tho

grats


#3

wow, great work on texturing, lighting and modeling, but i think the wall`s shade ( right wall) looks a little flat… but it is a very good work… good luck


#4

Very realistic texture and render, Congrats !


#5

i like that …realistic…

i think many good guy were graduated from vfs.

maybe i wanna talk about 3d techniques and vfs with?

would you like to add my msn? rex_zou.uot@hotmail.com

or

email:rexzou@yahoo.ca


#6

perfect work …
4 stars


#7

thanks for the comments sorry for the cam angle it was rendered straight out of my movie, i try to fake an handheld camera to give a realistic effect.rexzou anything you want to ask just send me an email : kouroi_akuma@hotmail.com or add me to msn no problem


#8

another view


#9

Wow you 're crazy man the texture looks perfect everywhere, congrats !


#10

this is very good work man . 5 stars from me:thumbsup:


#11

Hey Omar… excellent job…
I really don’t think I can tell you anything on this other than keep on keeping on… U’re gonna have an amazing reel!

*****stars buddie!


#12

Stunning work :slight_smile:

5*s frome me


#13

Muito bom omar, os detalhes estao otimos e a luz tb.

:applause:


#14

Very good integration of textures and polygons. I mean, when I can’t tell where the polys are, then the image is great.

I’ve seen that the texture of the wall at the right of the second render gets burred because it gets perpendicular to the camera. Can I tell you a trick that works for me? Simply, in MAX, go to the texture slot in the Material editor and type 0,0 where it says Blur. This way, you get more definition in the textures, that become affected only by the anti-aliasing filter, and not filtered by this blurring effect-defect.

I love the door at the end of the street with those latin words. Nice mood. Congrats!:thumbsup:


#15

thank you all for the replys.

carloscarriles -i try to use that trick before but my rendering times went up. but as soon as i finish my demo reel i will re render these frames with the blur off.


#16

Que pasa Omar.

I agree. I can’t see the polygons. Awesome. It’s MADNESS, D!!!


#17

Modelling: Excellent.
Lighting: Fantastic !!
Textures: I’m afraid I’m going to disagree with some people here. While the texturing is very good - it doesn’t strike me as impressive. For example (see attachement), the joins between the stone blocks don’t line up across the corner of the building (green lines). The texture is repeated and mirrored (red circles). As has already been mentioned - isotropic filtering has been applied to the near-edge-on sides of the building causing blurriness (blue oval). An an-isotropic texture filter should be applied to preserve detail.

This is still a very good image - I just think it could be excellent with a little more effort on the textures. Well done. :wink:


#18

Slartybartfast - thanks for the reply, you got me there, i did it like that since this is an animation, and the camera barely looks in that angle, i tough it would pass, but since you noticed, i´m going to try and fix it and post the image here.


#19

Hi Omar
I know it sounds picky - but it’s that sort of attention to detail that really makes the difference between good CG and excellent CG. I understand that for animated sequences you might be able to get away with short-cuts, but the human eye is very good at picking up things that just don’t look quite right. If this was for a game - like Half-Life or UT - I’d say don’t bother fixing it, this is more than good enough, but if it’s for a demo reel, you should be aiming for near-perfection.

Having said that - it’s your artwork and I don’t want you to go off and spend hours fixing it if it really is only going to be on the screen for a few milliseconds. It is a lot easier to spot things like this when it is not moving :slight_smile: In the “Real World” you sometimes don’t have time to fix stuff like that.


#20

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.