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Messages - Fibonacci

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16
Well..There is no "correct workflow"...Everything is correct if that's working...Useally you don't have to spend lot of time to make any polygons to quads. Sometimes just the n-gon working properly. Just keep turbosmooth on the top of the modifier, and always check hows working the flow. The most important to keep the right poly flow...not like here on this model...
Another thing you have to learn the right topology...Here first of all I have recaommend this guy's tutorials. Follow this, and you will learn a lot of things about the right topology...

https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw

The first videos about the topology. And ther just follow what Grant makin' him tutorials. On the vimeo you'll find the most important topology videos from him.

My experience is...just you follow the proper way...and once...you will filling, what is the proper way for you to terminating the unnecessary verts and how you have to make a proper edge and poly flow. There out on the net, you can find some really good stuffs, and read throught this:

http://www.polycount.com/forum/showthread.php?t=56014

On more thing, when you make the SUB-D, keep the poly low as you can, but that's meen, if you need more geo, than make more geo. Feel free to use more loops ! Dosen't matter how much polygons you got on the end! If do you need, after just optimizing the mesh. And make practice...practice...Basicly, this is my experience.

 

17
Gallery / Re: Corona Kitchen
« on: 2015-02-21, 15:27:08 »
Hi Bertrand!

May I knows what do you meant under " film emulsion effects " ? This is chemical stuff....Isn't it ?

18
[Max] I need help! / Re: Noise Problem
« on: 2015-02-21, 15:18:57 »
Hi,

I think this noise is came from the light. Just check the albedo and direct and indirect passes. If that's clear, than check the reflection passes. If you have the reflection noise, than you have to tweek the material's reflection. Turn down the reflection value in the color. The gray maximum 200 recomended, and check the glossiness value too. Just play with those. Kepp the glossiness valu under 2000 too. That's helps a lot to cleaning the image.

19
[Max] I need help! / Re: Wood materials
« on: 2015-02-21, 15:07:49 »
Hi,

here you will find some good and clear wood textures.

http://www.admira.sg/catalogue

Cheers !

20
Hello,

Well...in the Max the Unwrapping was an nightmare for me, but now with the pelt mapping and with the correct unwrapping workflow much faster and esier. Somethimes the headus Uvlayout is the better choice.
The XrayUnwrap is a cool plugin. Fast and efficient. and here is the layz one...This is really helpfull if you need fast and accurate uvw for rocks or other nature stuff. For tree...well maybe same good for it.

http://www.scriptspot.com/3ds-max/scripts/lazy-uvw-editior-procedural-uvw-layout-and-texture-baking-tool-for-3dsmax

Anyway..Just learn the max's UVW editor. There on the youtube has some nice tutors for the Max 2014 UVW Unwrapping editor.
And here is a really cool stuff, and cheap, helps a lot:

https://gumroad.com/chungkan

Well..that's all Folks! ;)




21
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 21:50:51 »
Hows about the albedo pass? Is there any red colored ?

? Did you tried to build up ( lower values to higher values )the reflection in the material  ?  Darker value in the reflection slot ( the color brightness under 200 value ) with lower glossinsess ?

If the render setup not solving the problem, than you have to search in the material setup. I think.

22
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 21:36:30 »
" light map in the materials setups. What that means? having light map in the gold shader? I got a corona normal tex in the bump slot but on the door I only have a yellow reflection and no diffuse and no bump at all."

Sorry for that, it was a wrong phrasing...I don't know why I wrote "light", but..anyway...I meant if you use any bitmap in the reflection and glossines slot.

23
[Max] I need help! / Re: First time with Corona and..
« on: 2015-02-11, 21:31:45 »
Yes, your right Maru ! But when I have just a small window without enought light intensity ( I beleive the stronger HDRI multiplier is not the correct way to make more light in the scene) and lot of noise in the direct and indirect light (with pumped up samplings ), some softbox or bounce light helps a lot to lit the scene and in the result you can't really see it. Only dim light and helps to cleaning up the noise. Maybe not the physically best way, but like in the real photography help to lit and here help for the renderer. For the interiors - I beleive - it's not really matter.

Maybe I'm wrong...but ofcourse I have to check this new info. New for me.
https://coronarenderer.freshdesk.com/support/solutions/articles/5000518064

but, at this point that trick helped me a lot.   


24
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 19:22:59 »
Hi,

today I got a nice light passes, but the beauty was so noisy in the steeinless metal. The solution was lower bump (0,002 ) and a bit "grayer" bump and light map in the materials setups. That solved my problem.

Maybe that's help for you too.

25
[Max] I need help! / Re: First time with Corona and..
« on: 2015-02-11, 19:14:34 »
Hello,

just a bit trick...

If you use a bounce light in the scene, thet's helps a lot to the render engine to calculating. That's not matter what light you have, HDRI or Sky and Sun or other. Where the Sun light hit to the floor, just drop there CoronaLight ( with correct celvin and intensity), and that will help a LOT for computing.  Useally there has a strong noise where the light is not lit the scene correctly. Good solution to lighting thet area with low light setup.  ( Depend of the scene of course ). And if necessary after correcting the camera setup. The result is more clearer light passes.
If I have a problem with light noise, I always use this metode and I'm useing the 32/4 sampling balance. Ofcourse this is depend of how noisy the light passes and I have a correct albedo too.

Don't beleve it, just try it if you want. 

27
Gallery / Re: New York “Living Room”
« on: 2015-02-05, 19:43:14 »
Hello,

the last render is so good! I really like it! The lighting and the post looks like an photo.

Could you share us same tipps &tricks? We would be so thankfull it !  ;)

Cheers and pace with you !

28
Gallery / Re: AMG GTs renders for MBUSA
« on: 2015-02-05, 19:38:20 »
Hello Jeff,

I like your renders ! Super+ , but on the third render the edge contorl on the back surface looks like  a bit to edgy. Anyway...I like that model a lot! Could you share with me how did you modeled and controled the edges ?

I should be so appreciated if you share your modeling ( specially the edge control ) workflow...or your wireframe render.

Cheers mate and keep rockin' ! 

29
Gallery / Re: Honda Cr-V
« on: 2015-02-05, 19:30:44 »
Hello,

I like the car's paint, but the rubber for me is to plastic...

Anyway..nice render and good model. :)

30
Hello,

This is a correct script, appreciated !

Is there any chance to implementing the Corona Lights Tweeker or Lister...or something simillar? for the light rig that should be helpfull...

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