Environment Example
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Hey Guys, long time no see.
Was gone to South Africa for a month :) But here is some work i did this weekend, a test to send of to Sony London. Comments are most welcome Here is a large image version. http://aikoworld.com/gallery/images/...ndon_big_f.jpg |
Wow, thats some pretty impressive work!!!
I like the atmosphere you've managed to achieve. ;) All the wood looks great, and other objects in the room are very well laid out. Nice work! |
The bump on the floor looks kinda harsh, but the rest is good!
:beer: |
Thx Mayaniac, much appreciated :)
Cheers Jr. Who i have updated the floor. Thx for the comments guys. |
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Another update, made small adjustments in collaring and tweeked some objects.
big version http://aikoworld.com/gallery/images/...ndon_big_f.jpg |
Looking good!
I like the improvements on the floor, and the softer shadows sure are a nice touch. ;) Good work! |
yeah - nice job aikoworld - this looks very good. :beer:
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Funky ! :beer: 1 thing can you show me your light sets ? GI or FG ? or what technique you used ... i really sux in light so i ask a lot :D to improve myself :blush:
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hey thx for the kind words.
The lightsetup is created with 3 directional lights 1 key light, 2 side lights. The key light is the strongest one. gave these ones a slight yellow orange collor Then i added two area lights representing windows I have added a texture to the light giving a window effect. Gave them a slight blue collor. And i know i posted it in the finished work, but i could not help myself and add some more detail and tweaking some things. http://aikoworld.com/gallery/images/...ndon_big_f.jpg |
Even better still!
I like the reddish color to the scene. Just remember though, If you keep picking at something.... soon you will have nothing left ;) |
nice room!
just some suggestions for you to test. if you didnĀ“t render with gi/fg I would consider to render a ambient occlusion pass and composit it in photoshop. this might improve the "flattness" of the objects, if you know what I mean. you could also try and use a hdri to light the scene in combination with final gathering/mental ray. this enhences realism in lighting. good job so far! ___ edit also you might try to use some specular maps on your objects. this would break up the homogenious look of all surfaces in your scene. |
Hello Fallot, very nice critics! i will work on this in the following days. Thank you very much.
Mayaniac i know keeping picking on work is hard work. But if the results are good, then i`m happy :) |
what sort of job are you testing for?
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Environment modelling and texturing. :)
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I mean, is it games or film/cinema?
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