Author Topic: Subpixel WIP/finished work thread  (Read 170731 times)

2013-11-22, 08:35:46

subpixelsk

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Hi guys!

This is my latest project fully made in Corona renderer. Design is not made by me, I just grabbed photo I liked from the internet and tried to recreate it the best I could.
Settings:
PT+HD Cache PTS 64 MSI 20 LSM 1 HD PT Samples 1024, other settings are at their default values
Post processing is done in Magic Bullet and only basic adjustments (contrast, color balance..)
Image was rendered overnight set to 30 passes (render time roughly 5 hrs on my i3 laptop)
C&C warmly welcome



Cheers

2013-11-22, 10:31:11
Reply #1

Sportler

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Nice image! Materials modeling and texturing are really nice. Personally I think it is not enough contrast, but I do like the sun shadows. Also I think that you could've used PT+PT for better results as you were going to leave it overnight anyway :)

2013-11-22, 12:43:49
Reply #2

subpixelsk

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Hi :)

thanks for your reply! You are quite right about the contrast it is just too low..so I edited that picture and here is version with more contrast

2013-11-22, 16:15:45
Reply #3

Sportler

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Waaaaaaaaaaay better! This one I really like! Good job on the post pro :)

2013-11-27, 21:52:04
Reply #4

subpixelsk

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Hi guys

it took some time to pick some new inspirations for rendering :) As I am a big fan of Lord of the rings trilogy as well as Hobbit I decided to remake beautiful corner of the Shire - Bag End
- here is the first phase of the WIP - I finished main modelling and have done a rough clay render to see what thinks look like. One thing that is bothering me is my grass - I made it with modelling 5 blades of grass and then scattering it along the surfaces I needed. However it consumes waaay too much RAM when rendering..and I don´t quite know how to get rid of it.
-any C&C are warmly welcome :)

2013-11-28, 02:49:22
Reply #5

Ondra

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-11-28, 07:31:47
Reply #6

subpixelsk

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing

Yes I am aware of that but the larger patches I create the harder it is to control the areas/ guidelines of scattering

2013-11-28, 09:46:09
Reply #7

Bahis

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I like the first, non contrasted image. The other one felt too heavy for such a happy feeling scene :) But I also prefer to convoy a feeling rather than realistic renders.

2013-11-28, 10:55:34
Reply #8

maru

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing

Yes I am aware of that but the larger patches I create the harder it is to control the areas/ guidelines of scattering

You can always populate bigger areas with corona scatter and more detailed areas or borders you can paint manually using graphite modelling tools > object paint or your favourite plugin/script.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-11-28, 14:06:02
Reply #9

subpixelsk

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2013-12-02, 09:58:42
Reply #10

subpixelsk

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Hi guys, after a week of intensive modelling and rendering I finished this piece today. Hope you like it!

2013-12-09, 15:02:12
Reply #11

subpixelsk

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2013-12-09, 15:32:55
Reply #12

maru

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I think there are some things that would require just a little bit more time to look much better, for example:

shot 1:
-the lamp - wtf? is it capped? Looks like the normals are too smooth?
-tentacles crawling through the window?

shot 2:
-table shader - too matte
-bedcloth shader - too reflective

shot 3:
-water in glass looks unrealistic, generally to make realistic water in a glass in Corona you have to make the water geometry a bit bigger than the inside of the glass, it has to intersect with the glass geometry

-wood could be more reflective (including floor tiles)

And some post processing would be nice.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-12-09, 15:41:42
Reply #13

subpixelsk

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I think there are some things that would require just a little bit more time to look much better, for example:

shot 1:
-the lamp - wtf? is it capped? Looks like the normals are too smooth?
-tentacles crawling through the window?

shot 2:
-table shader - too matte
-bedcloth shader - too reflective

shot 3:
-water in glass looks unrealistic, generally to make realistic water in a glass in Corona you have to make the water geometry a bit bigger than the inside of the glass, it has to intersect with the glass geometry

-wood could be more reflective (including floor tiles)

And some post processing would be nice.

Hi Maru,

thank you for your reply ..in 1st image there are not tentacles, just a branchces with yellow flowers in a glass which is not visible cause it´s behind a curtain
2nd image - all right I might look into it:)
3rd image - thanks for the tip! I had a tough time to figure out water look - firstly I modelled it with touching geometry - not good, and now i see it is not good with smaller geometry :D
concening post processing, what would you suggest? because these images are not raw renders - they are post processed

2013-12-09, 16:14:24
Reply #14

maru

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The images look "dull", I think they lack contrast and are a bit underexposed. Maybe start by adding some subtle contrast with an s-curve? It needs some experimenting. :)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-12-13, 10:32:26
Reply #15

subpixelsk

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I´ve just finished a short movie presentation of my work shared above. Most of it is done in After Effects except all interior images :) They are from Corona. Enjoy!


2013-12-13, 11:46:06
Reply #16

maru

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My thoughts:
1. Everything is happening sooo slooow and lacks dynamism. You could easily shorten the movie to 30 seconds or less with the same content.
2. The flashing-colourful-letters effect is just so "cheap". As for my taste, it would be better even if you made simple white text with some standard fade effect and a nice font.
Marcin Miodek | chaos-corona.com
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2013-12-13, 11:55:27
Reply #17

subpixelsk

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My thoughts:
1. Everything is happening sooo slooow and lacks dynamism. You could easily shorten the movie to 30 seconds or less with the same content.
2. The flashing-colourful-letters effect is just so "cheap". As for my taste, it would be better even if you made simple white text with some standard fade effect and a nice font.

:D thank you Maru :) Every day I learn something new, and recently I started to learn After Effects and this is like after a 3 days of intensive learning so to be honest I am no professional. Your comments however may be good feedback for improving my work in the future. As for the text effect, I personally like it very much so I guess it´s more about personal preference, though you are maybe right about the dynamism thing :P

2013-12-13, 13:59:14
Reply #18

maru

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Sure, this is just my opinion and I'm no expert or professional either.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-12-13, 15:14:04
Reply #19

Elviz

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I love it !
It is really pleasing to see beautiful works especially from beginners / intermediate in this area !

We all remember how things looked with vray at novice level :)
Although, I more believe in personal's "eye's" capability to "see" like a PRO, rather in technical/software part of the process.
Elviz - 3D Visual Arts
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2013-12-13, 21:27:58
Reply #20

subpixelsk

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I love it !
It is really pleasing to see beautiful works especially from beginners / intermediate in this area !

We all remember how things looked with vray at novice level :)
Although, I more believe in personal's "eye's" capability to "see" like a PRO, rather in technical/software part of the process.

Thank you very much elirender :)

2014-01-02, 19:33:29
Reply #21

subpixelsk

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2014-01-14, 18:03:41
Reply #22

subpixelsk

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Hi guys, I´d like to share with you my latest project - Audi R8 - in this phase of WIP I am posting clay images from modelling phase as well as flyaround rendered in Corona :)

images





and youtube video


Hope you like it :)

2014-01-23, 16:00:46
Reply #23

subpixelsk

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Hi guys,

I´d like to share with you my latest personal project - Audi R8 with purpose to improve my modelling, rendering and postproduction :)






Feel free to C&C ;)

2014-02-07, 12:38:46
Reply #24

subpixelsk

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My latest work - semidetached houses in Nová Dedinka.

Exterior PT+PT
Interior PT+HD




Post - only basic color correction in PS and also photomontaged woman :) Enjoy !

2014-04-01, 08:15:00
Reply #25

subpixelsk

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2014-04-13, 16:27:56
Reply #26

subpixelsk

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Another project for the same company. It´s luxurious apartment located in Bratislava.

C&C as always welcome!
















