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EAlexander

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Everything posted by EAlexander

  1. There is also a great plug in called Topowire which makes a great starting place for cable clusters.
  2. Great start. I think you need more details on some of the flat surfaces (perhaps the textures will do this). Urban environments never have untouched flat walls, there is always a pipe, or wires, or cracks, etc. Keep going! Details, take the longest, but pay off so much.
  3. I like where this is going, but think it needs more contrast. The shiney floor with the shiney car makes it all blend together too much. Keep going!
  4. Yes.....Now I want to see the environment for this.....
  5. EAlexander

    Evan Alexander

    Some R&D and personal explorations, some client work.
  6. No worries, I suspected so. Thanks for all you do here. It is greatly appreciated!
  7. I was hoping for the opposite. :). I have lots of images in my attachments already from posts and would like to use them in a gallery. By uploading again, I will double up images in my attachments and run out of room faster. No big deal though, but it seems it should be an option when adding images if there are already ones associated with my account. Thanks for looking into this.
  8. When I do that, I can add an image from my hard drive, so that is better. I would still like to add from my already existing pool of Cafe attachments though, so as not to double up on the storage usage. Thanks for investigating.
  9. No problem, thank you. The only option to add is a button saying Upload from URL. I'm using Chrome and get the same from mobile and laptop.
  10. @Igorwasn't sure where to post this question.. Is it possible to allow Gallery images to be added via Cafe attachments? I know you would like more gallery stuff and I would add a bunch of stuff, but it currently only takes images via url and my experimental and R&D stuff isn't hosted on my website properly (most in a blog). Since the Cafe already has the images from our threads, can that carry over to the gallery as well? Latest version of the forum is running so smooth now, thank you for all your work. -evan
  11. I agree with a lot of the notes above, but I think the biggest thing working against you here is camera lensing. I realize that clients like wide shots to see it all, but this makes for an unrealistic pov and skews the perspective lines in a way that never looks right. Also, you camera Y position is higher then human eye level, which does not help. Going even further, I think you might be perfectly centered and mathematically straight on, which is unnatural to the human experience. Try setting your camera to eye level with a 50 mm lens. You won't get the full kitchen, but you almost never can in reality - look at architectural magazines and ads. Set your P (pitch) angle to 0 and use the offset fields in the camera attributes to adjust height subtly. This will keep the verticals truly up and down. Find some interesting angles and tight details. Architecture can rarely be captured in one hero shot, though I appreciate that we get asked to do that all the time. I would also vote for more dressing and some art or shelves to break up that massive brick wall. Some post production to increase contrast and play with levels and balance can help too. Great start, keep exploring!
  12. Hi Grant, I do think this is the future for arch viz and arch viz walk thrus. I've looked it all over a few times and have friends in the film industry looking at it more seriously. I share your Vectorworks to Cinema workflow. For me, personally, the amount of upfront work needed for light mapping and UVing doesn't make sense for quick turnaround entertainment sketches. Redshift on a decent machine gets me super quick results and is fast enough that I can sit with a designer or art director and work on looks in real enough time. I think longer term projects with longer design development periods could make good use of this tech, but it feels like you take the time we used to wait on renders to cook (pre Gpu rendering) and move it into the time spent in preproduction getting light mapping set up. VW to C4D with Redshift or Corona feels like the sweet spot in the middle if you have the right hardware. But still, it's interesting and I want to learn it 🙂
  13. In Redshift, I've been learning how to use curvature maps to make those worn edges, but then add noise into the mask for the curvature to break up where and how often you see it. I imagine you can do something similar in Substance.
  14. Yes, the edge wear seems too regular /patterned. I like where the piece is going though. Which render engine are you using, or is this substance?
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