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Messages - eilsoe

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Work in Progress/Tests / Re: Mud splatter on truck
« on: 2018-06-13, 08:14:05 »
Thanks for the replies :)

The effect is probably a tad overdone. The initial reference photos I found had a coverage similar to this, so that's what I went with. Going through a fresh round of references, I think I'm going to re-do the ffect with a slightly lowered coverage, and having 2 separate layers of mud. An inner dried layer, and a fresh wet layer lower on the truck. I think that might sell it a bit more.

As for the effect itself, it's made using only materials on an instanced group of the outer geometry. I basically took the outer layer of the car + parts (headlight glass cover, plastic covers etc), and instanced them. I then applied the mud material on this group, using a the blendedboxmap to wrap the entire thing correctly. The front/back of the car share a splatter texture, and the sides share one too.

This gives me even control over the texture placement over the entire model, as opposed to having to hook up the blendedboxmap to several separate textures for plastic, glass, chrome, carpaint etc.

The mud material is basically a brown wet material, masked out by a splatter texture (made in PS using splatter brushes), and a noise map for displacement. The carpaint material also has a dusty/dirty layer that fades in on the lower parts of the car.

The tires also have an instanced model of the themselves with a mud material, only using different blend textures/methods.


I'll post an update once I get the dual mud layer working :)

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Work in Progress/Tests / Mud splatter on truck
« on: 2018-06-11, 15:08:53 »
Hey all

I do truck renders on a daily basis, and just got sick of seeing the same clean surfaces. So I decided to try and dirty it up a bit, while still keeping it in a studio environment :)

It's still very much a work in progress, as it's become sort of a mission for me to get it as realistically dirty as I can. I liked the look of the last test render, so I just wanted to share it, and perhaps reap some tips for making the effect better.




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Absolutely. It'd be nice if the triplanar map had an option to use 6 maps, instead of up to only 3.

I managed to get it right on my car wrapper (see attached image). Still working on it, but I think it's already looking good.

4
Well apparently that works just fine, I just checked :D

TIL...

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@romullus: Thanks, I hadn't checked that one out yet :) 

@maru: Sure thing.

I pretty sure it's just the back side of the plane showing through. That would account for the mirrored texture. Corona triplanar seems to only support 3 texture on 3 axis, not 6 on 3, like blendedboxmap. Unless there's a checkbox I missed somewhere :)

2 textures per axis allows me to mirror the opposing side, which eliminates the issue completely.

6
I just realised that it might just be the mirrored backside of the top plane... The reflections still show up even if the planes are the exact same spot.

Is it possible to flag an object / materials as one-sided only?

7
This may be a bug, or just me not knowing what the h*ll I'm doing. I can't seems to find a fix though.

I was trying to wrap a car in mud, using a combined model of all the underlying parts with a mud splatter texture on it, and kept getting "black" spots in weird places. After some fiddling, I saw that they were mirrored verions of the wrapped texture. After some more fiddling, I found out that the spots were actually the reflections of the mud layer, only mirrored.

I re-created the issue on a simpler setup. See the attached image for reference.

It's a plane with a simple carpaint material on it, and an instanced plane on top. The instanced plane has a material with displaced lines. The texture I use for displacing the lines is also used as an opacity map. The texture is applied using a triplanar map.

Notice the reflections of the lines on the carpaint. They're mirrored! Using a blendedboxmap produces the same result. A typical plane UVW map does not. Excluding the plane from reflections also cleares the problem, but that's not a usable option.


Any ideas?

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Work in Progress/Tests / Re: 5 hour archviz timelapse
« on: 2015-05-06, 13:04:03 »
I see your point, and I agree 100% that it could be more convincing than it currently is. I´m still trying to get a decent lawn setup going, instead of comp'ing one in as I did in the video. I just wasn't happy with it. Hedges and minor foliage is also something I need to figure out. I have made a little progress on the lawn part though, see the attached jpg for that.

The 3D / PS balance is subjective. Personally, I like having the larger pieces done in 3d, and then add finer details and touches in post. But for the sake of argument, how do you guys balance it?

Thanks for your input! :)


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Work in Progress/Tests / 5 hour archviz timelapse
« on: 2015-05-03, 21:48:23 »
Hi

Just wanted to share my recent mini-project. I'm new in archviz, coming from years of doing regular packshot work, so I give myself little challenges to see where I can go in a certain timeframe.

This is done in a total of ~5 hours over a few days (having kids eat up most of your free time :D). I also had no plan of action when I started this, I just grabbed an image off google, and went for it. Next time I'll take a few minutes to get an idea of what I want, so I don't spend time on different types of grass and then ditch it in photoshop afterwards (you'll see). I would've done a lot more with it, but I had to cut it after 5 hours. Again, gameplan.

Crits and comments are more than welcome.

Video:

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[Max] General Discussion / Re: Corona Shader Ball Scene
« on: 2015-04-30, 10:56:37 »
I'll be getting that. Thanks for sharing it :)

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I'm not the author, I just draw up the plans and cover it in green leaves and sunshine :)


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Work in Progress/Tests / Latest exteriors - residential area
« on: 2015-03-31, 11:10:15 »
Hi

These are my latest exteriors. I'm still new to archviz in general, and I'm learning a lot from each project I take in. Crits and comments are more than welcome :)

The idea is - generally - "floating" housing units in a park/meadow type environment.


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Work in Progress/Tests / First archviz
« on: 2015-03-19, 11:53:46 »
Hi all

I want to share my very first venture into archviz in general.

The clients usual guy abandoned the project, and I took over with only 6 days to complete it. With nothing to hand over, and - this being my first project like this - no assets to work with other than the clients plans and ideas, it was a major undertaking. I basically had to build 6 different housing units, the overall area, plus build a library of vegetation, cutouts and textures/materials.

I had to buy a few things to get it done on time, but most of the models are handmade.

With that in mind, I'm generally happy with the results. I would've loved to have more time to refine and play around. There are also a few glitches here and there (misaligned grass etc.).


Crits and comments are welcome. As this is my first archviz, I'd love some feedback on the results :)




14
Gallery / New user - sharing my first Corona renders
« on: 2015-03-02, 09:49:56 »
Hi all!

Just recently made the switch from Maxwell to Corona, and I just wanted to share my first few renders with Corona.

I've worked as a 3D Artist for Widex hearing aids for the last 9-ish years, primarily rendering out hearing aids and accessories. I was recently "let go" as they so elegantly put it, and I'm now giving it a go as a freelance 3D artist.

These projects are my first real foray into modelling, as everything I've rendered before was given to me, model-wise.

Crits and comments are more than welcome :)


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