2014-04-13, 16:48:58
Reply #27

maru

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Your renders and the fact that you are hired somewhere make me very enthusiastic about my potential future job.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-04-13, 17:10:10
Reply #28

subpixelsk

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2014-04-13, 17:42:07
Reply #29

maru

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Haha, no offence intended! I just mean your works are not "perfect", yet they are accepted! :)
Marcin Miodek | chaos-corona.com
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2014-04-13, 21:20:12
Reply #30

subpixelsk

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No offence taken :) I know they are not perfect - it´s partly caused by shitty models from different websites and partly by low res textures, but because of lack of time I couldn´t afford to model everything. On the other hand I upload my projects here to improve my work, so when you´ve got something constructive that might help me to improve I´ll be glad to hear it :)

2014-04-14, 12:30:31
Reply #31

maru

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What annoys me most:
-low res/stretched textures and background
-strange scale of some objects - some elements look huge and other very thin (like the "ladder" and chair in child's room)
-too much reflectivity on some things
-too much uniform (ambient) light
Marcin Miodek | chaos-corona.com
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2014-04-30, 10:27:32
Reply #32

subpixelsk

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Another interior project. I made design and visualization as well in this one. If anybody´s interested in some free models from this project they are available for download on my fb page https://www.facebook.com/johny.mrazko.visualization. Mostly Ikea stuff, images below. C&C warmly welcome















Ikea Mydal bed



Ikea Torbjorn swivel chair



Ikea Trollhojden swivel chair


2014-05-22, 08:25:58
Reply #33

subpixelsk

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School project - sheep farm. Modelled in 3ds max, rendered in Corona and slight postwork in Photoshop and Magic Bullet adding glow, adjusting contrast and colors, adding sky. Hope you´ll like it ! C&C always welcome









aand some crops






2014-07-10, 21:25:52
Reply #34

subpixelsk

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Sofa model - modelled according to photo reference, rendered in A7, more coming soon









2014-08-05, 22:48:37
Reply #36

subpixelsk

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Interior redesign in Almaty

PT+HD 3k resolution 3 hours for each image, contrast, glow, colors in PS








2014-08-06, 12:14:43
Reply #37

Image Box Studios

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hi....i like your first image..good lighting and texturing...feeling cool.....and regarding your short video, yes, maru is 100% right...but other than good effort.

2014-08-10, 21:18:23
Reply #38

subpixelsk

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2014-08-21, 07:50:03
Reply #39

subpixelsk

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interesting interior element - wooden cow sideboard - will be used in my next interior project. For anybody interested I´m giving it as free model on my website https://www.facebook.com/johny.mrazko.visualization in free downloads section. All the cups plates and bottles are also part of the model. Almost raw render, just adjusted contrast in PS








2014-08-21, 10:26:18
Reply #40

maru

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Nice! I can see you've made huge improvement since your first posts. The cow model is really cool. :)
Marcin Miodek | chaos-corona.com
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2014-08-21, 10:27:28
Reply #41

subpixelsk

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2014-08-21, 16:20:57
Reply #42

Art15

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Hi johnymrazko

Very nice! I also think you vastly improved from their first posts. Congratulations!

haha this model cow is very cool. Like this one in my kitchen.

hug

Arthur
The world is a work in progress

www.behance.net/ArthurVieira

2014-08-26, 15:37:56
Reply #43

subpixelsk

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thank you guys :)

another free 3D model will be available for download soon

here´s the visual preview :)











3D model is now available on my website https://www.facebook.com/johny.mrazko.visualization in free downloads section

2014-09-18, 23:19:37
Reply #44

subpixelsk

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2014-09-19, 02:31:04
Reply #45

JakubCech

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2014-09-19, 08:22:24
Reply #46

subpixelsk

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ha that´s true :D with a little difference - your renders are many times better :)

2014-10-17, 08:04:55
Reply #47

subpixelsk

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Last images from interior redesign project in Almaty.. Don´t sue me about design I don´t like it either :D

3ds max+Corona (2 hrs for each 3k image) and Photoshop for sharpening, levels, bloom and CC




2014-10-20, 00:47:45
Reply #48

Tom Zamorin

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johnymrazko, hi!

The first picture in the first post - it is good

hobbit - very cool

post # 11:
The size tiling - it is bad, bump - it is bad, lowpoly objects in the foreground - it is very bad

post # 21:
As a whole it is normal, but proportions are broken.

post # 24:
Presence of the person breaks proportions.
render - has not completed light, the picture is perceived by the flat.

post # 25:
The first 2 pictures - it is very bad, it not Corona Renderer is Scanline ((
Light is not adjusted, on walls - all worsens wall-paper even more, lowpoly objects, materials - are left unfinished

Last pictures - it is better (but it is necessary to work more)

post # 26:
The first 3 pictures - very much all is confused! The eye does not know where to look. Cacophony of structures, colour and forms.
The design should be thought over, instead of a warehouse of all objects which you have.

The bedroom - looks better, but huge fixtures and a bed - not for this premise

Children's room - bad colour and a material on furniture
Light - it is good

The corridor and kitchen look even better, but it is necessary to correct textures on a door and a table.

Bathroom - it is good!
The last 2 pictures - are good!

post # 32:
that's good! background texture - it is bad, it is beaten out from all.

post # 33:
Sheep - what for???))

post # 36:
Well! But it is empty, the design is necessary for finishing.
violet - it beautiful, but difficult, it needs to be used with mind.
It needs to be supported something.

post # 38:
good!
Yellow walls support violet and point lighting have recovered a picture


post # 39:
good!

post # 47:
I do not like design!
violet and green - here are inappropriate
texture on curtains and a bed - it is bad, design from 1980 (as at the grandmother)

The lamp over a bed - what for to do fake? What for it is included, if it does not shine?
Corona it not Vray!
On last picture, violet has support by light from a window, on it the picture looks better, than the first.

As a whole progress is visible!
It is necessary to study in design, especially uses of colour and textures.

johnymrazko, I hope you have not offended.
I have seen appreciable errors and have specified in them, I hope it to you will help.

Good luck to you and beautiful renders!

Sorry for my English!

2014-10-20, 03:13:14
Reply #49

padre.ayuso

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Overall I love most of the renders. Definitely an improvement over the first ones. I noticed that on your last set of renderings, you have more contrast, darker areas in the room that give importance to the lit areas of the room, this in itself is better composition and directs my attention, as opposed to some of the previous renderings which looked washed out (sorry, I can't tell you exactly which ones because you have posted a lot of good work). But if you compare these couple of last ones to your earlier ones, I think you will see what I mean, and the direction you are taking now is definitely much improved over the beginning stuff. Good job!

2014-10-20, 08:22:12
Reply #50

subpixelsk

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@Tom Zamorin - thank you for detailed reply. No offence taken - your critique is constructive and has a point. Maybe I have to clarify one thing - that most of renders I did for a studio that did the design so it is not made by me and I was only following instructions about where to put which piece of furniture, making materials and setting up light + post production work (and trust me I don´t like the design either :) I hope I´ll upload some more pleasant renders in the terms of design soon
@padre.ayuso - I know what you are talking about :)

Thanks a lot guys

2014-10-27, 15:46:19
Reply #51

subpixelsk

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2014-10-27, 21:10:01
Reply #52

padre.ayuso

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If you did not say it was honey I would have thought it to be plastic. The material looks good, but the consistency looks... too consistent and perfect to be a semi-viscous. Edges are too perfect, etc too perfect. Other than that, yeah, I think the actual material would work for honey.

2014-10-28, 08:30:51
Reply #53

subpixelsk

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2014-10-28, 15:30:21
Reply #54

steyin

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fooling around with realistic honey material - what do you think?


Looks too glossy at the moment.

