ITS AMAZING .. there can be so many approaches to generate 3D views . though its good to have tips like this . Almost all successful 3D artists have a workflow of their own . they dont copy others styles .I think thats the secret of being a good 3D artist.Learn frm others but develop your own style .
I know it's been a while, but could you by chance post the v-ray setting you used? Cheers and amazing work!
Thank you for a great article.
Does anyone know where you can find similar textures as used here to mimic the interior?
Thanks a lot for sharing renderare,
great images and realy nice workflow
"We render an ID mask for quick selections."
How do you apply the id to geometry?are you apply id on groups?
With examples from Pixel Flakes and Making of.. like this, i get more and more ways to get nice final image. Thank's!
Hi Guys, Thanks for all the positive feedback! I'm glad you liked it. If it would be of any use, we might upload the .psd to have a closer look.
I think this is a great example of smoke and mirrors. It just goes to show that sometimes the devil is not in the detail but in the overall impression of the whole image. With some simple autocad techniques ( I'm guilty of taking sketch up into acad) and effective use of maps, awesome results in short time frame. Thanks for sharing workflows that help get the job done!
I find your work invaluable Ronen, this blog had dramatic effect on my work level.Great insight as usual, can't wait for following tutorials, and esp. for the interview !Maybe unnecessary suggestion,...but I would like more background about artists of these tutorials, not interview but maybe 3 simple questions along with these articles ? Maybe like their stance on photoreal vs conceptional, or 3D vs Postwork...Thank you again ;- ) !
I tend to heavily model, texture etc. with flexibility in camera angles and detail in mind but when you're look for one great shot in a timely manner this basic 3D/heavy post workflow is great! There is a certain look that emerges as well. Not photoreal, not NPR. It feels more ethereal and emotional. I like it.
@ronenbekerman this was interesting to say at least. I would say, thats pretty..Efficient =p hyper eficient =)
@Cadlink Yes? :-)
@max3dvi This is just a standard RenderID pass from VRay, the edges are jagged as there is no antialiasing, but you don't have to assign anything in the scene, just feather the selection in Ps a little bit.
Hi Lukasz, that would be great, because I have a mess with all those layers!
thanks for this very useful tutorial:)
@DanielSchmidt Good point Daniel! It's in London so the cars are actually on good side of the road, but the traffic light shouldn't be there. What can I say? Rush job :)
@JurajTalcik Fire away, ask me anything :)
@JurajTalcik Thank you very much! You idea is a good one and might be placed in the "Author's Card" at the top of each article as it shows now... I'll work on that ;)
@tomglimps It is, isn't it? It's great to see how simple you can go backstage, with a fancy facade to it all... When time is the issue.
@ronenbekerman ..makes You to reThink Your workflows..it's amazing how far you can strech in terms of realism =)
@ronenbekerman i sometimes amazed of the possibilieties..of simple workflows.. =p it's so amazing, that everytime You see smth like that..
@max3dvi no, each section of outer glazing (there are 5 of them according to 5 opacity maps) was a separate layer in CAD resulting in a separate object in 3dsmax, hence they appear in different colors in RenderID automatically
Lasse Rode takes Unreal Engine for a good spin as he strives for photorealism using a real-time tool. He does this... more