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Messages - JGallagher

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61
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-17, 16:19:22 »
Thanks again for the tips Ben, it's looking a lot better now. I'm thinking the brick material still need a bit of work, they aren't as displaced as they look when you're up close. I'll keep playing with it. II couldn't get the 'god rays' to work either, I'll have to watch the volume material video over again.


62
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-12, 00:41:29 »
Here's my facade materials as they are now.




EDIT: Removed fog and added some reflection and AO dirt to the materials. Am I on the right track?


63
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-11, 15:10:46 »
Thanks guys, I will get a screen shot of the materials this evening when I get home. And I will get rid of the volumetric fog, I'm getting ahead of myself. I plan on adding some variation to the materials as well. I will keep you guys posted.

Thanks again for all the help everyone, I really appreciate you guys taking the time to help me.

64
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-10, 17:37:47 »
I was trying the volume material, you're not seeing things. It wasn't working as well as I had hoped.

65
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-10, 16:29:05 »
Thanks for the response Romullus, I'm not sure what I'm using for ambient light. I haven't added anything as far as I can recall. I had an HDRI in there but removed it and added Corona sun and sky. Where would I be able to check this?

66
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-10, 15:05:04 »
Thanks Ben. I've been playing with lighting, tweaked my materials a bit, and beveled/chamfer'd most of the corners. I also added a bit of volumetric fog.

I'm not sure what else I can do with the materials though. The bricks have a normal, bump, and displacement in it, it looks great up close but not so good at these angles. The metal cladding is a simple painted metal with a normal I created in Substance Designer, again, it looks great up close but not so goof from these shots.

I do like the lighting a lot better, but I don't have the nice reflections from my HDRI's.

Next on the list is to add some dirt using AO to maybe mask some of the shoddy materials.




67
Work in Progress/Tests / Re: Advice for a beginner
« on: 2016-02-09, 15:12:01 »
Thanks for the replies!

Is there a way to add dirt to textures/edges? I thought I read somewhere the you can use AO to make a dirt effect, but I can't remember if that was for Corona. I was aware of adding bevels to corners but I wasn't sure how far to go with it. Would you do every visible corner in the scene?

I will definitely try without an HDRI to get my lighting and materials set up, I did find myself struggling with the way the materials were showing up in the renderings, that must've been the problem.

Basically, what I wanted to say is that you cannot use some cubes, add some grass and few materials that you made in 3 minutes and expect super awesome realism. You could maybe start with studying some photographs of similar buildings and check how the environment looks and blends with the structure. That is what I do at least :)

I hope this didn't come off this way, I don't want to appear as a lazy 3d modeler trying to figure out all the shortcuts instead of learning properly. it's a full architectural Revit model and drawing set I've done for school. I just wanted to add a rendering as a finishing touch. I've spent a couple weeks in my free time with the lighting but couldn't seem to get results I was happy with. Thanks again for the help, I will have it fixed later this week hopefully!

68
Work in Progress/Tests / Advice for a beginner
« on: 2016-02-09, 03:18:14 »
Hi everyone, I'm fairly new to the whole 3d world. I've been teaching myself 3ds Max, Corona, Substance Designer/Painter, and UE4 for the past year. I'm trying to do quick little rendering and was hoping to get some advice, criticism, hints, tips, etc. I'm using a simple HDRI to light the scene (one of the freebie ones around the web) and some very basic materials.

I'm not completely satisfied with the rendering but I'm not good enough at this to understand why. I know the sky is washed out, I had some trees behind the brick wall to block that out but took them out to for temporarily for rendering speed. Would you be able to tell me what I'm doing wrong? I will try to responda s quickly as I can. Thanks everyone.

James G


69
[Max] I need help! / Re: Lit Acrylic Sign Material
« on: 2015-12-10, 16:04:17 »
Thanks for all the help! I was after the look like rambambulli's first picture and maru's second picture. Sorry if my first post wasn't very clear. I really like the look of the material thickness, thanks for the link. I like the idea of using AO to simulate it as well. It looks like translucency is the key.

Thanks again for the help,I appreciate it.

70
[Max] I need help! / Lit Acrylic Sign Material
« on: 2015-12-09, 20:31:20 »
I've been trying to make a Corona Material for a lit acrylic sign like this:

I've tried using a translucent material with a light behind it, a lit material, and even scattering but I just can't seem to get the look right. Does anyone have any suggestions or solutions?

Apologies if this is an easy material, I'm fairly new to the 3d rendering world. Thanks for the help!

71
[Max] I need help! / Re: 3ds max to unity/unreal
« on: 2015-11-04, 17:35:56 »
I doubt you'd be able to get any sort of interactivity in a game engine if your clients machine isn't very good, without sacrificing a lot of visual fidelity.

You're able to bake lighting information in UE4, but that's it.

As for transferring materials over, it would probably be easier to remake them all in UE4. I do believe you're be able to bridge Corona materials from 3ds to UE4 with Allegorithmic's Substance Designer but I don't know how much a process it is.

72
[Max] I need help! / Re: Bitmap2material
« on: 2015-09-25, 20:07:51 »
Hey Neph, not sure if you still needed help with this but the solution is to change the maps you're wanting to use from 0 to 1. That will turn the output 'on'.




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