2014-10-28, 15:38:49
Reply #55

subpixelsk

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thank you, I will rework this even more

In the meanwhile I created Eames lounge chair. I wanted it to be as detailed as possible and in the end not just to render studio shot so I created this simple environment


2014-10-28, 17:26:12
Reply #56

Ludvik Koutny

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That looks like one hell of an uncomfortable carpet :D

2014-10-28, 23:08:00
Reply #57

subpixelsk

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agreed but on the other hand very natural :D I just liked the idea of stones beneath the chair - honestly not thinking about usability

2014-11-25, 06:56:29
Reply #58

subpixelsk

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Hi guys,

here are visuals of an apartment in Nice. Just two rooms yet but depends on a client if we´d make the rest together. I modelled everything in 3ds max, Marvelous Designer and ZBrush for fabrics, sofas and detailing. I used very few premade models as client wanted to have exact pieces of furniture in those renders. Images are rendered in Corona and then adjusted in Lightroom. Thanks for watching

3k images - 3 hours per each, postproduction in Lightroom








2014-11-25, 09:38:28
Reply #59

Nekrobul

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Something is definetly wrong with the scale of the bed it looks giant.
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2014-11-25, 09:41:27
Reply #60

subpixelsk

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well maybe it´s because the height of the ceiling is just 2,05m - so the bed might seem giant but dimensions are standard - approximately 2m long and wide as well

2014-11-25, 12:25:58
Reply #61

johan belmans

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2014-11-25, 12:32:31
Reply #62

subpixelsk

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might be :) the whole height of the appartment is about 4,2m but they decided to divide it to have kind of two storeys..I don´t think it is good idea but most of the time I just have to deal with weird requests from clients :)

2014-12-02, 15:13:12
Reply #63

subpixelsk

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This is my latest personal project to practice exterior rendering. Scene is lit by corona sun and sky, whereas sky is modified with color correct node to achieve deep blue result. House is located in Chile

Thanks for comments and criticism








2014-12-07, 15:47:00
Reply #64

subpixelsk

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Somehow different project. It is a christmas commercial for a shopping center. I was responsible for creation, lighting and rendering of a honey lettering. Whole decoration and photography was made by graphic studio. I modelled the lettering in 3ds max and used ZBrush for sculpting. Thanks in advance for comments



2014-12-07, 15:55:20
Reply #65

Utroll

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This is my latest personal project to practice exterior rendering. Scene is lit by corona sun and sky, whereas sky is modified with color correct node to achieve deep blue result. House is located in Chile
Thanks for comments and criticism





Super !!


2014-12-07, 19:01:39
Reply #67

sergs

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This is my latest personal project to practice exterior rendering. Scene is lit by corona sun and sky, whereas sky is modified with color correct node to achieve deep blue result. House is located in Chile

Thanks for comments and criticism

Nice done!

How did you make this stones? Is it displace or mesh + scatter?

2014-12-07, 21:21:09
Reply #68

agentdark45

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Those exterior renders looks amazing! Was the sun left at default or did you change the date / time / location? Would love see what you did with the color correction modifier.

Cheers
Vray who?

2014-12-08, 09:59:17
Reply #69

michaltimko

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Zabity flyer :))
Coronaut!(c)2011

Supporting Corona in commercial projects since pre-alpha

2014-12-08, 10:08:56
Reply #70

subpixelsk

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@sergs - stones are made with debris maker - 10 pcs at the beginning and 3 different gravel materials distributed between them and then scattered via multiscatter

@agentdark45 - the only thing I changed about the sun was its intensity - 0,1 and size 2,5 other then that it´s pretty much default, I just rotated it to my liking

@michaltimko - thank you :)

here is the screenshot of sky setup - composite map gives me more freedom in correcting things because of possibility to change blending modes :)



thank you guys

2015-02-03, 15:07:17
Reply #71

subpixelsk

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This is gonna be a little longer post but I hope it´ll pay off in the end

I´d like to share my approx. 1,5 month work in which I decided to create my first 3D model collection. Immediately I fell in love with Poliform design chairs and chose them to be in my collection.

In this collection you will find

-38 high quality chair models by Poliform modelled accurately based on blueprints

-available file formats .max 2011 and higher

-vray 3.0 and corona 7.2 ready materials

-all textures properly and logically named

-all models come without studio setup

-free sample ready to render with corona available

-consists of these models in variations

    Ley
    Harmony
    Fold
    Ventura
    Draw
    Tokyo
    Venus
    Ics - Ipsilon
    Grace
    Bb
    Velvet -Velvet Due
    Manta
    Strip
    Fly Tre
    Nex
    Creta - Creta Due
    Scacchi

I´m sharing here catalogue renders made in Corona, if you are interested in buying this collection, head to turbosquid and check free sample there http://www.turbosquid.com/3d-models/chair-poliform-3d-model/892518












































































2015-02-27, 13:22:14
Reply #72

subpixelsk

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2015-03-04, 14:38:05
Reply #73

subpixelsk

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I decided to delve deeper into material creation - first step was to create good shaderball (this one is based on grant warwick´s shaderball) and then a lot of eyeballing, research, reference and Corona super cool interactive rendering

let me know what do you think

chrome scratched


2015-03-04, 15:42:42
Reply #74

Adanmq

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Looks very good to me, i personally think you can improve the test scene itself, adding some white/color references.

Usually i get the scratchy chrome using normal bump(i don´t like this to be honest) or glossy/reflect maps, how do you get yours?, i like the result.

2015-03-04, 15:51:35
Reply #75

subpixelsk

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Thank you Adanmq yes you are right - this scene is just so simple - plane, hdri and shaderball :) should I use any additional light sources? Scratch effect is achieved with simple seamless scratch texture painted in photoshop in refl.glossiness slot and then this material (refl. coat let´s say) is masked with falloff map set to fresnel with full glossy metal

edit: I uploaded updated test scene

2015-03-05, 22:08:58
Reply #76

subpixelsk

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2015-03-06, 10:50:30
Reply #77

bluebox

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Wow!
Those samples look really good! I see a lot of potential.
Maybe the brushed aluminium is a bit too strong. Now it kinda looks like freshly milled piece of metal, but the direction is certainly good.

As a side question - could you point any directions to the hdri you're using in your testscene ? It seems to be well suited fot this kind of tests.

Thanks and keep it up!

2015-03-06, 11:30:27
Reply #78

subpixelsk

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Thank you bluebox

Yes you´re right ..as I searched for more reference in real world objects not rough metals I realized it was too much - I edited it and replaced the result. As for hdri and the scene itself I am still experimenting with the setup I would like the most, but that one was lit with hdri from noemotion - night one ..This new one on the other hand is lit with one from hdrlabs - chelsea stairs. Thanks for pointing out the right direction

2015-03-06, 12:19:12
Reply #79

bluebox

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I really like the new version. Looks very convincing.

Also thanks for the heads up on the HDRI's. Never tried noemotion but i use hdrlabs. I encourage you to try Cave Room, also gives good results (artificial ceiling light) - i do switch several HDR's while eyeballing the material on the shaderball trying to check if it works in different lighting situations.

2015-03-06, 13:50:24
Reply #80

subpixelsk

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You are welcome. Actually it was not from hdrlabs but from noemotion

copper..this material gave me the most headache yet but I think I´m finally getting there


2015-03-06, 15:57:26
Reply #81

agentdark45

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These materials are great! Are you sharing them?
Vray who?

