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| | #18 (permalink) |
| TUSC Ringleader ![]() Join Date: Jul 2008 Location: USA, Pennsylvania Age: 32
Posts: 1,156
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Rep Power: 5 ![]() | 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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| | #19 (permalink) |
| Registered User Join Date: Oct 2006 Age: 37
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Rep Power: 0 ![]() | 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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| | #20 (permalink) |
| Registered User Join Date: Oct 2007 Location: Mars "the Red Planet"
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Rep Power: 5 ![]() | 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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| | #21 (permalink) |
| Registered User Join Date: Oct 2006 Age: 37
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Rep Power: 0 ![]() | 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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| | #23 (permalink) |
| Registered User Join Date: Oct 2007 Location: Mars "the Red Planet"
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Rep Power: 5 ![]() | 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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so here you go





