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First Scene (Still alpha)

Posted: Mon Jun 20, 2005 4:54 am
by n1tram
Hi, this aint my first post, but it is the first time I post a pic of mine. The reason is simple. I kind of feel a bit embarrased.
Most of the guys here are pro, or at least have studied 3d modeling. Im on second year of architecture and they have just started teaching us to use AutoCAD :?
No 3dmax until 3rd year, but I the impatient sort of kid so ive just tried to learn on my own. Reading the tuts that come with 3ds max has helped me a lot, but you will se that my modeling technics are non-existent.
Jejeje I wont post a wireframe of my scenes until I learn to model the "right" way. :)

C&C are welcome, and if you feel like insulting this pics, I wont mind. Learning is sometimes about that :wink:

[img][img]http://img10.echo.cx/img10/5854/renderf ... 5ew.th.jpg[/img][/img]

[img][img]http://img111.echo.cx/img111/439/render ... 9bq.th.jpg[/img][/img]

I removed the glass from the first scene to get as less noise as I could, In the second scene, the blurr is from some heavy denoising :oops:

If anyone would be so kind as to explain to me how to make those edges a litlle less CG (perferct?) Id apreciate it... Also adding a background in post would be nice!!

Made in alpha ill upgrade to beta after the patch :wink:

Gracias NL por brindar un software de tan alta calidad!!

Posted: Mon Jun 20, 2005 7:26 am
by smeggy
Never apologize for being a 3d newb or not knowing, we've all been there :D

The pics aren't bad by any means, they just need some polish as you were indicating. The main things are to include some slight imperfections to the models and textures and add small chamfers or bevels to the corners, also add more segments to the larger curved surfaces to avoid obvious facets.

Another thing to consider is adding small gaps between different surfaces rather than a perfect mating. There are always small gaps where objects meet in the real world and these add another small element of realizm to CGI

Have fun :)

Posted: Mon Jun 20, 2005 8:30 am
by n1tram
Thx smeggy, powerade :wink: I'll try some of that chamfer thing, plus ill go to beta and include the glasses on the windows for some nice reflections.
Is there anyway to get less noise on that night scene? There is a huge amount of dielectrics on that scene, 12 emitters behind sandblasted dielectrics + the windows! :cry:
What Im most concerned about is the composition of the window frames... That metal texture doesnt help either.

Any suggestions? :)

Posted: Mon Jun 20, 2005 8:38 am
by ludi
hi n1tram

Good work, hold on
Do you know the sconnonstott video tutorial, these are very helpful, => for architecural work

check it out.

http://www.scottonstott.com

Posted: Mon Jun 20, 2005 8:50 am
by n1tram
Wow thx ludi, looks interesting! I will continue to work on those scenes as off tuesday and repost.

A question... I extruded the plans from AutoCAD, hence.. I modeled the whole building, not only this room. Could I experience shorter render times if I only model the visible walls and ceiling? Or is it the same for maxwell?? :roll:

2nd: I use a lot of boolean operations that tend to mess up the complexity of my volumes. Example: I make a wall from a box and the extract another box from it to make the window hole. That leads to a lot of subdivisions on the original face. Does this upset maxwell? :?

Posted: Mon Jun 20, 2005 9:36 am
by smeggy
Smaller models will generally render faster in whatever package you use so yes, smaller is better as long as you include all the elements you need.

Booleans are a poor way to model unless you're using a solid modeler, as you can end up with really messy geometry which in turn will make it very difficult to chamfer edges as they have trouble with complex geometry... unless, again, you are using a solid modeler. Clean geometry is extremely desireable and will make your life much easier later on. Maxwell probably doesn't care, just whoever will be evaluating your work :wink:

The window frames, try to ensure you have included the sealer in the frame so you have frame, sealer, glass. It's a small thing but important for realism and completeness, especially with metal frames. Try varying the metal textures a little too as the frames and housings never completely match in real life. Again, try to include small fitting gaps as it will help with shading and definition.

Hope this helps.

Posted: Mon Jun 20, 2005 11:42 am
by ludi
hmm, as a young student,
you probably have to check out
Autodesk Architectural Desktop or
Autodesk Revit, So i think we have much more intelligent way of arch. construction management & design tools than autocad. (Booleans are nice, i also like them, but you haven't flexibility or parametric things)

:arrow: And if you have good knowledge about future technologys (like Revit), you will be a step ahead, and have better marked chance.

Posted: Mon Jun 20, 2005 5:59 pm
by n1tram
The thing is... By now im stuck with 3ds and autocad, as I cant really afford more software. If I were making money out of it, then yes :) But that aint gonna happen for a long time :D
Is there a quicker way to modeling a building, other than extruding the height of the walls from a CAD file and then just boolean the windows and doors?
If theres a method that is a bit slower but terribly more efficient, then Id like to hear about it! And I'll research on it :D
I'ver read some tuts on poly modeling for cars... But that looks terribly painfull and uneccesary for simple arquitecture such as mine. YET if that is THE way to go, then Ill give it a try. :oops:

Posted: Mon Jun 20, 2005 6:23 pm
by ludi
n1tram wrote:Is there a quicker way to modeling a building, other than extruding the height of the walls from a CAD file and then just boolean the windows and doors?
Yes there are, just watch this free video Tuts, (most of them are free)

http://www.dgcad.com/