no matter if it's rendered or not...still has a great astmosphere
are you planning to share this model? i would love to try to render it
no matter if it's rendered or not...still has a great astmosphere
are you planning to share this model? i would love to try to render it
beautiful project and modelling! i also like your render style very much!
i really like your interiors but somehow the persons you added look like they don't really live there. They give the impression like they are on a visit and wait for something. Do you know what i mean? Like they visit the house for buying a flat there and wait for the estate agent.
the one component i don't like is the coffee machine...maybe if you have 15 β¬ spare-money you could get this really nice model from evermotion:
very nice! i like the postpro...gives a really warm and positive atmosphere to the scene!
Thank you for pointing that out Daniel, i've changed the topic
It is indeed a nice project. The problem is that there were made changes to the original structure like adding balconies to the the buildings which are very expensive to bring back to it's origin condition. Also i guess the residents won't tollerate the demolition of there balconies just to bring the whole structure to the origin condition. It's more like a fictional project and won't be completed in reality, but that's working in the university
The shrubs are from the X-Frog library 'Landscaping' and indeed really nice to work with when you use Maxwell render with instances!
Thank you Daniel! i agree that the post blocks the view of the trunk, i will change the perspective there.
I don't know if colony is the correct term in english for this kind of urban concept. their intention was to give cheap living space for the workers class, as the industry was booming and there wasn't enough space in this time.
here is a german wikipedia article about this neighborhood with some pictures http://de.wikipedia.org/wiki/Jacobsenviertel . it's in Erfurt, germany.
It depends on the texture used in the .mxm file. When you browse the mxm gallery on the maxwell page you can see that some materials say "tileable - yes" in the file description, so you won't have any problems with tiling in your render.
otherwise if the mxm file is not tileable you still have the possibility to edit the image file linked to the mxm material with photoshop. the image file normally is found in the same folder as the mxm file. in my under standing - not being a pro in maxwell rendering - mxm files are nothing more than textures with predefined settings, so that they render with a specific quality like a half transparent, shiny glass for example. i hope somebody corrects me if i'm telling something wrong.
i hope that helped a litte.
Amen! (from the not-pissed-part of the board )
This is a project i'm doing for university. The target is, to bring a yard of a housing, built in 1927 in germany, back to it's origin look. Sadly i can't post the historic photo, due to copryrights.
Images are raw Maxwell renders. they are a bit noisy, because of the lag of time. The buildings are left white to center the focus to the landscaping (maybe i'll texture them in the final render).
C&C is of course very welcome!
Sketchup 8 + Maxwell Studio
i would like to add something to the first question with the ceiling: the bigger the emitting face is, the less powerfull the light comes out of it, so when you have a big face like the ceiling of a living room you'll have to crank up the power of the emitter to get a result.
when you have a very small face, let's say 1x1 cm, you'll get much more light with the same light-power settings.
thank you very much for these background informations jason! people can always count on your maxwell knowledge here...much appreciated!
erm...update on the case: i did the whole process again and it worked i have no idea what i did differently but now it's facing the correct direction. this time the mxm texture also did copy to the sketchup material without any problems.
thank you for your help massimo, i guess i have to wait till jason_maranto will give me a "uv mapping for dummies"
yes there is a possibilitie, but somehow the changes i try to do to the uv mapping in maxwell don't have any effect. i tried the tutorial in the maxwell documentation on how to change the uv mapping step by step, but somehow the texture doesn't move.
i opened a thread here with screenshots: http://sketchucation.com/forums/viewtopic.php?f=80&t=50169
Hello,
i already pointed out my problem in this thread: http://sketchucation.com/forums/viewtopic.php?f=79&t=50168
I have made a component inside sketchup which has different axis than the global model. Inside sketchup the texture is facing the correct direction, but when i export it to maxwell studio it has the direction of the global model. the texture is a mxm file (here the function didn't work when you apply the normal map to the sketchup paint bucket, maybe that's part of the problem?). what am i doing wrong?
I made screenshots of both situations.
thanks guys, the component-making-approach works in sketchup...but unfortunately when i export the model to maxwell studio it's still facing the wrong direction. i guess i should ask the question in the application discussion forum here.
I hope i can point my problem out with my poor english. I want to texture several faces inside sketchup and they all have to face in the same direction, which is not the original direction of the axis of the model. i already changed the axis of the model by "window -> axis". but when i apply the texture, it's still facing the original direction. i read somethin about uv mapping, but i don't really get how that works here.
so how do i texture several faces in the same direction for rendering in maxwell studio without changing the position of the texture (rightclick -> texture -> textureposition... i even tried that - it works for the view in sketchup, but in maxwell the texture still has the wrong direction).
i hope somebody can help....thanks in advance!