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Messages - mferster

Pages: [1] 2 3 ... 32
1
Hmmm, technically there is nothing wrong with it; practically speaking however there are a bunch of strange things going on with your scene.

Right now it doesn't feel like a real space. It feels like a hodgepodge of random models added in to fill a space.

For example:
-what's the reason for the tiled area in the room? It doesn't seem to serve any purpose. (also it is extremely unlikely anyone would make a tile backsplash that extends on to the ceiling like that unless its in a shower.)
-your tiles in that tiled area all have varying dimensions and the grout lines don't line up in many places.
-it looks like you also have a structural beam with lighting coming out of it? this wouldn't happen in reality.
-it's strange there is a random bucket chair by itself in the middle of the room.
-Would people living in this space really put a bunch of vases on the floor in front of their doors and taking up floorspace?
-Would they also have a standalone one jacket coat rack that is taking up prime floor space?
-Is there a reason for the dropped ceiling near the end of the room? Usually in construction, dropped ceilings are added because they can't drill into a slab to add ceiling lighting.
-the door surrounds look awfully thick, it would be beneficial to do some common measurement research on things like that.

Like I said technically it looks fine, I think you would benefit greatly by doing some research on how residential spaces are constructed in reality though.

I like to research by looking at precedent photos of similar spaces of the one I am working on and take notes of details that I can incorporate later.

Hope this helps!


2
proxies are instances, really the only difference between an in scene instance and a proxy is how they are represented in your viewport. The benefits of using proxies versus instances is just to save viewport performance, there isn't any difference while rendering.

3
[Max] General Discussion / Re: Reducing RAM usage
« on: 2022-01-17, 22:48:53 »
How much displacement are you using? you may want to use corona displacement mods to selectively change your displacement where needed rather than going with a global approach

4
Gallery / Re: Lancia Stratus - Drone Shots
« on: 2022-01-12, 00:15:38 »
Really loving the dutch angles. I think the first one is the most effective, feels very dynamic and animated

5
[Max] Daily Builds / Re: Chaos Scatter feedback
« on: 2022-01-11, 22:13:44 »
Is there any way to have an option to scatter instances on a model's surface post material displacement? This would be an incredibly useful feature, but not sure how complicated it would be to implement.

6
Gallery / Re: Hotel Facade Design
« on: 2021-12-08, 22:00:13 »
I really like the fisheye lens image, looks solid.

7
Gallery / Re: Amazing and painless CH#01
« on: 2021-11-23, 20:45:50 »
Well done! Really loving the streetscape

8
Gallery / Re: Nut-o-grammetry
« on: 2021-11-18, 22:24:52 »
oooo I don't know about that bacon hot dog, it makes me feel REAAALLL uncomfortable.
It looks less like bacon and more like raw flesh wrapped around an uncooked hotdog.

acorns and blackberries look solid though

9
Work in Progress/Tests / Re: My first tests with Corona
« on: 2021-11-18, 22:13:18 »
That sure is one beat up glass! The glass itself looks great, I would just tone down the strength of the scratches or scale down the textures for the scratches they seem very strong as if someone took  a knife all over the glass itself.

10
[Max] I need help! / Re: Old Buildings Plaster Material
« on: 2021-11-15, 21:12:17 »
It looks like it would just be a combination of adding dirty grunge layers/masks in key areas until you get your desired effect. Unfortunately there is no magic bullet one size fit all approach to materials such as these. Just a combination of many masks and material layers until it looks natural.

Also a thing to look out for on the horizon with the next version is the new corona decal object that allows to add cracks and broken plaster spots and easily manipulate them on your objects. You can try it out in the latest daily builds if you feel so inclined.

*spelling

11
Gallery / Re: CYAN EYED - Animated Short Film
« on: 2021-08-24, 21:16:06 »
Congratulations! That's quite the accomplishment.

12
Gallery / Re: Nut-o-grammetry
« on: 2021-07-21, 21:46:06 »
Great! Thanks for the link/tips

13
Gallery / Re: Nut-o-grammetry
« on: 2021-07-19, 22:17:27 »
Looks solid,

I am thinking into getting into photogrammetry myself, are there any resources that are helpful for starting out?

What lens/camera settings do you recommend?

14
Have you tried a render test without the light's housing around it?

15
Great idea! The play between scales of macro and miniature are really well executed.

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