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Old 12-07-2008, 11:48 AM   #16 (permalink)
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it's looking great. you gonna do like molding around those 8 windows on the right?
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Old 12-08-2008, 01:07 PM   #17 (permalink)
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update..

Sun angle lowered
G.I. = on
Final Gather = High
Antialiasing = High
800x700
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Old 12-08-2008, 01:15 PM   #18 (permalink)
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great work. it's starting to come to life now, well as much as a kitchen could, lol. thanks for the update.

also, the counter that has the sink closest to the camera, hasn't the same detailing around the legs and rail under countertop even though the countertop is the same as the one in the center. wouldn't it look better if they kinda matched? you see what i mean?
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Old 12-08-2008, 11:05 PM   #19 (permalink)
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thanks mike! i'm still deciding what to do on the countertop detailing. as for the windows it depends on my final polycount. you see i only have a core duo laptop with 1.5g ram. so slow i have to region selection on high res final rendering to avoid memory errors.:)
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Old 12-15-2008, 02:54 AM   #20 (permalink)
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hi

nice work markuss if u dont mind i would like to give you some advise about the Mental ray Render in max 2009 so here you go
"Try to Use Builtin Arch-Metrials when rendering with texture"
"Turn on the (AO) For Walls, and any furniture that have complex details"
"Apply Camera Correction Modefier To your Camera"
"Use Photomaric Lights For Interrior Lighting"

thats all from me try this stuff out hope you might find it it use full and if u did so dont forget to thanks

one more thing to point out the cabnits are missing handels on them!
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Old 12-16-2008, 08:34 AM   #21 (permalink)
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Thanks for the advice wingman. I'll try to incorporate your suggestions on my next update.

For now, here's the update. (I have yet to master texturing and unwrapping UVW, so bear with with me)
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Old 12-16-2008, 12:51 PM   #22 (permalink)
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wow. looks great so far. nice work.
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Old 12-17-2008, 02:49 AM   #23 (permalink)
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nice work

good job there budy but its looking like artifecial to me because there is no shadow under yr tabel etc one good way to get rid of it is to (turn on the "AO" or ambient occulasion for tabel material and also floor material ) that will make some dark contacting area so making it look like shadow . i hope that u might find it use full and aslo try to use global ilumanation along with your final gather
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Old 12-24-2008, 09:45 AM   #24 (permalink)
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update...

sorry for the late update been very busy.:)
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Old 12-24-2008, 01:59 PM   #25 (permalink)
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it's looking almost real. good job with the texturing.
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Old 12-29-2008, 09:17 PM   #26 (permalink)
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update...

more updates....
Polycount = 465k
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Last edited by markuss5; 12-29-2008 at 09:23 PM..
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Old 12-29-2008, 10:12 PM   #27 (permalink)
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below the counter closest to the camera, is that untextured yet? the 2 corners look grayish. other than that, wow. nice.
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Old 12-29-2008, 10:56 PM   #28 (permalink)
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Lookin really good.

keep up the good work!
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Old 12-31-2008, 02:20 AM   #29 (permalink)
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update...

more updates....
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Old 12-31-2008, 05:05 PM   #30 (permalink)
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there you got it. you do great work markuss5.
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