Started by cogeo, August 03, 2012, 01:22:05 PM
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Quote from: cogeo on August 20, 2012, 02:53:52 PMNow about the image processing tips, by "overlay" you mean blend the layers in overlay mode or simply put the one layer on top of the other (and merge them in "normal" mode)? I don't know about the Glass script you are mentioning. My editing program (PSP X4) doesn't have one, and those I found on the web are suitable for close-looking images only. Then comes the BAT renderer which messes up everything. In the pics I post below I superimposed the clouds on a flat bronge/beige texture in "overlay mode". If I had done the opposite the clouds would have been whiter. Another problem is that I can't find such proper "office park" photos you mentioned. Do you have one? I could use it for the lower part of the texture. But still, do you see my windows? This is not an all-glass building, and it's quite hard even for large items, like clouds, to get a quite convincing effect, so I'm afraid that smaller items, like cars or trees etc will just look like "rubble" or even "noise". They might be OK for the closest zoom though. Do you suggest preserving (at least part of) their colour, or instead convert them to just shadows/highlights?
Quote from: mattb325 on August 20, 2012, 03:59:48 PMIf you want to try out the real city scene glass, then here's how.........you get the idea.
Quote from: mattb325 on August 20, 2012, 03:59:48 PMI use Gimp and there is a blur/glass script straight out of the box (so to speak).
Quote from: gn_leugim on August 21, 2012, 04:23:14 AMI'll second what Matt said. forget the refracion/reflecion funcions on gmax, they suck pretty much... use Photoshop instead.
Quote from: gn_leugim on August 21, 2012, 04:23:14 AMCreate 2 layers, both set normal blending,........all different ways to get what you want
Quote from: gn_leugim on August 21, 2012, 04:23:14 AMnow about the tut, I know that building alone dont cover it all, though the light technique does not differ much from one to other. I was just questioning how good the lights were before moving to the tut :p
Quote from: cogeo on August 21, 2012, 11:39:16 AMQuote from: mattb325 on August 20, 2012, 03:59:48 PMIf you want to try out the real city scene glass, then here's how.........you get the idea. Many thanks for your reply and the help you are providing. The procedure you have desctibed amounts to a tutorial in my view! I never considered taking these steps. And of course special thanks for the texture! Much appreciated! I tried using your texture in the model, but unfortunately the result wasn't satisfactory. Here are some preview renders:I also need some help with the BAT:I find it very frustrating when I have to apply a UVW map to a set of objects. This is quite needed when you are applying a large textures, eg walls, where you have a texture with a gradient. The UVW map cannot be applied if an object in the set references another. Of course using referenced objects (instead of single ones) is the way to go, esp during the early stages of the model devolopment, when details have not yet been finalized and you want to be able to make changes to one of the objects and have them automatically applied to the others. So when you want to apply the UVW map you need to select each model, right click and select "Make Unique" in the popup menu - this doesn't work for a multi-selection. Is there some way to do this automatically (eg by running some script)? I would greatly appreciate any help here.Thanks for reading!
Quote from: gn_leugim on August 21, 2012, 01:53:20 PMNow, into your new building. It is somehow quite early to say something as textures are not in place yet and they make a lot of diference, and still some details are missing, but I have to say it is a daring design. have you forget we are making, maybe, european buildings or chicago's, and not XXV Century buildings? Ok, I'm joking, the style is unique and well done the top of the columns I say yes! keep them. now about the segment celling I don't know what you mean by gap.. you mean there should be a space between the vertical columns and the ceilings? Maybe you could retract a bit the first and second (counting from ground level).
Quote from: mattb325 on August 21, 2012, 03:39:07 PMNow all three of your buildings look OK, but the third one is closest to the mark, it's just too green; decrease that, and you should be fine.
Quote from: mattb325 on August 21, 2012, 03:39:07 PMEven though I gave you the texture; it is far from final, you should take a picture of the glass in the front view port and add random areas of glass 'glossiness' to each individual pane using the dodge and burn. Dodge should be white and the burn should be the light bronze tint in your case.I have done exactly the same steps as outlined in this post and last (except I used a glass script to randomise my image). I have changed the tint of the texture and you can see it in the blue areas. But I have also gone over each pane with white in the corners of windows, saved it again and then re-applied the texture.
Quote from: mattb325 on August 21, 2012, 03:39:07 PMOne other trick that you can try. What are your specular/glossiness settings for this glass UVW map? Using the BAT, you can tweak these parameters and it works sufficiently. Maybe pick a lemon tone, turn the specular up to 300 and the glossiness to 30 and see how that goes with your colour shift?
Quote from: mattb325 on August 21, 2012, 03:39:07 PMAs for the issue with the UVW map, not 100% sure from your description, but have you tried to group all the objects and apply a map over the group? That might help.
Quote from: gn_leugim on August 23, 2012, 03:01:56 AMok, after some work, I have it done (I believe)Single stand render:
Quote from: jmyers2043 on August 23, 2012, 05:31:09 AMOK! I like the blue glass. It's very believeable. Other comments: Nice shape to the building, good roof texture. Your next tall building should have an elevator mechanical room on the roof. That room where the cables, pulley's, relays, are housed that run the elevators up and down. Shorter 4 or 5 story buildings that use hydraulic elevators usually have some sort of venting. A structure (sometimes only waist high) on the roof with large vents that let air escape when the elevator goes up or down. - Jim
Quote from: Swordmaster on August 23, 2012, 05:55:19 AMVery nice building, but I'm not sure 16 floors would still qualify as a midrise.CheersWilly
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