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Messages - NicoB

Pages: 1 2 3 [4] 5 6
46
Jobs / Re: 3D modelling armchair
« on: 2016-05-03, 15:14:59 »
Hej sprayer,

yes I know.
It´s perfect for the trash can :)

There is one on the manufacturer homepage and
one "stolen" on 3dsky (same "quality" level).

I was in search for the model.
Couldnt find anything usefull.

Anyone out there who could help?

Thank you & best regards
Nico

47
Jobs / 3D modelling armchair EDIT: [work has been awarded]
« on: 2016-05-03, 14:30:40 »
Hej,

I´m a bit out of capacity right now.
For a somehow high quality project I have to model this armchair:

http://beltafrajumar.com/belta/producto/goia-armchair/

Does someone have time and skill to model this thing?
(Fabric version, no textures needed, clean mesh / quads, wooden base, clean Uv´s, etc.)

I would like to go almost with the quality level from "Designconnected".

Maybe someone could give a short offer?
I would be very happy about some help.

Payment will be honset and fast.

best regards and thank you!
Nico

48
Gallery / Re: Helping friends around.
« on: 2016-03-16, 16:43:28 »
Hej Nekrobul,

although you´re not using C4D..I think some "volcanic-style" dramatic crushing would fit to the logo design.
Do you know this guy: https://store.greyscalegorilla.com/products/transform

Maybe you can recreate something like this to the logo.
Make it more film-cinema studio like.

I was just thinking about it and gave it a quick reply.

All the best
Nico

49
[Max] I need help! / Re: Metal help
« on: 2016-03-07, 09:16:02 »
Hej cramerx,

take a look at the attached image.
Juraj was pointing to this method of getting the average refect color from your ref.-image.
You crop the image to the "metal-borders" and then calculate the average color.
This way you get pretty close to the real image reflect color.

What I think about your last attempt is:

1. I think you have to model the hammered parts of the ref-image (pipe etc.).
2. Take a better look at the "striped-pointed" bump parts of the material. There you will have to use a special map, not just any dirt map.

Hope it helps + all the best

Nico

50
Hej Ben,

I dont think it´s also linked to geometry in your scene.
(Because you mentioned to have no glass in windows)

To get forward:
Delete the HDRI and the geometry from your scene and
just build or load something else like an interior and one free HDRI from free sources.
(I think it´s because of settings, so you should get your result even with other basic scene setups).

All the best
Nico

51
..ok great.
Sorry for the autocorrect from my phone :)

I would'nt recommend sending the PG Hdri file.
Someone won't be happy about it ;)

Maybe you could send a PM with one free HDR file in your scene.
(I dont think your problem is linked to the Hdr, so it should not matter).

So, let's see and win tommorow :)

Greetings
Nico

52
Hej Benjanowitz,

You are getting frustrated :(
That's not good, because I'm absolutely sure
you just miss something really simple.

You will be happy with corona once you figured out
hier to use it. Remember starting Vray?
It's always that little curve at start.

So please hand just the empty space of your scene over to us,
so we are alle to help.

You can delete everything but walls and setup.
I will help you tommorow morning at first.

I'm sure we can help.

In some testing I had absolute great results with corona in c4d.

So, all the best and looking forward helping you.

Nico

53
[Max] I need help! / Re: "Enable DOF" makes white render
« on: 2016-01-18, 18:34:24 »
Hej matej,

it´s trivial ;)
you have set the focus distance of your camera to 0.

Set the focus on the object / area that should be sharp, and that´s it.

All the best
Nico

54
Work in Progress/Tests / Re: High Street / Alta Architecture
« on: 2016-01-13, 13:33:47 »
Hej Markus,

nice to see updated images and progress.
Please find attached my commented image :)

All the best
Nico




55
Work in Progress/Tests / Re: High Street / Alta Architecture
« on: 2016-01-11, 16:18:23 »
Hej Markus,

I would love to have the scene at my hands for solving the bump issue :)
because I believe, even with the m+m models it will work.

There is nothing wrong with the grass-material setup.
It´s just not optimized in regard of the green tint on the inner walls.

As your scene is sorrounded with the grass mat, you should use the "rayswitch-material".
(See the attached image and romullus link)

=the rayswitch schould use another material for GI in your case
(so you need 2 materials, grass and GI mat).
I would plug some darker grey in the Gi slot..

Have a try and you will see :)

All the best,
Nico

56
Work in Progress/Tests / Re: High Street / Alta Architecture
« on: 2016-01-11, 14:24:33 »
Hej Markus,

Good to know I´m able to help a little :)

Concerning the highlight compression:
I know this situation; interior=enough light / exterior objects=brutally burned out to white.
I do often render the window parts (glass mask) with lower brightness in HDRI and combine them in post.
Right now the exterior objects look to bright imo.

DOF:
You rendered the last images with 500 passes, right?
After this amount you should have much cleaner and smoother DOF.
Maybe you have to set GI vs. AA balance to 6, or even lower.
This way the blurred parts should clear out faster.

Concerning the mesh resolution
I have attached 5 images with different situations.
I could not reproduce the problem you have in your scene.
(Even with strong bump it works / 200%)

Maybe it´s connected with using the noise schader from c4d?
(I have used b&w and normal maps).

HDRI lighting:

(Romullus link!)
In addition you have to maybe manipulate the HDRI in PS
and overlay the part below the horizon with black or light gray.
(I bet it´s a green lawn :))

Looking forward to see the next images :)

All the best
Nico


57
Work in Progress/Tests / Re: High Street / Alta Architecture
« on: 2016-01-11, 08:37:11 »
Hej Mor4us,

I have attached 3 images with some basic comments on your WIP renders.
In my opinion you are on a good way in general.

All the best
Nico

58
[Max] I need help! / Re: help
« on: 2016-01-09, 18:14:33 »
Hej Juraj,

dont waste any energy in this guy..
He was bannend before under another user profile
and is just trolling around here.

So for me: +1 on him to get banned again.

Best regards
Nico


59
[Max] I need help! / Re: Polyurethane foam material
« on: 2015-12-16, 15:42:04 »
Hej,

nice starting point, maru.
I would also recommend using AO with inverted normal "mode" for saturation (desaturation).
As you can notice on romullus reference, this is important.

Also the very bright reflection parts in the reference are very important.
But I now have no idea reproducing this effect.

Maybe another approach would be some kind of vector displacement.
As the material exists out of small blisters, that are truncated..

Hope it helps :)

All the best

60
[Max] Resolved Bugs / Re: Corona Layer Material "maybe bug"?
« on: 2015-11-06, 15:07:43 »
..yes, you´re right :)
I once read that if you use C-bitmap in your scene, it will render a little faster.
Is this the case, or am I wrong?

Thank you!


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