2015-03-07, 09:38:59
Reply #82

subpixelsk

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Hi agentdark, thank you I haven´t thought of it but I might upload them to CML once I´ll have bigger library of shaders (which I´m planning to have)

2015-03-07, 18:48:16
Reply #83

subpixelsk

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2015-03-09, 13:09:01
Reply #84

subpixelsk

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2015-03-10, 00:03:51
Reply #86

mitviz

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I really love the Lord of the Rings Render! i wanna build that same house one day, great job!!
Mitviz
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2015-03-10, 10:45:15
Reply #87

Utroll

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Very decent shaders on this page !!

2015-03-10, 11:02:49
Reply #88

subpixelsk

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Thank you guys I will have to remake some of them as some (metals) used unnecesarily complicated network which is possibly not needed anymore after integrating GGX reflection model in Corona 1.0 :)

2015-03-10, 14:41:17
Reply #89

mitviz

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Will you post the setting to these materials?
Mitviz
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2015-03-10, 15:00:09
Reply #90

subpixelsk

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Sure, here they are..I was aiming to add as many details to shader as possible to distract the eye from treating it as CGI surface therefore some of them might be a bit complicated

fabric canvas 1



brushed aluminium



antique brass



copper



chrome scratched



hunter pine



provence oak



lyon walnut



2015-03-10, 16:53:45
Reply #91

agentdark45

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Thanks so much for posting these screenshots. Would you mind uploading them to CML? I can foresee these taking hours to recreate otherwise! :) Some crazy nested blends, falloffs and AO that I can't get my head around from just the screenshots.
Vray who?

2015-03-12, 07:09:15
Reply #92

vkiuru

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Thanks so much for posting these screenshots. Would you mind uploading them to CML? I can foresee these taking hours to recreate otherwise! :) Some crazy nested blends, falloffs and AO that I can't get my head around from just the screenshots.

But you should try, since that's the way you learn new things :)

2015-03-12, 07:13:49
Reply #93

subpixelsk

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@agentdark I am preparing a long reply in which I will clarify things and explain what I did and why :) I think it is better than just copying materials at least I learn much more when somebody explains what he does instead of giving all his files for everyone ..Will post it as soon as I´ll have it finished :)

2015-03-13, 09:28:55
Reply #94

subpixelsk

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Fabric shader basically uses 3 differently tiled and rotated (90 degree) though the same black and white texture which is used to mix colors afterwards (this is something I really like as long as I can accept this fabric structure because I don´t need to search for thousands of different fabric textures in various colors, I just add the color combination that I like and try to match it with mixing colors :) . The reason of using 3 mixed textures is that altough the basic texture is seamless and tileable it is veeery easy to spot the repetition on objects and this approach hides it at least a little..In corona mix texture I use basic mix option with mix mask. Then there is falloff in composite map with texture on top so that a falloff is not so clean (this is approach seen for example on eduard caliman fabric shaders, then another composite map layered like this - basic diffuse texture, lifted diffuse texture for falloff property (I use here output map not color correction - it is easy to tweak contrast and brightness even vith curves of previous composite textures because in this case I would otherwise need to tweak each texture individually and this option just add this editing option on the top of everything), then this texture is of course masked with falloff with variance and last layer is just some dirt texture to give a little more color variation to the surface.
Then there is AO map which should produce effect of darkening the fabric in cavities and edges ..this is something I spotted for example on Bertrands´s shaders
For bump I use simple composite of wrinkles map and contrasty fabric map (of course everything BW) ..So in the end it is just diffuse and bump :) it is more about experimenting with each map intensity to produce shader that is believable

Brushed aluminium shader consists of two blended materials – one represents brushed coating and one anisotropic material masked with falloff map. Both materials have falloff map plugged in refl. color slot and fresnel ior turned off (999) , diffuse element is absolute black. Brushed material has simple aluminium texture plugged in refl. glossiness slot – when trying to match real world references I tend to use a little trick of Grant Warwick (I like how logically he creates shaders ) it goes like this – Observe real world reference and try to match basic refl. glossiness value just by playing with number from 0 to 1 ..When you are as close as possible plug in the map so that it can control the glossiness amount and play with output by enabling color map and tweak brightness and contrast in black and white mode. When you think you are close to desired result, in map rollout turn off and back on refl.glossiness slot to see if previously eyeballed glossiness matches with map controlled one. And if not tweak brightness and contrast even further. To simulate brushing I use normal map created from glossiness map.

Antique brass consits of two blended materials of different glossiness (but other than that they are pretty the same materials – this is step where it might be simplified – by not using blend as corona has ggx reflection model implemented) . The approach uses the same logic as above – firstly try to play with basic material glossiness and here even with reflection color as observed in real world antique brass material. Then there comes detailing of refl. color falloff map as antique brass has kind of brushed structure. This is represented by two mixed bercon noise textures – each with slightly different rotation (of 3 degree max) as the veins don´t go perfectly in ortho directions  and I like bercon noise feature of distorting the noise map with another noise map and that is what I´ve done here with reflection color. Before plugging falloff map in refl. color slot I tried to implement another important property of this material and that is almost black or at least very different and darker color in cavities and edges – this is represented by ambient occlusion map – when occluded displays material as noisy mix between darkened basic refl. color and almost black – here you can experiment as long as you wish based on reference you are trying to recreate. I didn´t like the perfection of AO distribution in cavities so I plugged in noise map to control AO distance. Now I should have my refl. map finished and what I like before applying it to material is to apply this final step (AO map) in the diffuse slot of basic matte corona material – you get very good idea of what´s happening on the shader and have chance to control the parameters until you are satisfied. For bump I like to use bercon noise with distortion because it adds to realism of the shader with slight imperfections to the surface. I used composite map of scratches and noise basically. And that´s it.

Copper uses the same approach as antique brass with slightly different maps that represent its properties the best (just search through the internet) What is maybe a bit different here is that I experimented with diffuse element to add color variation to the surface (but other than that I let the diffuse element black when creating metals)

Scratched chrome uses approach seen on Viscorbel website.. Very simple – create scratchy chrome with hand painted map in photoshop or just some from the internet and then create clean metal – and mask them with falloff set to fresnel .

Wood textures – Each of them consists of diffuse (textures from admira edited in photoshop to make them seamless and tileable) refl. glossiness  and bump. Either way they are represented by the same map or slightly different in terms of brightness and contrast.
I hope I made things clearer with this post. I am really thankful that there are artists among us who want to share their valuable knowledge. So I take no credit for myself :)

2015-04-03, 11:21:17
Reply #95

subpixelsk

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Showcasing today personal project based on image on Poliform website which has a nice winter atmosphere and with it came a lot of personal challenges like realistic fire, snow, hair and fur simulation a bit of motion blur and depth of field. The only thing that is not 3D is that tree backplate. Learnt a lot about particle systems and it´s been toon of fun.. hope you like it !










2015-04-03, 15:11:22
Reply #96

maru

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Very nice fire but the fireplace looks dangerous as hell! :D
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-04-05, 22:36:50
Reply #97

klipanos

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perfect !!! i really like them!!!

2015-04-05, 22:39:04
Reply #98

subpixelsk

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thanks a lot guys ! maru you are right about that fireplace not being the safest one :D

2015-04-10, 11:38:45
Reply #99

subpixelsk

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sometimes everybody needs rest from archviz  and to do a couple of strawberries :D


2015-04-10, 22:25:58
Reply #100

Utroll

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Nice on most aspect but the strawberry in foreground lack some "hole" to stay polite :)
It seems facing backward, may be too long absorption too, I'm not sure a strawberry as so much SSS going thru...

