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Gallery / Re: The Green apartment
« on: 2020-06-13, 02:55:00 »
The furry rug is really well executed.
Do you mind sharing a screenshot of how you set it up?
Do you mind sharing a screenshot of how you set it up?
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Well done, but seems you need to scale up the building 1.2x.
Thanks. The measures came from the plans provided by the architect online.
Thanks. Maybe I'm wrong but look at the attach jpg. Have a nice day.
I removed the pictures from Hadi's post, but left the message itself - i don't find it to aggressive or inappropriate. Nevertheless, i'd suggest to calm down to both sides. Keep it civil.
Believe you are comparing them. I am using the original as a reference.
What point out is the strange scale issues related thing, which you seem to agree, whereas pointing out that it is either the 3d photoscanned texture or the camera lenses. Maybe you should focus first on this aspect of work. Overall nice foggy ambience, which could be executed better.
Use what you currently have as a scene to progress quicker as an artist.
The originals does not have that scale feeling, mostly due to the shots taken from further distance and proper composition.
The project has potential.
There is something wrong with scale of several elements though - pavement texture, cars( or maybe it is the camera ) and probably people( especially those situated in the terraces) , hence building looks small.
It could be that the windows height give wrong impression - they look 2 m .
Nevertheless such pavement tiles/bricks usually do not exceed 20-24 cm( 8 - 12 inches). Probably they need to be scaled down, approximately 10-20% - use the curb for reference.
Interiors will benefit from better looking bricks - displacement, more complex shader with some reflections here and there.
Also floor looks bit plastic and pay attention to gaps - do not understand this trendy approach of exaggerated gaps - usually 1-3 mm work well, plus chamfer of boards around a fraction of mm.
Well done, but seems you need to scale up the building 1.2x.
Definitely poor PBR implementation (or understanding) from their part. Their preview thus look good with highly decreased specularity, but it will only look good isolated and from certain angle, light direction.
I would do what Romullus suggested. When the original preview is authored in poor way, you can always get good result by tweaking the shader yourself, you just can't plug&play without effort.
BTW, one thing regarding gamma for glosiness/roughness maps. There isn't actually agreed way that these should be linear/1.0. Logically they should, and it's also how they are read by default in Unreal for exanoke, but this depends on how they were created/authored. So sometimes you need to try both gamma when loading the bitmap to see which one they actually authored it for. Or just use CC node.