Awesome render! I wonder if you can elaborate a little bit more on how to use sweep modifier to make the overflow object.
thanks kim and 3dsmaxed :)
i customized the curves for the different channels seperately.
in the curves adjustments you can select every channel via the dropdown. rgb is default, but you can select red, green and blue. all i did is to customize the curve for the blues. i pushed the blues in the darker parts of the immage (the windows/shadows).
you can have a similar effect using color balance as an adjustmentlayer...in color balance you can choose different colorshifts for highlights,midtones and shadows. just push the slider for the shadows against blue. afterwards you can paint masks for these layers, if you want this effect to appear just on certain parts.
Thanks for the great tutorial.
i noticed that your post produced image is much better in contrast than the actual render especially the Glass doors onto the left. they are much darker in color and also have a vintage/purplish tone to it. Can u explain how you contrast ur image in pshop. a little bit more info on the post production process ?
I am not much into the techie side of rendering, but I can appreciate what you did here. It's a cool tutorial for those who wants to broaden their design skills. I know a number of our rendering team members would love to dissect what you did here with you, if they have the time that is.
As for me, I am cool with looking at the finished renderings and admiring how realistic they appear. You have great stuff here, Marcus. Wouldn't mind dropping by again sometime. :)
I dont quite get how you've done the floor. In floor generator you make a plane then use teh script and it generates a floor from that plane. Do you apply the textures to the generated floor?
Hi Marcus, excelent work.
Did you use linear workflow or just color mapped with reinhard?
Thanks for sharing and keep inspiring us with your work.
I would also like to ask how come VRayLightMaterial displayed in your viewport. mine always shows white :/ Thank you :)
really good work, thanks for sharing the tutorial. how did you made the glass reflection look 'wavy'? I always try to achieve that kind of reflection when rendering a full-glass skyscraper
thanks everybody, much appreciated,i'm glad that you like it.
Alex,this might be due to the fact that they once were one and the same. The collection might have been purchased before separation, but for sure through rendering.ru.
Good work and good tutorial, snx! But I have to say that 3d models of Poplar tree, Acacia and Pines are not iTrees - this is HQ Plants from www.3dmentor.ru
I use HQ Plants in my work and like it.
lovely....just lovely....i particularly like the trick of the wet area on the tiles....nice going Marcus
i did a quick screen capture for you ;)
it's a bit different from the project, but easier to follow as there's no need for additional polymodelling
get it here:
hope this helps
please follow the link Ronen posted in his editor's note to the best available source about using the floor generator, made by Bertrand Benoit...
Find it here - http://www.ronenbekerman.com/using-floor-generator-script-by-bertrand-benoit/
Yes Daniel, but sometimes this problem still occurs, even if you use your well described workflow, at least inside a light material.
Thanks Diego, well, let's call it some kind of a LWF. The preferences are set to 2.2 for in- and output.
Thanks San, yes the sun is kept to default values, except i set the shadow subdivs to 8...
For the lightmtl., i noticed that too in other scenes. Never managed to track this down to the cause, sometimes it does show, sometimes it doesn't. It's scene dependent but i can't isolate a reason for this. Guess i had luck this time, preparing the making of ;)
Thank you Bayu...It's nothing more than a noise for the bump...I mentioned it in the part about texturing, have a look again at pic. 21.
Yeah.. even vraydirt shows in black when i apply it to object.. dont know whats the problem...
Your floor material is complex.. I need to read it few time to understand it i think :P
Very nice making of :) Thanks again for your time.. those images looks photo real :)
@San, about the vraylightmtl showing in the viewport, you have to enable the "Show Standard Map in Viewport" icon when you are IN the bitmap editing settings in the material editor, not the one in the Vraylightmtl settings (this one must be disabled), then it must be shown in the viewport.
And for the vraydirt showing black, to avoid this disable the same setting (Show Standard Map in Viewport)in the vraydirt editor setting.
Hope it helps!
Lasse Rode takes Unreal Engine for a good spin as he strives for photorealism using a real-time tool. He does this... more