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"3d to Realism" Pt3.. All 3d BigWigs look please.

3D Studio Max Realism posted on Jun 22, 2003
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Description


Well here we go again another shit update.... but the thing is... its almost ready to go on a real forum site... which i havent done before... Anyway to the details of this.... DownwrdSpiral and I are working on this.... we have been working on it for about a week and a half... everything in this room is to scale... to the very inch..... we are going to add "people" things... such as.. pop cans, DVD's/PS2 games, Magazines, Cigerettes, ashtray, ashes, and misc other shit.... all will be done in I hope 3ds max... I am tring really hard to keep it real 3d.. no after work in PS... only to make the pic size smaller.... anyway we should be completely finished wit this next weekend providing texturing "people grime" goes well..... Anyway comment, rate crit this.... more crit than comments... but comments are cool to.... Tech Notes Made In: 3ds max Rendered In: Vray Models By: DownwrdSpiral & Myself Textures Done By: Myself Layout: Myself.. completely fictional... Lighting: Myself.... P.S. I have to really give a big hand to DownwrdSpiral cause he stuck wit me thru this... this is alot of work for both of is... considering this is a 1st for us on trying a "photo-real" scene.... REPOST to big of pic...

Comments (17)


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TMGraphics

8:03PM | Sun, 22 June 2003

The image is real nice! Also, real big, makes it hard to see it all at once. I like the statue and table.

jungle_donkey

11:27PM | Sun, 22 June 2003

can i say holy manure thats excellent work

cutetaffy72

11:36PM | Sun, 22 June 2003

I like this image. It shows great detail and that alot of work went into making this. The reflections on this are in great detail. I feel at home in this pic. Keep up the great work. I look forward to seeing more of ur work in the future.

WayneZac

11:38PM | Sun, 22 June 2003

It's to scale? I'd agree except for the floor lamp; it needs to be taller. I think the floor tile is warped, check the UVW map, looks like the tiles closer to the camera are longer than those towards the background (maybe camera FOV?). Nice primitive modelling, procedural textures.

UrbanEspionage

12:53AM | Mon, 23 June 2003

I love these colors as a room design! The red chairs stan dout a bit though. I woudl keep the color scheme the same, and make color changes on minor details thogu.Yea lamps gotta be taller, think logically. If the chairs backing reaches choulder length when a person sits, imagine if he stands, he will get blinded by them =) Great work so far man, really lovin the hard work ur puttin into this!

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princessmoon

1:07AM | Mon, 23 June 2003

have to agree light has to be taller but other than that I think awesomely kewl. looks like my sisters living room only without all the toys from my niece.

)

Jenai21

1:07AM | Mon, 23 June 2003

Wow this is a beautiful set it reminds me of a friend of mines office waiting room...great realistic feel...I love the reflections and overall style...great work...Jenn

magicpixel

3:56AM | Mon, 23 June 2003

Great Pic, This is coming along VERY nicely! The lighting is realy good although I might tone it up a bit. It defenatly gives it a certain "feel" though. the ting that I can "constructivly" comment on is the polycount on the chairs, You might want to raise your count a bit especially on the 2 red chairs. The top corners look a little jagged especially by the windows. Other than that this is one heck of a scene. Well done to you both. Can't wait to see the final setup with all the bits and pieces in it. Cheers, Chris.

)

liquidminduk

5:56AM | Mon, 23 June 2003

its lookin pretty cool man, excellent lighting and render, like the "Captain Kirk" style chairs, lol, good sticking power too, can see theres alot of work in here, one thing, the statue has only one pole supporting the "white spiral" what about the black one??? it would topple me thinks.

Lon Chaney

1:16PM | Mon, 23 June 2003

Seem like there should be way more light coming in the windows lighting up the room. The modeling and textures are cool. Although I'm not a bigwig by any means thats what I would do :)

Downwrdspiral

7:20PM | Mon, 23 June 2003

Thanks for all the comments guys. The chairs use the same parts as the couch, so the cusions have the same amount of polys, the reason it looks could just be a rendering issue, we'll look into that. I agree, the light should be a little taller. The lighting is still in the works. The black spiral does have a support but its just off set a bit, and hard to see from that perspective. Keep the comments coming, they're really helping this project look better. Thanks.

DeathGoth

7:26PM | Mon, 23 June 2003

ahh ya what he said.... I dont have anything to say right now DWS covered everything that I could think of right now........ but we are seriously working hard at it... thanx for comments and exspexcailly crit

KAP

10:34PM | Mon, 23 June 2003

great work fellas....its comming along nicely. In addition to some of the other crits...might I also add this...(and this goes for the previous version as well, I studied it a bit after Deathgoth sent me a nicely detailed IM)...in a dditon to dirt and stuff (which your working on I know) double check your reflections. Look up the reflection scale for different Items...I.E. the windows....the glass would have a higher reflection level than the frame would...simply because glass is very reflective and plastic, wood, or painted aluminum would not be as reflective...its a nit picky thing but, you are after all trying for photorealism here. And of course keep in mind alot of this stuff is as always a personal choice....just something to think about...waiting for the final image...

)

Dall400

11:27PM | Mon, 23 June 2003

Awesome detail! It has a very realistic look and a great atmosphere! Awesome work! Cheers

)

Overlord_Diabolus

12:31AM | Wed, 25 June 2003

...great work on the lighting and reflection. Love the whole overall scene... ~HAIL THYSELF~

FA-Q

1:01AM | Wed, 25 June 2003

well done..

)

Mollock_20

7:15AM | Mon, 29 September 2003

Noce.. I want a bedroom like that.


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