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the war room

Posted: Sat Feb 01, 2014 1:38 am
by photomg1
Dr Strangelove's the war room , all modelled in modo rendered in maxwell

Image

Re: the war room

Posted: Sat Feb 01, 2014 4:31 pm
by tom
Cool!

Re: the war room

Posted: Sat Feb 01, 2014 6:26 pm
by shen.de
i really like the table and flooring but i would suggest to give the ceiling more detail. at least some cables and pipes. right now this plane ceiling really sticks out.

cheers

Re: the war room

Posted: Sat Feb 01, 2014 6:55 pm
by photomg1
Thanks Tom :) . I'd looked at a lot of reference images and that ceiling was like that (bare of wires etc.. ) but now you mention it I can understand your thoughts Shen de.

Re: the war room

Posted: Sun Feb 02, 2014 5:39 pm
by Bubbaloo
Did you render out a separate Modo occlusion map for the ceiling? It looks "enhanced".

Re: the war room

Posted: Sun Feb 02, 2014 7:20 pm
by photomg1
Wow you have sharp eyes Bubbaloo , it was an occlusion shader though as opposed to an occlusion pass. Don't know if you have used it before , but its very similar to a vray dirt shader. So on that material there are 2 or 3 different types that I'd baked down to an image map using that uv . In modo usually you set it to multiply and it doesn't need a uv . For maxwell I had it on a separate layer to the texture( so I could control the density), just using the same image map for an opacity mask.Look forward to when maxwell has some kind of dirt shader then I can avoid this step, got a feeling its coming. :D

Re: the war room

Posted: Fri Feb 14, 2014 2:30 pm
by JorisMX
The scale of the scene seems off somehow. I think its due to the bumpmap on the floor.
On a second look, the wood texture has a similar problem.

Always loved this room. Its an amazing set built by a true master

Re: the war room

Posted: Mon Feb 17, 2014 2:36 am
by Mihai
Gentlemen, you can't fight in here, this is the war room!
I think the floor needs more work as the shine looks too even in terms of roughness I mean. Also I don't feel like I'm "there", I feel like the point of view is too far away from where the interesting stuff is and I'm seeing too much empty floor and uninteresting ceiling.