All in all still excellent image only that item seems a bit weird and dim your overall realisation. Imho indeed

2015-04-10, 22:36:00
Reply #101

subpixelsk

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Thank you Utroll I don´t think it is perfect either:) so you might be right..it is in the end much more difficult to create convincing sss especially when doing organics then I thought and gave me a lot of headache so I am just giving up for now and might return to it in the future

2015-04-11, 22:59:36
Reply #102

subpixelsk

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I have made a little update as there was a problem in sss behaviour when applying vertex paint mask to blend two materials. Now made it with gradient ramp and looks hopefully better. Let me know what do you think


2015-04-12, 22:21:42
Reply #103

PROH

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2015-04-22, 11:55:38
Reply #104

subpixelsk

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thank you PROH!

For the first time doing render for print industry. This one will be printed on the wall in Zuckermandel showroom in Bratislava..never before have done rendering at 8k resolution so once again I utilized render farm service




2015-04-22, 12:04:57
Reply #105

maru

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Edit: sorry for breaking the page ;) guys make sure to get back to the previous page and check out the image!
Wow. Some of the details are really impressive - I love the metal material on buckets and the exterior part.

This caught my attention - is this correct or some kind of light leak?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-04-22, 12:17:17
Reply #106

subpixelsk

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thank you Maru, I doublechecked that area before hitting render but might be that balcony door were not 100% where they should be (I checked it now and when I move balcony door a bit the leak disappeared so my fault, hope nobody will be so precise in watching that image)

2015-04-22, 13:03:10
Reply #107

maru

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Yeah, I don't think it will be even noticeable.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-04-22, 13:32:32
Reply #108

subpixelsk

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2015-04-29, 23:07:26
Reply #109

subpixelsk

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Quick project of luxury office in Bratislava. Whole project took 4 days and required modelling of furniture that I didn´t want to buy so I modelled it. I didn´t use any premade models except for the books and plants, so once again I tested how quickly can I model things and in what level of detail








2015-05-14, 16:54:58
Reply #110

subpixelsk

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2015-05-21, 21:33:31
Reply #111

subpixelsk

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Personal practice - Beoplay headphones by Bang and Olufsen, I am eagerly waiting for better implementation of radial anisotrophy :)








2015-06-16, 14:22:31
Reply #112

subpixelsk

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Project by Studio 3070 showing various mall branches of Raiffeisen bank.










2015-07-07, 17:08:04
Reply #113

subpixelsk

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Case study of beautiful existing alpine house SPI by Spado architects.. not a single premade 3D model used - every plant and tree is modelled in great vegetation plugin growfx








2015-07-07, 18:43:36
Reply #114

Nekrobul

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Somehow the building it self looks photoshoped in. X_X
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2015-07-07, 18:55:49
Reply #115

subpixelsk

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2015-07-08, 11:38:33
Reply #116

Mr.Schorsch

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I Think it is the direkt sun light in combination with the rainy weather. It Looks Kind of strange. .. BTW... this also happens in The Witcher 3 sometimes. Hard direkt sun light and a massiv storm at once.

2015-07-08, 11:43:32
Reply #117

Juraj

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this also happens in The Witcher 3

:- D Well this wins the argument of comparison to reality, the best of the year award.

But all good, I almost had to skip work 2 weeks ago when I finished the game. The best 100 hours so far this year.... (with exception of Pillars of Eternity).
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!

2015-07-08, 11:47:20
Reply #118

Juraj

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"sunny storm" is quite regular weather but it has its specialties. Because the storm clouds are so thick they don't scatter much indirect light, thus the faraway sun seems much stronger.

In reality, it's very contrasty scenario. The sun appears strong, orange, but it's because the clouds don't provide the usual amount of slightly bluish but very intense indirect light to counter-balance it.
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!

2015-07-08, 13:16:47
Reply #119

maru

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Also sometimes huge part of visible sky is covered with thick stormy clouds, and another part is clear. If sun is in the clear part, then the contrast is even stronger.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-07-08, 13:22:32
Reply #120

subpixelsk

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2015-07-08, 14:57:14
Reply #121

Mr.Schorsch

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@OP ... I think it would be best, to look for some mood Images which represent the light and weather Setup you want to achieve. Right now it just Looks like you did a good weather to bad weather photoshop session with small success. (just on this special images, the rest is good)

@Juraj_Talcik I think I already broke the 150 hour barrier and haven't finished it yet. I am still having fun on Skellige Islands. ... They transport a great feeling of wide landscapes in this game. But as I wrote, this special "bug" with the perfect sunshine during very heavy storms always catches my attention. And OP's image directly reminded my of this. 

2015-07-08, 16:21:50
Reply #122

subpixelsk

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actually the only thing that I did in photoshop was some contrast adjustments, fog and rain.. all the rest is caused by cloudy hdri from vizpark - so I didn´t have sunny image as base for rainy one

2015-07-08, 17:26:13
Reply #123

Mr.Schorsch

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It seems like the hdri has to high contras values. It really looks like you have very strong sunlight. This causes your image to be very saturated, wich is not the case on most of the rainy days. IMO


2015-07-08, 17:30:10
Reply #124

subpixelsk

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2015-07-28, 12:57:31
Reply #125

subpixelsk

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Latest commisioned interior, let me know your thoughts guys




















2015-08-02, 15:08:33
Reply #126

mitviz

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very nice!! carpet is amazing, how was this done? i mean the white rug
Mitviz
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2015-08-03, 08:18:54
Reply #127

subpixelsk

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Thank you mitviz, carpet is done using standard hair and fur modifier with enough strands to look realistic and a bit of simple hair styling and then exported to corona proxy

2015-08-28, 13:58:42
Reply #128

subpixelsk

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High poly photoreal 3D model of Minotti Aston exterior armchair with Corona-ready materials.

- custom materials and displacement map for pillows

- poly count - 115 956

- format .max 2012

- free to use, please credit me as a modeller of this asset

- download here http://www.johnymrazko.com/downloads/






2015-08-31, 17:09:00
Reply #129

subpixelsk

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High poly photoreal 3D model of Minotti Aston exterior sofa with Corona-ready materials.

- custom materials and displacement map for pillows

- poly count - 112 361

- format .max 2012

- free to use, please credit me as a modeller of this asset and donate if you have spare coin :)

- download here http://www.johnymrazko.com/downloads/




2015-09-02, 19:29:33
Reply #130

subpixelsk

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Freebie for today - Poliform Santa Monica Lounge
slightly different approach with this one - everything is geometry - sculpted and decimated in ZBrush. I´m loving this combination!

Get it here http://www.johnymrazko.com/downloads-1/






2015-10-23, 14:07:56
Reply #131

subpixelsk

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CG visualisation for online catalogue









Credits to Juraj Talck for outdoor Dedon seating, shrubs and bushes from VizPark, Evermotion and trees from Evermotion. Grass is my own. I really see those trees are drawback in the renders but I didn´t have time to model some high poly stuff on my own but hopefully will create my own libraries when I will have time.
Any feedback appreciated as I am gonna make more of these so I really would like to push my limits further

Thanks a lot

Full res on Behance https://www.behance.net/gallery/30597503/House-1

2015-10-29, 08:31:50
Reply #132

subpixelsk

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2015-10-29, 10:09:22
Reply #133

romullus

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You shouldn't blow out those whites so much - it really looks bad. Highlight compression might help here.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-10-29, 10:28:31
Reply #134

subpixelsk

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Hi romullus, thank you for your feedback, images are now updated with compressed highlights :)

2015-10-29, 23:18:40
Reply #135

Ando

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I agree with Romullus.
In Photoshop lower the exposure, saturation and adding a bit of blur (with masks) IMHO could make alot softer and improve the images..

2015-11-04, 07:53:55
Reply #136

subpixelsk

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2015-11-12, 13:01:49
Reply #139

Buzzz

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Nice renders Johny!!

Congratulations!

The grass is does with itoo forest pack?

Is very real, more natural.

