Lobby - WIP
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here's a lobby I'm working on... Cheffey modelled the bulk of it for me.... i have NOTHING to do with the design..so no comments...haha..... anyway, not loving it so far.... so any help is appreciated.. i see some tiling that hopefully i can try to take care of... and a few emitter issues... the emitters must be upside down in those pendants.. which is why they're not glowing and the ceiling is so damn bright
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looks great, respect!
it is maxwell? -
whoops..it is maxwell, yes..forgot to mention.
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Lighting has always been my weakness so I really can't say too much on that! Every texture I can see seems to be tiling pretty bad... but you already pointed that out sooo... it looks like you're heading in the right direction so keep up the good work my man!
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Looking good, altohugh i dont liek the design particularly
crits: the lights on the left door arent on, not sure if this is intentional though. And you might want to bevel some of those edges, its all looking very sharp at the moment.
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like i said.. had nothing to do with the design...dont like it either..
not sure what is up with those lights on the left..they're components.. should be acting the same as the other side.. fixing some of the tiling issues now..
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In general it is a good render. It is just that indirect light almost always looks bland, it is even meant to - light fixtures like this are generally used to provide a glare-free computing environment. I would use something more "dramatic" (meaning more direct light) to light a lobby. The lighting levels in the render might be even a bit too high, as the ceiling is quite washed out, or the ceiling material is unrealistically reflective.
So this is more a critique of the design than of the image.
Anssi
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i can always count on Anssi to have some good insight.. totally agree too... oh well.
here is an update.. no idea what the color looks like since both my monitors need to be calibrated and it looks totally different on both
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Much better. I'd make it a 2 point perspective though. Maybe try the shift lens in Maxwell?
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hmmm.. good idea, let me see if i can figure that out.
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here's what i ended up with... i couldnt get my head around Shift Lens...i think i know the concept, but for me, it was all trial and error and i wasnt getting where i needed to be... i tried to output a 2 point perspective from sketchup..but the view is totally changed in maxwell
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Looks awesome, i especially like the reflection of the person in yellow on the wall although its kinda weird with the column perspective, its good the way you have a less crowded (people group)and has been cool to seen a pro's process through images, nice one!
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ha..pro....good one!
i did leave out a few other back and forth images with the client.. it didnt clear up quite as quickly as i would've liked..this took just about 24 hours to get this far not sure what was slowing it down so much..
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Yeah ... shift lens. No idea how it works either. Sheik oughta do a tut on that one!
I'm surprised 2 point didn't work. Works for me. I generally go through the Studio - you? Maybe the plugin doesn't handle 2 point well or something. Wouldn't surprise me.
Do you make your own mats? Or do you take the lazy boy route - download mxm, swap textures - like me?
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These are nice Jason,
The shift lens intrigues me. I've wished for something like that--vertical "film" plane with lens raised to adjust view.
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stinkie.. i usually do just use alot of the mxm's from the gallery out of laziness time constraints..but for this one, the stone was pretty specific.. so had to make my own.. my lazy way of doing that is downloading a similar material.. and using the settings, but changing the reflectance map, bump map, etc... mostly b/c i dont usually understand all of that other stuff
yeah, when i exported the 2 point.. it totally changed my viewpoint.. havent been using studio b/c my components get rotated all wacky...hopefully this new plugin today addresses this..
hopefully, i'll get some time to mess with the shift lens on an upcoming project dave...or maybe biebel can since he's always playing around..then he can tell me how to do it lol
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@marked001 said:
stinkie.. i usually do just use alot of the mxm's from the gallery out of laziness time constraints..but for this one, the stone was pretty specific.. so had to make my own.. my lazy way of doing that is downloading a similar material.. and using the settings, but changing the reflectance map, bump map, etc... mostly b/c i dont usually understand all of that other stuff
lol. Yeah, same approach here. Works pretty well, though.
@marked001 said:
yeah, when i exported the 2 point.. it totally changed my viewpoint.. havent been using studio b/c my components get rotated all wacky...hopefully this new plugin today addresses this..
Nasty bug, that one. Unworthy of such an expensive app. Unchecking "instances" in the export options usually helps (that is, unless you're running Mac OS). There's another (less RAM hungry) way too: explode components you rotated in SU, and make new components out of them. Hope NL gets this one sorted fast!
@marked001 said:
hopefully, i'll get some time to mess with the shift lens on an upcoming project dave...or maybe biebel can since he's always playing around..then he can tell me how to do it lol
B?
Edit: 1.7 is out! New plugin too:
SketchUp plug-in for Maxwell Render 1.7
Improvements and fixes
β’ Proxy objects implemented. Proxy objects allow users to replace low polygonal versions of individual SketchUp components (which are used for easier work in SketchUp) by higher polygonal versions of the components when exporting to Maxwell Render.
β’ Camera parameters are now stored per SketchUp page. Previously there was just a single entry for all SketchUp pages.
β’ The plug-in UI has been adapted to integrate the new Physical Sky parameters.
β’ Shadow channel was added to the list of channels to export.
β’ Fix: wrong positioning of flipped objects in Maxwell Studio.
β’ Fix: crash when instancing components with no 3D geometry. -
well..despite that last image being the 'final'... they came back with more changes.. despite seeing like 5 progress images.. and the things they want to change are the wood and the actual view..two things that have been the same all along! such a pain.. anywho, i figured out the shift lens...which is pretty cool.. i 'think' i'm still getting flipped components in studio though i was so all over the place rushing to fix this... i dont even know.. really want to try out the proxies.. i'm using 1.7 now, but didnt even look at the improvements to the plugin..duh..
here is a 5 minute test.. cheffey is hooking me up and running the new 'final' for me on his network... i need my one and only pc to work all weekend
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Much better already. Care to share your knowledge on the esoteric art of camera shifting?
I did a few tests, and I'm not getting any flipped components anymore. So far. The new sky system is pretty impressive!
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the lens shift was pretty trial and error.. i did it in studio, so not sure how it works in the plugin.. but you just throw in some numbers and it alters the perspective...reset the viewpoint and keep going until the lines are vertical.. something like that..haha..
here is what i came up with.. this rendered for 18 hours and hit SL14..something was def messing up my last file.. 24 hours and it barely broke SL12 i think..
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