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modelling almost well done[WIP]-Final update with Ref.Photo
Posted: Tue Aug 23, 2005 12:02 pm
by Jun In Gi
Hi all,
i am faced with a quite problem i couldn't solve myself.
i have only to click 'Render' button. but i don't know where it is problem.
it seems have to do with this thread
http://www.maxwellrender.com/forum/viewtopic.php?t=5909
do i have to give up render with maxwell? but i want to do that with maxwell really! i hope .
this is some result of test. but i can't progressive any more cause of above explain.

Posted: Wed Aug 24, 2005 2:38 am
by Jun In Gi
thanks
current : 5418600. i have to solve problem.

give me idea and comment though anything
Posted: Wed Aug 24, 2005 7:52 am
by Mihai
5 and a half million for this scene?? Is it the bamboo looking rods on the ceiling that are so highrez? Because the chairs are very lowrez....or are you subdividing everything?
Posted: Wed Aug 24, 2005 9:28 am
by Jun In Gi
Look at this
yes i did use both chair and bamboo and even light equipment to subdivison(meshsooth). is there better modelling mothod for a less data scene?
Posted: Wed Aug 24, 2005 10:51 am
by Mihai
I think the lamps are two wasteful, in particular the springs. Unless you're going to have extreme closeups of the lamp, it's too much. The shade of the lap is ok in density (except for the top of the shade which is too much), and the chairs which are much bigger seem to look lowpoly, and they have a strange irregular shape.
The you could have easily modeled without using meshsmooth, how many polys is just one of those springs?
Posted: Wed Aug 24, 2005 12:10 pm
by Jun In Gi
Great thanks Mihai Iliuta!
the Scene has being start read mxs file! hehe
i think one of the big problem in the my scene was to unchecking each modelling's shape and steps which include spring on lamp.
oh. i thought spring and etc shape would don't care for data of scene.
but i have checked as polygon counter to how many polygon have in there.
wow. when i create just new spring to see what happen, value of polygon counter increase suddenly. before fixed - spring in my scene: counter - 32000 after 9007.

Posted: Fri Aug 26, 2005 8:10 am
by Jun In Gi
Update for a while it's fixd some part.
SL 11.52 Render time: 3hr
where from such black dot?
i used each specular map and bump map as you see below.
i don't know what's wrong with that.
i was tried to generate some specular.
Posted: Fri Aug 26, 2005 8:40 am
by Duncan
Try converting your textures to RGB instead of greyscale.
Posted: Sat Aug 27, 2005 5:12 am
by Jun In Gi
thanks duncan, i was fixed that
i'm 70% satisfied, but well for the floor, that's not actually what i want at least for specular. maybe i will post reference photo to compare image.
i did some post processed which is color balance and lens flare on lamp.
C&C welcome
SL: 15.87, Render time :18hr work still being progressive.
SL:15.52, Render time : 18hr 19m any suggestion?
Posted: Sat Aug 27, 2005 10:33 am
by Mihai
Nice start, looking at the first image it looks like you have too much bump on the floor. Best is to start with no bump at all until you get the glossyness just as you want it, then add a tiny bit of bump to break it up slightly. In this case I think around 4-6 would be enough, depending on how bright your bumpmap is.
edit: looking at your bumpmap it's really too contrasted for such a floor. With that map you will get a floor that looks like it's straight from the lumber yard. Try lowering the contrast as well as the bump setting in the material.
The lighting from the lamps also seems a bit too bright.
Posted: Tue Aug 30, 2005 3:56 am
by Jun In Gi
Thanks Mihai Iliuta as always,
i rerendered scene with adjust bumpmap and modified plastic material on lamp and some metal.
i'm glad see some comment and critique.
i made two version in PS. and i'll upload as soon as finish render another image.

Posted: Tue Aug 30, 2005 11:14 am
by dd_
starting to look good
a few tweaks on some of the mentioned materials and im sure this will look spot on
Posted: Tue Aug 30, 2005 12:26 pm
by Jun In Gi
yes. you're right dd_
thanks hopefully comment
i can't stop render. but i seems to lose my pacience. hehe
see you tomorrow.
MAXWELL 1_2_2a_beta ( Engine core: rs1c )
[ Physically and Unbiased Based Rendering ]
## Scene Information ##
2487 meshes ( 4096863 triangles )
## Render Information ##
*settings:
resolution: 1100 x 901
*render time: 44 hours 23 minutes 53 seconds
target sampling level: 25
sampling level reached: 18
MaxwellBench 1.0: 9.243226
Posted: Sat Sep 03, 2005 3:52 am
by Jun In Gi
Hi again~
sorry for the little update.
this will be final update.
for the purpose that i challenge with that,
i tried approach ref.photo with Maxwell to see ambience and lighting in indoor in real life. but i wonder how you would think about my one's.
especially thing let me supprise doing progressive this work was shadow.
look at the shadow around chair. very similar
this render time was almost 54hr. i know, i had to render with duble size cause noisy not reduce any more. but i hope you like it
C&c welcome.
Ref.photo i scaned
Ref.photo

Posted: Sat Sep 03, 2005 8:09 am
by tom
There's still a lot of chroma contrast and bump but very nice renders
