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Subject: drugstore WIP


bh404 ( ) posted Mon, 29 July 2002 at 11:22 PM · edited Mon, 02 December 2024 at 11:34 PM

file_18185.jpg

Okay, so this is really just a daytime version of my 'City That Never Sleeps' entry. I'm still testing C2's global lumination - which took a whole day to render. This image isn't quite done yet. I'm not quite satisfied with the lighting. so I'm open to suggestions on how to create a more realistic outdoor effect.


DotPainter123 ( ) posted Tue, 30 July 2002 at 5:41 AM

Well I must say that your image looks QUITE good already! Not much to improve, but here goes anyway: 1) Get rid of the red light splilling onto the drugstore from the traffic signal, or maybe soften it some. It doesnt seem to be hitting the corners properly to be realistic. 2) More reflections! The drugstore window, shopping cart and the plastic on the newpaper machine could use some reflectivity. 3) Add some bumps, coloration and highlights to the mailbox. The surface is to evenly colored. But like I said, even without those changes, it is a damn good looking image so far. :0 NOw I have a question: Could we seee a wireframe? How about a sample of those texture maps! And how did you do the interior of the drug store? Thanks, great work!


litst ( ) posted Tue, 30 July 2002 at 6:09 AM

Ve-ry nice !!! One little flaw : the red light casts light on the wall because it's a glowing object . Glowing object always cast light with GI, they call this an area light . If you don't want this light on your wall, you can achieve the same glowing effect for the traffic red light by placing a multiplier in the color, with your red in source1 and a scale function in source2 . I can post a screenshot if you want . Overall, great stuff ! :)


nivek_ ( ) posted Tue, 30 July 2002 at 8:30 AM

Wow!!!

Thats great!!

But two things,

  1. As dotpainter123 said the mailbox is to clean.
    2)The stoplight and walk sign are to vibrant of a red. the sun would wash out the red and make it less vibrant.


DotPainter123 ( ) posted Tue, 30 July 2002 at 10:49 AM

Oh one more thing! Some clouds and sky may help also! Happy painting!


ashley3d ( ) posted Tue, 30 July 2002 at 12:22 PM

"Hey, where's the Government Cheese?" LOL. Great job on the modeling. I agree with Dotpainter123 about the window texture maps. Let see'um --Ashley3D


bh404 ( ) posted Tue, 30 July 2002 at 4:08 PM

GI treats a glowing object as a light? That explains that red bleed on the store. Thanks for clearing that up for me litst - as well as the tip too.


thomllama ( ) posted Tue, 30 July 2002 at 7:49 PM

really nice... had to set my Mac's gamma to PC standard to really see it... but it's great !!!!






Hexagon, Carrara, Sculptris, and recently Sketchup. 



bh404 ( ) posted Wed, 31 July 2002 at 1:19 AM

file_18186.jpg

In respone to DotPainter's question. Here is the wireframe of the scene opened in RDS cause I don't trust C2.


bh404 ( ) posted Wed, 31 July 2002 at 2:02 AM

file_18187.jpg

In response to your second question (as well as someone elses). This is just one of the textures scaled down a bit. I've used a technique where you take a quick render of the object in isometric view, open your image editing program of choice and create your texture map by simply drawing over the object. Then selecting the Box/Face mapping option in RDS/Carrara when applying the map makes for a near perfect fit .


bh404 ( ) posted Wed, 31 July 2002 at 2:16 AM

file_18188.jpg

The store's interior is actually just a textured cube primitive. Building a detailed 3D interior would've taken bog down the already slow rendering time. In the bottom image, I have created a few of these 'interior cubes' and carefully positioned them within the drugstore to fake the appreance of depth. A slight brightness is applied in the glow channel to give off some lumination. This screenshot was taken from the nighttime version in RDS so just ignore the two bulb lights. I hope this answers any questions you had about the image in particular. :)


DotPainter123 ( ) posted Wed, 31 July 2002 at 4:54 AM

Very nice job! Those stacks items stacked up look quite realistic. Thanks.


AzChip ( ) posted Wed, 31 July 2002 at 4:48 PM

Incredible work. The only thing that really gives this away to me is that the signs are too perfect. The colors in the Perfect Drugs signs are too saturated; particularly on an overcast day like this appears to be, the colors wouldn't be that vibrant. If they're from the night scene, maybe it's because they're still glowing? The illuminated signs aren't usually on during the day, so they just reflect. The background building and the sign are simply amazing. To be honest, when I first looked at this image, I thought it was a photo of a real store with signs put in in photoshop. Very very nice work. - Dex


AzChip ( ) posted Wed, 31 July 2002 at 4:52 PM

I LOVE the details like the can on the sidewalk and the texture map on the billboard (that's what I meant above when I said the background sign) is amazing. All of your textures are really excellent. Again, great job!


Freid ( ) posted Thu, 01 August 2002 at 4:15 AM

good stuff ! Freid


bikermouse ( ) posted Thu, 01 August 2002 at 4:16 AM

Looks good to me. I just got C2 today so I don't know enough not to trust it. Pretty good for RDS. - TJ


cederic ( ) posted Thu, 01 August 2002 at 4:35 AM

Attached Link: http://www.graphinc.com

Good work ! very realistic :) CeD - http://www.graphinc.com


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