All posts relating to Maxwell Render 1.x
User avatar
By mverta
#113305
Thanks, guys...

I build my maps at 4k resolution (4096x4096) and then make a 2k downres and 1k downres. I usually source dozens of photographs in the course of making a map; one of my favorite techniques is taking a highly-distressed image - perhaps a rusted boat hull - and deleting areas using the selection wand with various tolerance settings. Since the wand selects by similar tone, the pieces tend to have very natural shapes and falloffs to them, so I end up with a nice pallete of lighter and darker "damage" pieces, which I can then position around the map wherever it looks best. I then choose or paint a master overall-color map, and tint the majority of damage pieces in a similar way to match, always leaving a few pieces their original color for more realism.

Anyway, more coming!

_Mike

P.S. Wouldn't it be cool if Maxwell could automatically choose texture map resolution based on need? For example, if Maxwell understood a fixed naming convention for textures, like "xxxxxxx_4k.tga" and if the in-render resolution was 2048 or smaller, it would go looking for the same texture map but with "..._2k" in the name, and swap it out?
User avatar
By ivox3
#113370
P.S. Wouldn't it be cool if Maxwell could automatically choose texture map resolution based on need? For example, if Maxwell understood a fixed naming convention for textures, like "xxxxxxx_4k.tga" and if the in-render resolution was 2048 or smaller, it would go looking for the same texture map but with "..._2k" in the name, and swap it out?
....that'd be great, but I'd swap that out to have SSS back. :lol:
By Robert Turner
#113443
i personally like Renderman's texture handling, only use the data needed so you could have an 8k map and not really use that much memory.
By jleckron
#113448
mverta wrote:Thanks, guys...

I build my maps at 4k resolution (4096x4096) and then make a 2k downres and 1k downres. I usually source dozens of photographs in the course of making a map; one of my favorite techniques is taking a highly-distressed image - perhaps a rusted boat hull - and deleting areas using the selection wand with various tolerance settings. Since the wand selects by similar tone, the pieces tend to have very natural shapes and falloffs to them, so I end up with a nice pallete of lighter and darker "damage" pieces, which I can then position around the map wherever it looks best. I then choose or paint a master overall-color map, and tint the majority of damage pieces in a similar way to match, always leaving a few pieces their original color for more realism.
I'd love to see a photo tutorial of this... you know, in your copious free time...
User avatar
By ivox3
#114209
Hey Mike , .......you put a couple of these pieces parts together and I think we're going to be talking about a bona fide hero render ...... :P
User avatar
By mverta
#114216
...working on it... :)

After all, hero renders are something you can just throw together in a few hours, didn't you know that?


_Mike
By JDHill
#114221
...yes, but wouldn't R2 qualify as more of an unsung hero render?

~JD

[apology for lame pun goes here]
User avatar
By jeffg
#114223
Mihai Iliuta wrote:Needs more blood, an evil R2-D2!! :twisted: :twisted:

Strange in 6 movies nobody had the idea to make one.....

Well he did toast those large droids in the last movie.

That was rather unexpected.
User avatar
By ivox3
#114228
mverta wrote:...working on it... :)

After all, hero renders are something you can just throw together in a few hours, didn't you know that?


_Mike
I do now. :P


JD: ...R2 ..., unsung? .......maybe in a galaxy far far away.

but in this one ........he's a global legend. :lol:
User avatar
By NicoR44
#114258
:shock: I wanna grab it, maybe a little bit more reflection here and there on the undamaged areas :oops:
User avatar
By NicoR44
#114397
Yes, extremely cool :shock:
User avatar
By jdp
#114398
this is going to be a masterpiece! Isn't the shader a bit too matte?
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