Regards

2015-11-12, 13:03:27
Reply #140

subpixelsk

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Hi Buzz

thank you! grass is distributed with forest pack but models are my own , I am trying to improve it from project to project :)

2015-11-13, 13:55:27
Reply #141

subpixelsk

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Last one for this week :) House STYLE, I really pushed my limits with this one as the whole project from start to finish took one day

I utilized growfx in foliage modelling (grass, round bush, hedge, white willow) and a lot of forest pack distribution

Check it out on Behance and let me know your comments and criticism

https://www.behance.net/gallery/31209615/House-STYLE




2015-11-13, 14:05:43
Reply #142

-Ben-Battler-

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Latest one for this week :) House STYLE, I really pushed my limits with this one as the whole project from start to finish took one day

One day = 8h or 24h?

Because for 8h this is some serious work... Do you have many imported library objects in the scene?

BTW: I really like how the images turned out!
Visit boxel

2015-11-13, 14:12:43
Reply #143

subpixelsk

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Hi Ben

thanks a lot! It was 8h of work, render time not included :) As for the objects in my scene I imported only one or two trees and those coloured plants, stones are made with debrismaker mostly

2015-11-13, 14:57:13
Reply #144

maru

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That is impressive. The images are really pleasant. I remember some of your early Corona images, you have made a huge progress...
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-11-13, 15:34:02
Reply #145

subpixelsk

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2015-11-14, 06:59:17
Reply #146

mitviz

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how was the grass done?
Mitviz
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2015-11-14, 08:35:12
Reply #147

subpixelsk

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Hi mitviz, grass is made from two clumps of grass - one bigger and one smaller created in grow fx with vertex color option checked on and distributed with forest pack along with some clover also created in growfx :)

2015-11-14, 14:49:50
Reply #148

mitviz

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thanks! nice to know
Mitviz
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2015-11-18, 21:09:34
Reply #150

Buzzz

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Very nice Johny!!

Regards


2015-11-19, 02:21:29
Reply #152

mitviz

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lovely work
Mitviz
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2015-12-05, 21:00:35
Reply #153

subpixelsk

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2015-12-14, 15:11:08
Reply #154

subpixelsk

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House UP - a bit different approach with this one as client decided to have one wintery view. Lot of fun involved, let me know what do you think :)



full project on Behance https://www.behance.net/gallery/32087659/House-UP

2015-12-15, 16:16:44
Reply #155

subpixelsk

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2016-03-07, 16:34:09
Reply #156

subpixelsk

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Chalet Noyer was created in wintery mood, showing beautiful terrace views and a lot of wood and comfy furniture. Also I experimented a bit with postproduction process and tried to do this with "lifted blacks" method. I will be however grateful for any feedback that could help me move forward :)

full res on Behance https://www.behance.net/gallery/34774265/Winter-chalet






2016-03-08, 11:40:41
Reply #157

agentdark45

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Damn, you really nailed the materials in the latest renders! Can you point me in the direction of where you got the wood texture? The curtain material is also amazing! Does it have any translucency or opacity?
Vray who?

2016-03-09, 07:55:48
Reply #158

subpixelsk

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Thank you agentdark45

here are the screenshots for shaders





for wood I use a lot of textures from admira but I always tweak them a lot - for this particular shader I wanted to achieve worn out look on some planks and so I painted them in photoshop and used mix for blending some of them

for curtains there is an opacity map as well as translucency

2016-03-09, 09:58:36
Reply #159

Wilson Marques

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hi  johnymrazko,

Really nice work mate! You're killing it! ;)

That carpet in the second image...amazing! Can you tell us more about the shader you use?

Thanks mate. Keep up the good work.





2016-03-10, 07:44:49
Reply #160

subpixelsk

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2016-03-10, 09:03:54
Reply #161

Wilson Marques

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Thanks johnymrazko!


2016-03-10, 22:43:57
Reply #162

agentdark45

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Thanks for the detailed material screenshots! Very helpful.
Vray who?

2016-03-14, 10:27:27
Reply #163

subpixelsk

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No problem at all

here is a rendering of a small project I´ve done for my friend who works in the window industry

full res on Behance https://www.behance.net/gallery/35004863/Window-samples


2016-03-14, 11:09:44
Reply #164

Mr.Schorsch

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Super cool Detail! I like stuff like this a lot.


2016-03-14, 12:54:07
Reply #166

leocv

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Very good works here.
I really like the windows renders, nice work!

Cheers,
Leo.
KISS Principle
Keep it simple, stupid!

www.behance.net/leonardovieira


2016-03-17, 15:38:11
Reply #168

subpixelsk

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I currently have many models in my libraries that you guys might find useful so I will be uploading them to turbosquid. Let me know what do you think about these !

Zamagna Sedia Trafic chair http://www.turbosquid.com/FullPreview/Index.cfm/ID/1017176



Sloane occasional chair http://www.turbosquid.com/FullPreview/Index.cfm/ID/1017487



Porada Alcide pouf http://www.turbosquid.com/FullPreview/Index.cfm/ID/1017865


2016-03-18, 12:55:45
Reply #169

subpixelsk

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Friday GIVEAWAY! I am giving this 3D model of hydrangea bouquet free to you guys in max 2014 and also growfx included. As always Corona rendering and some custom textures in Photoshop. All free to use in commercial projects. Be nice and spread a word about my work and also leave a comment when you like this model. Thank you !

Link for download http://bit.ly/21yWJ7R
Fullres https://www.behance.net/gallery/35165907/FREE-3D-model-Hydrangea-bouquet


2016-03-18, 16:48:08
Reply #170

arrival

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thx for the free models ,but the link over dropbox doesn't work !
« Last Edit: 2016-03-18, 16:53:24 by arrival »

2016-03-18, 23:48:46
Reply #171

subpixelsk

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2016-03-19, 15:24:49
Reply #172

arrival

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now it works :-) thanks !

2016-03-24, 15:11:13
Reply #173

subpixelsk

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FREE 3D model
I am giving this 3D model of Havana chair by Tom Faulkner in max 2014. As always rendered in Corona. Comes in velvet finish with customizable color. Free to use in commercial projects. Be nice and spread a word about my work and also leave a comment when you like this model. Thank you & happy Easter
 
Link for download on Behance https://www.behance.net/gallery/35367281/FREE-3D-model-Havana-chair


2016-03-30, 15:45:21
Reply #174

subpixelsk

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Connaught place is a luxurious English-like apartment in London designed by Falchi Interiors that required visual presentation. I took care of the last part.



full project on Behance https://www.behance.net/gallery/35565685/Connaught-place


2016-04-09, 16:36:42
Reply #176

Buzzz

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Nice render!

Greato!!!


2016-04-11, 04:37:48
Reply #178

mitviz

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very very nice, what were the render times like?
Mitviz
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2016-04-11, 07:32:08
Reply #179

subpixelsk

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thank you mitviz ! I let the daytime renders cook for 1,5 hour on my two machines (i7 4770 and i7 4790) and night shot for 3 hours at 3,5k resolution


2016-07-22, 22:52:30
Reply #181

subpixelsk

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Busy with work these days, posting one of the few projects I am allowed to publish. A friend of mine contacted me as he wanted me to create bedroom environments to fill in with photos of real beds. I persuaded him it would look much better, when the bed and the bedroom will be CGI. What do you think?


2016-07-23, 09:56:03
Reply #182

fabio81

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hi johnymrazko,
n I ask you how you made the grass?
thanks

2016-07-29, 08:31:34
Reply #183

subpixelsk

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Hi Fabio

I made a few grass clumps (7-8) in growfx with different sizes, height and IDs for each blade, collapsed them to meshes and scattered with forest pack - there I used pretty standard options for variations and played a bit with color diversity until I was happy with the result


2016-08-06, 12:42:58
Reply #185

Buzzz

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Nice renders, Johny!

