Thu, Nov 21, 8:29 AM CST

Almost real.... not quite....

3D Studio Max Realism posted on Jun 26, 2003
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Description


well here it is... in Life we have light sources no matter where it comes from... a light bulb sun neon light whatever... they all give off diffrent colors and diffrent shadows.... well I hae got real life scene for lighting.... this is a real acomplishment for me in this realism room... god this is a hard task..... anyway to the tech notes.... Tech Notes Made In: 3ds max 5 Renderer: Vray Poly Count 290,000 Models By: DWS and Myself Materials By: me Lighting By: Solely me Trash Talk: All them cool people in the last 3 segments of this... HELL I LOVE U GUYS.... anyway I do apprieate all the help CRIT and comments... as u see this scene is getting HELLA better as we move along... we should be done with it soon I hope.... I will be tweaking the lighting more... but hey who dont... add personal effex and people grime... after that we move to a kitchen scene.... anyway Give Comments... Crit or just say Hi....

Comments (9)


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pauljs75

1:53AM | Thu, 26 June 2003

A tad more specular/reflective on the pics, and maybe a nicer view of the outdoors. Room's looking cool already.

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DatJongetje

2:05AM | Thu, 26 June 2003

Just editing, and replies seem to dissapear!! ARGH!! You're getting closer and closer, still not fully there though. Things to take sharp notice of: - Walls The texture looks sharp and edgy to me - The scattering of the light does not feel truly realistic. Go to www.neilblevins.com and check out his CG tutorials on skylights and global illumination. The main problem for me is this: The light from the outside has the same properties, scale and scattering as the lights from the inside (lightbulbs/tl's). While in reality these 2 have much differing properties. (Single- and Multi-scattering properties). Light from outside scatters in all and every direction, light from the outside is usually blue-ish/white-ish, whilst light from lightbulbs and small TL's are usually more yellow (sometimes even greenish, see the Matrix TL's). Try to incorporate this into your scene, by making a greater difference in the light that comes from the outside and the light that comes from the inside of the room. - The ceiling The last crit I have is for the ceiling. It's opening, right now it looks like 2 yellow boxes placed in an opening in the ceiling. Try to add more detail to it because it looks like it didn't receive the attention that the rest of the room did. ;) (how about making it a sliding roofwindow? :) :) Sorry for the longwinded crit but you seemed to ask for honest crits. Good luck in your quest for realism!!! PS: Sorry i forgot, the ceiling gives you a perfect opportunity to show off some shadowplay into the room! Rule number 2: When it doubt uses shadows to give the scene reality. (If you're guessing, rule number 1 is when it doubt add skeletal robot). :D :D :D

DeathGoth

2:06AM | Thu, 26 June 2003

haha Dat ur insane

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Moebius87

2:07AM | Thu, 26 June 2003

I think you're doing a pretty good job on the lighting here. It might be an accurate simulation of real light, but it really depends on what you are hoping to achieve here. General task lighting isn't really dramatic, but it does show off your modeling skills very well. Keep it up!

LQNova

2:19AM | Thu, 26 June 2003

My only change would be a different view out the window. To have such a plain background behind photorealism is jarring to me (but that's just my opinion)

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clemens-k

2:25AM | Thu, 26 June 2003

Hi ;)

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Infra5

3:35AM | Thu, 26 June 2003

Well I like this the only thing that jumps out at me is the photos on the wall don't seem quite right yet but I love the rest of this big time you two did very good on this by far better then I could ever do :)

kennyliu

2:58PM | Fri, 27 June 2003

Agree, the lighting is pretty good, and the wallpaper is great:)

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ariaans

3:33PM | Fri, 27 June 2003

This already is an improvement! I agree with the ceiling that needs work... I would personally rotate the pictures on the wall a bit, as they are hanging on a nail. Very nice reflections in the third window! I saw you (mesh)smoothed the table, but I think it didn't turn out 100% as far as I can see. Perhaps because of the method of modeling... Nice wall-texture! Most important thing I kept for the last: Look at the horizon! When you look into a scene, all horizontal line will lead to the horizon, except the horizontal lines which you look at with a 90 degrees angle (you're standing right in front of... sorry, not easy to explain in English). When you look at the right three windows you can see the height of the horizon. But look at the horizon in the left window! It's much too low! It has to be on the same height as in the right three windows!


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