Chaos Corona Forum

General Category => Gallery => Topic started by: selant on 2016-03-15, 16:12:21

Title: Kitchen traditional american
Post by: selant on 2016-03-15, 16:12:21
3dsmax 2014 with Corona 1.3. That time i didnt have the daily update so tried to get rid of dof noise in ps with some blur.
Generally kitchen cabinets etc.. modelling by me including the sink, all others pre-modelled objects which I already downloaded.

click for bigger res.
(http://i.cubeupload.com/qcYRCJ.jpg)

click for bigger res.
(http://i.cubeupload.com/tyrTZA.jpg)

click for bigger res.
(http://i.cubeupload.com/XOQiDh.jpg)

Title: Re: Kitchen traditional american
Post by: marqueso on 2016-03-15, 16:37:23
Nice rendering quality

I have to ask why this is "American"?
Title: Re: Kitchen traditional american
Post by: Noah45 on 2016-03-15, 16:46:15
Technically these are incredible.

Millwork question, wouldn't the trim and frame wood grain, go with major axis?
Title: Re: Kitchen traditional american
Post by: Nekrobul on 2016-03-15, 17:08:38
There are major isues with wood maping on the first image.
Title: Re: Kitchen traditional american
Post by: selant on 2016-03-15, 17:47:22
well thank you for the comments, for the "american" question, this is what very similar to google findings "traditional american kitchen" because there is an island in the middle of the kitchen as a workbench. and for the wood mapping issue, the texture is sigershaders but its always a question mark for me the uv mapping size, because i dont know how to use the realworld scale and if it would work. i mean what is the correct uv mapping size for a 3000x3000 px siger texture, thats something i am not sure.
Title: Re: Kitchen traditional american
Post by: selant on 2016-03-15, 17:49:17
Technically these are incredible.

Millwork question, wouldn't the trim and frame wood grain, go with major axis?

well, if i understand correct, you meean i should make the texturing parallel to floor, the shape of the grains i mean, its probably incorrect in the renders.
Title: Re: Kitchen traditional american
Post by: Noah45 on 2016-03-15, 17:53:29
Take a look at cabinet door, and how it's constructed. Your components need to mapped individually.
Title: Re: Kitchen traditional american
Post by: Nekrobul on 2016-03-15, 18:02:15
well thank you for the comments, for the "american" question, this is what very similar to google findings "traditional american kitchen" because there is an island in the middle of the kitchen as a workbench. and for the wood mapping issue, the texture is sigershaders but its always a question mark for me the uv mapping size, because i dont know how to use the realworld scale and if it would work. i mean what is the correct uv mapping size for a 3000x3000 px siger texture, thats something i am not sure.

1 switch to regular tiling not real world if you are haveing troubles using real world scale.

2 Not only scale of the maping is wrong but the direction of the texture too.

I am attacing markups to be more understendable.
Title: Re: Kitchen traditional american
Post by: selant on 2016-03-15, 18:40:18
ok thank you for showing texture directions, i should have spent more time to examine in real world because what i did was group eveyrthing and put a common uv map onto the top with all identical mapping and size. it was kind of yours to let me know, thank you very much
Title: Re: Kitchen traditional american
Post by: Nekrobul on 2016-03-15, 18:48:49
ok thank you for showing texture directions, i should have spent more time to examine in real world because what i did was group eveyrthing and put a common uv map onto the top with all identical mapping and size. it was kind of yours to let me know, thank you very much

If you want to map wooden furniture fast use UVW Unwrap. If the topology is done correctly everything will fit in the right places in one-two aditional clics.