Thread: my hall model

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  1. #1 my hall model 
    Join Date
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    i created hall model in maya

    here it is...




    please do comments

    thanks
    Last edited by divya; December 5th, 2010 at 07:01 AM.
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  2. #2  
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    Link is broken
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  3. #3  
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    Quote Originally Posted by Void View Post
    Link is broken
    it is ok now..!!
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  4. #4  
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    nice but with some lighting issues..i think too much GI in the scene
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  5. #5  
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    Nice! I think I see some edge artifacts and such, try bumping up your sampling or rendering out in higher res then downres.
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  6. #6  
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    Proportions are completely off. Just compare the height of the furniture to the height of the room. And how is one supposed to sit on the table in the background.

    Try to stick with real life scale for furniture and room heights instead of just eyeballing it.
    If you say "plz" because it's shorter than "please" then I'll say "no" because it's shorter than "yes"
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  7. #7  
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    color is so weird and i think there is an anti aliasing problem.maye be u have to increase the sampling.depending upon the render u use..check the highlights on wall also...its too high for a dull surface..
    "An Artist is always Before or After his Time.."


    http://www.vimeo.com/23807574
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  8. #8  
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    ..... its starting .. and its so good..

    keep on practicing..
    very soon u'll get a nice output..

    keep Rocking \m/
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  9. #9  
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    its my starting .. i'll recover these errors by practicing them...

    just need some guidance

    thnx for reply
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  10. #10  
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    its my starting .. i'll recover these errors by practicing them...

    just need some guidance

    thnx for reply
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  11. #11  
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    I would improve also:
    1 Bumping on the brick wall.
    2 Bumping on the floor texture.
    3 texture the walls with some noise (light)
    4 use AO pass
    5 decrease light intensity
    6 increase light falloff
    7 add more reflection blur on the floor
    8 add transparency to the table, (use dielectric material or mia?!)

    just a pair of cues.
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  12. #12  
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    Quote Originally Posted by Kornelius View Post
    I would improve also:
    1 Bumping on the brick wall.
    2 Bumping on the floor texture.
    3 texture the walls with some noise (light)
    4 use AO pass
    5 decrease light intensity
    6 increase light falloff
    7 add more reflection blur on the floor
    8 add transparency to the table, (use dielectric material or mia?!)

    just a pair of cues.

    Okkkk...
    Thnx for suggetions..

    i'll post it again soon.....
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  13. #13  
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    Kornelius had some good points.

    I would also go and round up the sharp corners in walls. There's something seriously wrong with the brick material. Bricks just don't reflect light that way. Overall try to really make the difference between the materials. You should be able to see the difference in materials without any textures and I don't believe you can in this scene.

    Also try to give the light a clear direction. Especially indoors there is usually only couple of light sources so you should clearly see where the light is coming. Try to light the scene like it would really be lighted in real life. There's should be only a couple of point lights and perhaps a directional light to simulate a window. Cut down the amount of light.

    I cannot really say anything else since it's just a bad render. Crank up the resolution and sample amount.
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  14. #14  
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    those flat images in the wall that are suppose to be extra rooms need to be changed

    look at the perspective lines from the image and compare to the rest of your room and you should see what I mean. You may want to shift the camera to the left and give more space for the main room to occupy instead of letting those bad background images in the far rooms take up the bulk of your screen right

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  15. #15  
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    Quote Originally Posted by Trisfae View Post
    those flat images in the wall that are suppose to be extra rooms need to be changed

    Oh! I thought they were wallpapers.
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