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By lsega77
#232201
did some tweaking. still have the black metal but haven't really found the right look for it yet. bugging the crap out of me too... :?

C&C welcome. so please do! :D

Luis

new one
Image

old one
Image
Last edited by lsega77 on Wed Jun 13, 2007 1:34 am, edited 1 time in total.
User avatar
By ivox3
#232211
Very nice L .......

The only thing for me is that the black on the fences looks like a perfect RGB 0,0,0 --- just need a little variance.

Generally impressive comp ....
User avatar
By lsega77
#232213
Thanks Ivox3,

Metals tend to be one of my weaknesses. I'll try and tweak it a bit. You think it's more in the specular or should I use an actual texture?

L
User avatar
By ivox3
#232216
Well, ...since it's painted, ....in my opinion it is no longer a metal. I think you might get away with using a plastic w/some roughness (for a cheap fix).

You can drop some maps for for specularity in the plastic mxm if you'd like ...

I think the mxm site has quite a few mats that would work for this as well ....
User avatar
By simmsimaging
#232220
Hey Luis - looking good so far! The tonality is feeling pretty good to me.

I agree that you may need to tighten up your shadows somewhat, but they don't have to be razor sharp because the light feels fairly diffused in the overall image.

I think you may need to lighten up your shadow pass slightly and deepen the shadow side of your model to help sit it down in the grass. Right now the wood is looking a bit too light against that shadow. Compare how the side of the building looks to the side of the ramp and court - it reads darker, and probably shouldn't.

b
User avatar
By d7mcfc
#232222
Is this technique in the manual? I hate looking at these things on screen, bring on the printed version.

Looks nice, ditto with the other comments on the black and light and shade on the wood, but very nice!
User avatar
By lsega77
#232269
@Ivox3: Thanks for the quick suggestion. I'll have to explore that MXM site a bit.

@SimmsImaging: Thanks Brett. It's kind of a funny scene setup in that I'm using an hdr for fill lighting in the scene and one emitter placed at the approximate angle of the of the sun at about 3,000,000 watts at 100% efficacy and a soft yellowish hue. This helped reduce the cyanish/bluish cast you've pointed out before (which I attribute to the physical sky/sun system). I think that my fill light might be too strong so I'll reduce it a bit to test (should give a stronger contrast between the shaded side of the image versus the part directly being hit by the sun emitter).

@d7mcfc: Page 36 of the manual gives an example of how to use the shadow and matte toggles for mxms and the render channels. It's actually quite painless to figure out too! :wink:

Luis
By patrikpanda
#232299
.nice one.
.my only crit would be, that the whole object seems to be a little bit small comparing to the trees and shrubs in the background.
.seems like some kind of a miniature to me.
.especially when i compare tennis court size with grass ground texture size.
.good work anyway.
User avatar
By ivox3
#232301
It's for little people who love tennis.

....actually, .. it is smaller on purpose, .. a scaled down version of regular tennis. Luis mentioned it in his post at the top ..... ;)
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By lsega77
#232405
tweaked it a little bit at top of post.

Luis
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By lsega77
#232550
sandykoufax wrote:Very nice work. :D
Thanks SandyKoufax :D
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By lsega77
#232610
simmsimaging wrote:Looking better for sure. Nice job

b
Thanks Brett :D

So, is this a known issue?