-  Tue Nov 04, 2008 12:24 am
					 #284075
						        
										
										
					
					
							Hello,
I rendered this at 2600x2000 on my Intel 8 core over night to 16 SL. Some of the people are Photoshoped in and some are models rendered with the scene. All the plants and tress are models within the scene. The rusted metal paneling could have used more work to make it look more 3 dimensional and not so flat. The painted EIFS areas look too flat as well. The surfaces could have used some irregularity to depict typical non perfect construction finishing methods. The far away buildings could have used some reflectivity in the glass as well. Please comment on anything you see that needs a critique.
Thanks,
Aaron

					
										
					  															  										 
					 
					 I rendered this at 2600x2000 on my Intel 8 core over night to 16 SL. Some of the people are Photoshoped in and some are models rendered with the scene. All the plants and tress are models within the scene. The rusted metal paneling could have used more work to make it look more 3 dimensional and not so flat. The painted EIFS areas look too flat as well. The surfaces could have used some irregularity to depict typical non perfect construction finishing methods. The far away buildings could have used some reflectivity in the glass as well. Please comment on anything you see that needs a critique.
Thanks,
Aaron

dual E5 2600 v3
ASUS Z10PE-D8 WS, 64 gigs of ram
Windows 7 profesional x64
Core i7 920 (2.66 ghz each core) 24 gigs of ram
Windows 7 Professional
UE4, Form-Z 8.0, Blender 2.77a B-Maxwell, VUE 9.5 and Maxwell Render v3
http://www.aaronsmithey.com
					  					                ASUS Z10PE-D8 WS, 64 gigs of ram
Windows 7 profesional x64
Core i7 920 (2.66 ghz each core) 24 gigs of ram
Windows 7 Professional
UE4, Form-Z 8.0, Blender 2.77a B-Maxwell, VUE 9.5 and Maxwell Render v3
http://www.aaronsmithey.com



 Even more reason to make a good roughness map/weight map for it. You could probably reuse the diffuse map and adjust it using the image controls.
 Even more reason to make a good roughness map/weight map for it. You could probably reuse the diffuse map and adjust it using the image controls.




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