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International Log posted:I think your pool has too much texture. In an indoor pool like that the water will be extremely smooth. Examples: I know that will take away some of the images texture, but you can increase the intensity of the underwater lights or something so that you can see down into the pool. That will stop it from being a big gray hole in the image.
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# ¿ Jul 4, 2008 15:52 |
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# ¿ May 3, 2024 07:59 |
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cubicle gangster posted:Some results from this week! As a landscape architect, I would like to see some street furniture. Trash cans, benches, bike racks, etc. Might make it feel a bit more lived-in, too.
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# ¿ Sep 19, 2008 01:54 |
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Where is the cab?
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# ¿ Oct 19, 2008 18:40 |
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cubicle gangster posted:Supposed to be bean bags/soft seating... They are a bit weak though. They're too stiff. They look more like inflatable furniture than bean bags. They should be sagging under their own weight.
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# ¿ Mar 6, 2009 01:50 |
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Hinchu posted:
The growth on the rig support seems way too uniform. I don't know if that is final or not, but it looks very artificial. Would it possible to emulate something more like this:
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# ¿ Jun 23, 2009 23:19 |
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EoinCannon posted:The camera height seems stale to me. Have you tried taking it lower or more toward eye height?
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# ¿ Jul 8, 2009 16:19 |
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I think if you just shorten the arms and legs it helps a lot. ps. Photoshop CS4's content aware scaling loving rocks.
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# ¿ Aug 13, 2009 19:42 |
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cubicle gangster posted:Because we're a bit quiet in work I went and had a go at re-lighting an old shot these past 2 days. Looks excellent. The only thing I would say is I think the foreground tree would work better on the other side. As is, everything feels a little bunched on the right of the image, and if you moved the tree over there it would work to frame the house a bit more without feeling too constrained. Otherwise, looks great. Definitely love the lighting.
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# ¿ Sep 10, 2009 23:34 |
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EoinCannon posted:The one thing that jumps out to me is that his beard looks like a tail. The hair doesn't seem to be coming off of his chin, but instead it looks like it's growing out of the beard. Especially as you get further away from the face. Otherwise, it's drat good. Especially like the boots and the lighting.
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# ¿ Oct 8, 2009 13:50 |
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I'm not in the industry (so this might be a bad idea), but if I were I think I would just go to a normal school and double major in computer science/graphics and art(with a focus on illustration.) Then, if you get out and either decide you don't want to do video games anymore, or you can't find a job you've got two other potential career paths. Plus, you'll have a way better time at the state school parties and art chicks are easy.
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# ¿ Oct 16, 2009 13:21 |
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EoinCannon posted:Something seems slightly off in the skin. Like it's too hard and plastic. Almost looks more like a rhino model as apposed to a rhino. I don't know if it's that the bump is a little too deep or that the skin fold edges are too hard, or something else, but just something I noticed. Seems like it needs to be softened just a bit.
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# ¿ Oct 26, 2009 18:55 |
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They seem like they're just a little too shiny to me. They look metallic.
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# ¿ Oct 27, 2009 23:35 |
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Anyone know of any good free tutorials for Rhino? Specifically architecture or landscape related. I'm trying to expand my 3d knowledge. I haven't really used much 3d (other than SketchUp) in the last 7 years or so and the technology seems to have grown a lot in that time.
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# ¿ Apr 16, 2011 19:29 |
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cubicle gangster posted:I feel a bit odd posting this, but I started a new image and I want to know if it's still a good idea or not. I've been thinking and now I think it might be stupid and look a bit poo poo, regardless of how realistic it may end up looking. I quickly laid it out to check and see how I felt earlier and I still think it might be poo poo. Now i'm not even sure why I think it might be poo poo. What's your message? Right now it seems kind of muddled. It seems like you're demeaning both the high rise lifestyle and the suburban lifestyle as you've taken the worst elements of both. If that's not your intent you might need to think harder on what the final image is that you're producing. I feel like I've got a basic understanding of what you're going for, but I think it's lost in the execution. An image like this requires a lot of forethought and critical self examination if you want it to come off correctly. I'd even start by just sketching ideas by hand before launching into 3d, as it then becomes too easy get stuck in a box, whereas what you need to do is destroy the box and really push the boundaries of the idea.
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# ¿ Aug 12, 2011 13:15 |
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Do any of you have any good resources for learning architectural and landscape model building via Grasshopper? It's the new hotness in the fields at the moment so I'm trying to teach myself.
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# ¿ Dec 7, 2011 14:48 |
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I had looked at that page, but didn't realize how deep it went. I got the Primer from there before and have been working through it. There are a ton of video tutorials on there though. Thanks for pointing it out.
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# ¿ Dec 7, 2011 16:43 |
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I'm looking to get into freelance ArchViz to see if I can pull in a little side money. Anyone have recommendations for must-know programs, work flow, price to charge, etc? I know how to model, but I need to learn more professional rendering techniques, especially lighting and materials. So if you have any advice on those it would be helpful.
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# ¿ Mar 29, 2012 12:07 |
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Thanks for all the advice guys. Lots to think over. Luckily my brother is a lawyer, so contracts will be easier to fabricate. Cubicle: in regards to this: cubicle gangster posted:Build up a small library of assets before you start - curtains, blinds, low poly furn for distance etc. Any advice on where to start stocking up? I'm not planning to launch my business until at least the end of the year so that I can work through tutorials and build up a backlog of samples to show, so I'd love to get started.
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# ¿ Mar 31, 2012 13:59 |
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Anyone know good places to get vray shader collections? I'm trying to teach myself vray, but I don't have any materials to work with.
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# ¿ Apr 12, 2012 02:43 |
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cubicle gangster posted:Anyone got any general advice or resources that have helped them manage large personal projects? Present it to somebody/charrette it out. You'll always invariably reach a point in your design where you poo poo the bed. Best thing to do is explain it to someone and ask for ideas. Explaining it and bouncing it off someone somehow helps you see the direction you need to go for the next phase.
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# ¿ May 6, 2013 21:15 |
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As long as you don't save files, you can use the Rhino demo indefinitely (and I think you get 20 saves?). Rhino is pretty big in the architecture world (more for creation and design than for viz, but you can render in it). If you really want to blow your mind, get the Grasshopper addon for Rhino. It takes some getting used to the interface, but it's a hell of a lot of fun and you can do some crazy poo poo with it. There are some good tutorials around for both softwares. Also, poke around the SketchUp extensions world. I know some people were working on NURBS support. And programs like Kerkythea can push the rendering to a whole new level. pistolshit fucked around with this message at 15:28 on Nov 5, 2013 |
# ¿ Nov 5, 2013 15:24 |
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# ¿ May 3, 2024 07:59 |
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This video might help you think about the complexity of a building collapse. The maker runs through different settings in Blender and shows how that changes the outcome. Pretty cool. https://www.youtube.com/watch?v=eh3qUmNxC6E
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# ¿ Feb 5, 2014 14:37 |