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Fire Station

Posted: Wed Apr 08, 2009 7:27 pm
by Asmithey
This is a fire station I am working on. I think I need to work on my lawn grass A LOT!!!!

Any comments or tips appreciated.

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hi

Posted: Wed Apr 08, 2009 7:53 pm
by nappy
nice work so far!

How did u get the background landscape in the first image..looks good.

Yeah grass texture..the tiles are showing.
The asphalt road also has the same problem.

Posted: Wed Apr 08, 2009 8:56 pm
by Cadhorn
I'm liking the renderings a lot.

I would throw an hdri in the reflection channel. The big glass doors in the last image are reflecting the cyberspace behind the camera and it just looks funny compared to all the detail that populates the model in front of the camera.

Also, I love your plants and rocks... there are so many! I think my comp would choke and die on all the leaves and branches. Feel free to tell us how you did that!

About the grass and pavement textures: I know I've seen some good grass threads on this forum... can't find them now. There are a couple dozen grass materials at http://mxmgallery.maxwellrender.com/sea ... arch=grass have you tried those?

Posted: Wed Apr 08, 2009 9:14 pm
by kami
in contrast to the grass and road, the pebbles in the third image look absolutely great. what material did you use there?

Posted: Wed Apr 08, 2009 10:08 pm
by Bubbaloo
It's a great start. Open one of the big doors and get a fire engine in there!

http://www.turbosquid.com/3d-models/3d- ... ine/351895

Posted: Wed Apr 08, 2009 10:54 pm
by Asmithey
Thanks for the comments guys...

Brian,

My client is going to actually buy a few different fire trucks and ambulance models for the project. I like it when clients do that.

Cadhorn,

I though of doing that or adding a reflection panel on the other side of the road. Since I have owned Maxwell, for almost 2 years now, I have not messed around with the different hdri channels. maybe will on this project.

Basically I have a library of trees and plants, all computer models, that I use. I just instance them all over the place. I rendered the aerial at 1500x971. It took 36 hours to reach 17SL. It only used around 2 gigs of ram as well.

Nappy,

Along with all the instanced grasses and trees I used a 2D panel of trees in the very far back of the image to hide the horizon line.

Kami,

I think the gravel was from the mxm site. It used a displacement map.

Thanks,

Aaron

hmm

Posted: Thu Apr 09, 2009 4:17 pm
by nappy
perhaps in the first image..u can change the lighting so it's less pervasive? seems like the building is facing north in the first image? not enough differentiation in lighting perhaps.

Posted: Thu Apr 09, 2009 8:56 pm
by medmonds
By the intensity of the light in the sky in the first image it feels like mid-day... but the light levels on your model and the length of the shadows look like late afternoon/early evening. Either switch the sky or change your maxwell lighting.

Posted: Thu Apr 30, 2009 7:40 pm
by Asmithey
Here is some work in progress. Just working on lighting right now. I need the red tower to glow. Can any one offer any great ideas. Would it work by adding an emitter material to the red glass....I know what your thinking....try and see for yourself....ok I will. Any other ideas would be great though... :D

Other crits appreciated as well.

Here are some multi-light images...Once I get the lighting done I will add landcsape, fix the grass, add cars and fire trucks and this view will be done.

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Posted: Thu Apr 30, 2009 8:52 pm
by Asmithey
Asmithey wrote:Here is some work in progress. Just working on lighting right now. I need the red tower to glow. Can any one offer any great ideas. Would it work by adding an emitter material to the red glass....I know what your thinking....try and see for yourself....ok I will. Any other ideas would be great though... :D

Other crits appreciated as well.

Here are some multi-light images...Once I get the lighting done I will add landcsape, fix the grass, add cars and fire trucks and this view will be done.

Edit: Adding a red emitter to the glass atually worked pretty good.

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Re: Fire Station

Posted: Fri May 01, 2009 4:23 am
by brodie_geers
To help with the tiling in your grass you can try adding another BSDF layer with a different grass material, or dirt, or something like that. Then change the scaling of it to something like .2 (which will make it 5 times bigger). Then you can play with how much weight it has. Not a bad idea to even use a weight map. I like to through a random bump map I have into the weight map slot so the dirt will show up more in some places than others. Make sure to change the scale of the weight map as well to match your dirt map.

-Brodie

Re: Fire Station

Posted: Wed May 13, 2009 11:44 pm
by Becco_UK
The fire crew will spend more time tending to the lawns than fires! :)

Looks very nice though and the night renders are my favourites so far.

Re: Fire Station

Posted: Sun May 17, 2009 8:31 am
by Asmithey
Yeah...no kiddin' Becco_UK. I am glad you are liking the renderings so far....Thanks,

Here is an updated back view of the fire station sent to the owner for final approval. Unless the client or somebody from this forum points out any awesome ideas...I am calling it done.

This image was rendered to 12 SL. The final will be 5400x3600 at 17SL.

Aaron

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Re: Fire Station

Posted: Sun May 17, 2009 4:14 pm
by Bubbaloo
Hey, is that the Oklahoma state flag? Your in my territory! This town's not big enough for the both of us. :lol: Yes it is. Nice work!

Re: Fire Station

Posted: Sun May 17, 2009 9:46 pm
by Asmithey
Yep, that is the Oklahoma state flag all right!! Thanks for letting poach in your territory....The architect is here in Scottsdale. He is from Guymon where these projects are.