Regards


2016-09-02, 13:27:19
Reply #187

subpixelsk

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2016-09-02, 23:04:51
Reply #188

Buzzz

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Johny, good renders, congratulation!

Regards



2016-11-21, 23:44:48
Reply #191

Buzzz

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Nice renders, Johny!

Regards


2016-12-09, 16:15:45
Reply #193

subpixelsk

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2016-12-25, 18:29:55
Reply #194

Icodyne

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Thank you so much for the models! And I love the green glass in that bedroom render.
Please view my portfolio:
http://www.digitalvisualization.net

2017-01-23, 17:23:37
Reply #195

subpixelsk

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You are welcome!

This is one beautiful project from Studioe which I had an opportunity to visualize. It´s been challenging to meet high standards of quality and find compositions that work well but as the architecture itself is quite nice for me it is a lot easier to work with it :) I also remade my grass a bit :) 3dsmax + Corona
Full project on Behance https://www.behance.net/gallery/47814515/Modern-house


2017-01-24, 11:14:56
Reply #196

kizo

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Hi Johny,

very striking image you have here.
a personal taste opinion I would have is to shift the composition up vertically to get a bit more of that foreground and less of the empty sky.
This kind of comp works good with a more interesting sky/cloud combination but still more foreground would provide a more solid and focused composition.
as said its just personal taste anyway.

cheers
kizo

P.S. just checked the entire thread and must give my compliments! you are very productive

2017-01-24, 11:22:39
Reply #197

subpixelsk

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2017-01-24, 16:17:06
Reply #198

Romas Noreika

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since you are making the hobbit house entrance, I am a very big fan o LOTR and the hobbit.

Please take a look at my hobbit bedroom, designed by me: you can view in in 360 aswell. On my fcb page.

http://romasnoreika.com/hobbit-bedroom
RN

2017-01-25, 08:20:39
Reply #199

subpixelsk

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RomanNoreika well done, much better looking than my attempt imho, but that was long time ago :)

I try to invest my free time in modelling, and finding workflow that suits me the best. I started with ZBrush (and Marvelous) for folds and wrinkles detailing, but I ended up with quite messy geometry and lot of polygons at the same time so I tried to learn simple cut polygon method in 3dsmax and here are the results.

Treniq George pouf https://www.turbosquid.com/3d-models/treniq-george-pouf-3d-model/1108252





Karma armchair https://3dsky.org/3dmodels/show/karma_armchair_2











Meridiani Lolyta chair https://3dsky.org/3dmodels/show/meridiani_lolyta_chair









Meridiani Queen armchair https://3dsky.org/3dmodels/show/meridiani_queen_armchair





Meridiani Queen sofa https://3dsky.org/3dmodels/show/meridiani_queen_sofa







Alberta Grace sofa https://3dsky.org/3dmodels/show/alberta_grace_sofa















Feedback appreciated :)

2017-01-25, 10:03:38
Reply #200

lacilaci

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2017-01-25, 10:53:58
Reply #202

romullus

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that's some top quality modeling :)

Agree. Especially for traditional poly modeling.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2017-01-28, 22:11:26
Reply #203

subpixelsk

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Thank you romullus

Bedroom environment created for showcasing new bed model for we-tec. Lujza bed 3D model will be also for sale on 3dsky soon https://3dsky.org/user/models






2017-01-29, 17:41:34
Reply #204

KnightTempalr

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Nice images. i am trying Corona with C4d, hope you don't mind me asking but what are you settings for the corona sky and corona sun? would you mind sharing.

Simon

2017-01-29, 19:29:34
Reply #205

subpixelsk

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Hi

thank you, when using sun with sky I use default 1 intensity for both and play with rotation and when using sun with hdri I eyeball sun intensity to my liking as 1 is usually too much.

2017-01-29, 20:27:53
Reply #206

KnightTempalr

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Hi

thank you, when using sun with sky I use default 1 intensity for both and play with rotation and when using sun with hdri I eyeball sun intensity to my liking as 1 is usually too much.

Hi
Thanks for the prompt reply ill try that.

cheers

Simon

2017-01-30, 20:57:08
Reply #207

Saif

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You use vray cam or different cam ?

2017-01-30, 22:50:39
Reply #208

subpixelsk

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no I´ve been using physical camera for a long time but recently I switched to simple target camera as I wanted to be able to adjust simple exposure during rendering

2017-02-01, 22:53:03
Reply #209

subpixelsk

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Last year I did project for friends in Archstyl involving modelling and designing an upper floor of family house which was used later in VR. I thought it would be a pity not to render this project at least for my portfolio. :) https://www.behance.net/gallery/48241245/Small-apartment








2017-02-04, 22:32:00
Reply #210

Buzzz

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Johny, Nice renders!



2017-06-26, 10:45:40
Reply #212

subpixelsk

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Had tough time this week with one tight deadline project where I did a lot of modelling as I could not find these models online. Not sure if I will be allowed to publish the images, but at least I prepared some assets for sale to utilize them even more. You can buy them here http://www.johnymrazko.com/shop/















2017-07-03, 12:23:37
Reply #214

Buzzz

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Johny, nice furniture and good price!

Regards.


2017-07-26, 06:50:18
Reply #216

subpixelsk

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Last month I´ve been working on catalogue renders for WeTec furniture company and their new line of beds. This was one of the projects where I was responsible for everything - from design of the environment and colors, 3D modelling, lighting, texturing, to postproduction. Really enjoyed this one and hope you will do as well. To enjoy it even more I prepared 5 of these beds for you to download. Just jump on my page and download http://www.johnymrazko.com/shop/ . It´s totally free

https://www.behance.net/gallery/55111683/Furniture-catalogue-FREE-3D-models




















2017-07-27, 08:09:47
Reply #217

ASaarnak

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2017-07-27, 11:11:32
Reply #218

dartofang

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great combination for color schemes johny :) and thanks for the models.


2017-08-22, 15:21:02
Reply #220

subpixelsk

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Transformation of an old armory into coffee shop and apartment section. I created two marketing CGIs below.
As I am learning to implement Substance Designer into my workflow I am offering you free seamless 4k brick texture used in these renders consisting of diffuse, glossiness, height and normal map as well as Ikea Odger chair model as I could not find this one anywhere so I created it inhouse.
For free stuff head over to my shop section and download

Bricks : http://www.johnymrazko.com/shop/brick-texture
Chair : http://www.johnymrazko.com/shop/ikea-odger-chair

Full project on Behance https://www.behance.net/gallery/55987239/Armory-restoration-Free-stuff




2017-08-29, 16:39:38
Reply #221

subpixelsk

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Studioe design and my CGIs. Always love to cooperate on portraying fine contemporary design . Enjoy
https://www.behance.net/gallery/56216369/70m-flat
3ds max + Corona 1.6


















2017-08-29, 20:19:05
Reply #222

Buzzz

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Nice renders, Johny!

Congratulation!


2017-09-02, 17:17:59
Reply #224

karlob

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wow amazing works! i scrolled through page 1 till the end and noticed how you've been improving and how different were your cgi works back then as compared to now! btw,  I always have problems in making white paint material look realistic, as mine always looked so cgi ( usually do it with just a basic white material without maps), i think i lack that subtle noise or dirt though. How do you usually do it? (I'm referring to the Living area on your Studieo render)

2017-10-04, 12:27:04
Reply #225

subpixelsk

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Thanks a lot. White wall is made of diffuse color of around 210 white and subtle dirt in refl. glossiness and bump. Other than that reflection at 1 and IOR at default

New project

Art deco interior in Bratislava, Slovakia designed by Studioe

Lot of neutral velvets combined with decent wall patterns and herringbone wood floor accented with black and white elements.
The most challenging was to create a wallpaper in bedroom. It combines two different falloff maps to create an effect of different pattern glossiness from the background´s.
Also the rug in the bedroom was a bit time consuming to create as I didn´t want to do this with only bump map but have a feel of real fibres. Therefore I created a few fibre clusters for each color - the light and the dark one and then distributed it over the rug plane via forest pack using color map to differ the two colors.

For lighting I chose blue hour time of day to let artificial light do its job and emphasize a lot of LED stripes, wall lights etc. I used hdri map from noemotion.

Postproduction includes only few adjustments of contrast and vignette and a bit of sharpening

Software used: 3ds Max, Corona Renderer 1.7 RC4, Adobe Photoshop, Adobe Lightroom

Full project on Behance https://www.behance.net/gallery/57405891/Art-deco-flat






2017-10-10, 06:59:26
Reply #226

subpixelsk

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2017-10-10, 19:30:27
Reply #227

mitviz

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lovely work! colors and choice of furniture really compliment each other in the space
Mitviz
Professional Modeling and Rendering Solutions
Intel core i7-5960x cpu @3 GHz, GeForce GTX 970


2017-10-17, 13:06:08
Reply #229

karlob

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Thanks for the reply! will try your tip!

I love the homey and neutral feeling, perfect choice of colors and mood :) may i ask the name of the circle light in the bedroom ( the one with the velvet )F

2017-10-18, 13:36:08
Reply #230

subpixelsk

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2017-10-19, 15:05:38
Reply #231

subpixelsk

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Ivanka Residence is a development project in Ivanka pri Dunaji, close to Bratislava, Slovakia. This was one of the projects I really enjoyed doing, mainly because of artistic freedom and good client and also because of generous deadline. I aimed to create atmospheric evening warm inviting closeups and details in addition to standard general views ( which could sometimes be boring for me ). Closeups were of course done for my pleasure and portfolio and were not commisioned to client.
Software used
3dsmax, Corona Render, Lightroom, Megascans, GrowIvy, GrowFX, ForestPro
https://www.behance.net/gallery/57911675/Ivanka-Residence








2017-10-19, 21:37:09
Reply #234

bluebox

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Great mood Johny! Love those whispy grasses. Are those self made or stock model ?

2017-10-19, 21:45:59
Reply #235

subpixelsk

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2017-10-20, 11:39:56
Reply #236

4b4

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really nice Johny, great evening mood.

How did you do the individual lights?


2017-10-20, 11:49:49
Reply #237

subpixelsk

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2017-10-20, 12:18:11
Reply #238

4b4

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The balls that are hung from the wooden frames outdoors. Is each one an individual corona light sphere object, or something else?

Cheers

2017-10-20, 12:32:27
Reply #239

subpixelsk

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yes I first created bulb geometry, distributed over a rope spline via spacing tool and then placed corona light in each bulb

2017-10-22, 23:43:19
Reply #240

PMendes

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Your images look really good! Really like the carpets and the rugs on most of the images, can you share some insight on that?
----------------------------------
Modelarq3D
http://www.paulo-mendes.com

2017-10-23, 15:21:08
Reply #241

subpixelsk

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Hi thanks a lot

which rugs do you have in mind specifically? I bought some of them on 3dsky so no magic in those and some I created myself so I could provide some info on that - but let me know

2017-12-09, 09:05:29
Reply #242

subpixelsk

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2018-02-13, 13:19:13
Reply #244

subpixelsk

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Long time no interior renders, so here are some recent from Café in Bratislava, designed by Studioe :) check it out on Behance as well https://www.behance.net/gallery/62038521/Caf-Krasnany





2018-03-23, 10:42:44
Reply #246

maru

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Amazing! I like jumping to 1st page in this thread. :) So much progress!
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us


2018-04-16, 07:50:30
Reply #248

subpixelsk

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Minimalist apartment in Bratislava designed by Studioe.
Located on 17th floor of the apartment building this flat gives a nice views on Bratislava including its castle on the other side of Danube river. Used materials and props follow the clients wishes that the apartment has to look mascular. 

https://www.behance.net/gallery/64478995/Minimal-apartment












2018-05-02, 21:33:33
Reply #249

subpixelsk

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Combination of wood, light grey fabrics and paint tones and industrial elements are the main characteristics of this interior located in Bratislava and designed by Studioe. Visuals were created in 3dsmax and rendered in Corona Renderer.
Hope you will have as much fun scrolling through these images as we did creating them!

https://www.behance.net/gallery/65141839/Modern-Interior-in-Bratislava























2018-05-04, 16:20:51
Reply #251

mutilo

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2018-05-06, 16:00:01
Reply #253

Jack

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grass seems to be too dark and needs some color but maybe it was done in purpose...
nice mood and overall looks good   

2018-05-07, 06:52:49
Reply #254

subpixelsk

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Hi Jack

Thank you :) I used megascans textures for the grass and didn´t touch them (except for translucency based on dubcat´s tutorial) so I guess it should look physically correct.

2018-05-08, 15:53:47
Reply #255

TomG

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And comes with the extra feature of "man on tricycle wearing a Saw mask" - who could resist! I do love it when people hide things in their image sets ;)
Tom Grimes | chaos-corona.com
Product Manager | contact us


2018-05-23, 20:35:11
Reply #257

subpixelsk

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Spacious interior wrapped in modern and natural envelope consisting of wood, concrete surfaces and stone elements.
Design by Studioe
Visuals created in 3ds max and Corona Render

https://www.behance.net/gallery/65933653/Limbach-Residence












2018-06-06, 11:40:35
Reply #258

Buzzz

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Nice works, the materials and lights are perfect!

Are the majority of the renders done using the corona's physical sky and sun?, adjust Lut and tone mapping?

Regards.


2018-06-06, 11:44:13
Reply #259

subpixelsk

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thank you Buzzz

some of my works use only sun+sky and some use hdri. regarding tonemapping some pretty basic stuff without filmic highlights and WITH curves (boosted midtones - see juraj talcik´s impremta garden thread). I am not using any premade LUT, only corona tonemapping

2018-06-06, 11:48:57
Reply #260

Buzzz

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Thank you by your comments, Johny!

2018-07-11, 06:14:05
Reply #261

subpixelsk

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2018-07-15, 09:47:53
Reply #262

zilviz

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Hi Johny, could you share what wood floor material you used for this classical apartment in Bratislava? Source where to buy/download or name of this texture. Thanks

2018-07-18, 22:29:00
Reply #263

subpixelsk

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Hi it´s from 3dsky , from some model set I don´t remember, but I tweaked it a bit and upscaled as well

2018-08-21, 20:50:30
Reply #264

subpixelsk

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Located on the hill surrounded with vine lanes this modern house is in perfect harmony with raw nature around
Design by Studioe
Software: Corona + 3dsmax

https://www.behance.net/gallery/69280015/Vineyard-hill





2018-08-22, 16:05:43
Reply #265

yagi

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Amazing as always. pls what HDRI in particular did you use for the sunset images of this exterior viz?

2018-08-22, 16:07:11
Reply #266

subpixelsk

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2018-10-05, 15:29:03
Reply #267

subpixelsk

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2018-12-05, 16:04:12
Reply #269

Buzzz

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Very nice Johny!

Congratulation!


2020-05-06, 13:57:37
Reply #271

subpixelsk

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I´ve been warned I haven´t posted here for at least 120 days but I want to share some commisioned and personal projects with you guys :)

Personal - Maison Simon CGI remake






Our internal hackathon winners





Commisioned projects














More on Behance and Instagram

https://www.behance.net/subpixelsk
https://www.instagram.com/subpixelsk/