-
Posts
705 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Blogs
Forums
Gallery
Pipeline Tools
3D Wiki
Plugin List
Store
Downloads
Everything posted by Vizn
-
"Now remember, we're in the Itchy lot."
-
Getting those first bits of professional work can definitely be tricky. In this case, perhaps inquiring about internships with these firms that demand 2 years experience in your area is worth a shot. Also, look around for groups/people who are into the CG field. I know it can be arduous for some, but networking can be a great way to start getting others to think about you when they have some task that needs an extra hand, or they don't have the time to do it themselves. Reconnecting with college mates from your program, or similar programs is another way to start getting you out there, which can be easier than meeting up with strangers. I get together with a few colleagues every few months for drinks, shop talk, laughs, and sometimes they bring new people. It's fun and interesting and I've been asked many times if I have time for some side work. Be confident in your desire to learn and don't be embarrassed to ask questions. If you've been learning C4D for 2 years, I'm pretty sure you have a good semblance of terminology, knowledge of the program, and basic procedures. You will be surprised when you finally get a chance to work on something real how much you actually know, as well as where and how to seek help for the really tough parts. Doing while problem solving along the way is probably the best way to really solidify your knowledge of the many techniques and approaches you've gleaned from all those tutorials. Heck, you can even start right here! The Cafe has a vibrant New Users forum where problems are posted all the time. Take a look, find something that doesn't seem way out of your league and just start researching and trying out solutions. The work of trying to solve those issues will ingrain old and new knowledge along the way. As for which discipline is for you, well that will come with experience, unless you do some serious soul searching, research, and practice. Make a list of different CG disciplines (product modeling, architecture, motion design, simulation, sfx, etc) and dig into them. Look at lots of examples. Try to recreate some of them. Get on forums, talk to your friends and family, ask specific questions and try to suss out what it's actually like to work in those fields and you should be able to build a better picture of what you would or would not like to do. Understanding what you don't like is just as, if not more important than what you do like. Then just continue refining that focus. Wishing you the best of luck in your journey! -Casey
-
SGI confirmed. :) Screen grab from the longer behind the scenes documentary.
-
I like the atmospheric and experimental aesthetic overall. The molten gold fluid effect is especially satisfying to watch. Nice work!
-
I'm excited CG will take over the dev, but the higher cost and only 1 node for a version that is only changing proprietorship and already built seems harsh. 3.7 should be perpetual so those of us VRay adherents can move to R20, then CG can work to get us on the NEXT version prior to R21. I can see having 3.7 expire only if it had come out BEFORE R20, but since it is after, we should be given perpetual access to the final Laublab version during the R20 cycle. It is perpetual with 3.6, but only up to R19. As it stands, I guess I won't get to use VRay with Volumes until R21 and NEXT.
-
Finally! Thank you Laublab for making this plugin and supporting its users. Hoping for a strong polishing from CG on 3.7, then a "Next" version that's even better!
-
Final image: I adjusted the time of day to try to address @EAlexander's lighting comment. I think it's more natural now. Finished it all up with a little bloom, color tone, brightness/contrast, and window exposure in post. A big thank you to everyone who took the time to appreciate my effort. To those who also offered their criticisms and suggestions, you're the best! Cheers!
-
The stacked block wall still bugs me in this setting because a stack bond is not as strong as a running bond. Prison cells should evoke feelings of heaviness and strength in its materials and structure. There are some scale issues too. I don't apologize for being American, so you will have to convert these measurements for yourself. :P If we consider the average seat height is 18 inches and assume that the wall blocks are 6 in. high then the bed and toilet seem to be the right height. However, the chair and the table both fall under the averages. Standard tables range between 30 - 34 inches. Counters (sinks) are typically 36 inches (the shelf would need to move up too). With all that said, the lock on the bars may also be too low (I could be wrong), but I would lump it in with door knobs which can range as well, however 36 in. is a safe average. The bump scale on the blocks is too big. The texturing overall is what I will call 'game realism' where everything is sort of low-res, grunge is blobby, and finer surface details don't exist. Maybe that's what you're going for, but the use of high-res photos in your textures will push things closer to the realm of realism. Hope this helps!
-
Nice. Might shift the camera down (Film Offset Y) a bit to keep the perspective while reducing how much ceiling is shown in the foreground. I agree that it is a bit sterile. Last, the coffee table glass reflection seems too soft.
-
Been a while since I updated for one big reason. A while back I opened an older version thinking it was the latest and inadvertently saved over the latest version. The thought of redoing all of the tweaks again kept me away from it for a while, but I recently dove back in and I think I got it back to where it was. Also did some extra work on the duvet and walls/ceiling plaster to catch up to the last suggestions, plus a little post work as well.
-
I think the metal fixtures are too shiny/chrome-like. And the vertical block wall with black mortar looks odd. I suggest turning the blocks to lay horizontally in a run pattern (offset rows), and make the mortar closer to the block color. The blocks also look to be a little too bumpy/rough. Perhaps scaling the bump down will help, lowering the bump amount - or both - would help. Last, I think the baseboards are out of place in a prison cell.
-
Nice WIP here @3D-Pangel. You've put in a lot of work on this, so I almost don't want to say this, but my eye for Trek-tech forces my hand! The paneling on the tower is a little wonky in places. It appears to follow the topology used to create some of the interior docks/windows, so there are oddly angled vertical edges in many places, as well as a bit too numerous. This being ST and a Federation base, that kind of slapdash construction would get any engineer thrown out of Star Fleet! ;) Perhaps the paneling should be done as a separate object to keep those edges straight, and possibly combining some together to cut down on the density? I'm enjoying watching this come together. Keep it up!
-
Hello Cafe! Putting some feelers out.. I work for an award winning architecture and design studio in the USA and we are looking to outsource 20-30 renderings for an airport RFP. It's quite a lot for our 2 designers as these things typically have shortened turnarounds, so we're looking for possibly a rendering studio or team of artists in order to keep things consistent and efficient. A studio that uses Cinema 4D and VRayForC4D would be ideal. However, under normal circumstances we wouldn't necessarily need access to the design files, so the only requirement for rendering is the ability to do photo-realism at a professional level at or above typical for the ArchVis industry. If you are part of a studio, know of one to recommend, or are part of a professional collective with ArchVis experience, please send me a PM with website links. Thank you!
-
Cool. I'm not an engineer, though I can't help thinking these gizmos would be more impressive if they were real rather than 3D.
-
The only thing I can think of is displaying the photo interactively and screen capping the areas you want. There are lots of services/softwares for displaying 360 photos. This article may help: How To Share 360 Photos
-
This is an excellent observation. Thank you.
-
You're quite right about this not fitting into the regular archviz imagery, as it was never intended to be. This is a scene I started over a year ago as an exercise while migrating to C4D from Max. The geometry is an accurate representation of my bedroom, backyard, and beyond. Later, I used it to experiment with window lighting an interior with VRay, as I am intimately familiar with how light looks in that room IRL. Over time I revisited it for fun when I had downtime and tried to furnish it to my personal tastes, not as an industry design piece. It started looking pretty cool, so I shared it. :) Thanks for the feedback!
-
Dang, I thought the wall was great. I put a little grunge into the material, adjusted levels, and applied some displacement, though the resolution doesn't really show it around the mortar, I thought it brought out some surface detail. What would you recommend? Honestly, I went back and forth on the floor reflections, so I wasn't quite sure. Ultimately I went with something that brought out more detail in the darker areas, but I will give it some more fine tuning. Thanks, CBR.
-
Now that you mention it, I have to agree it needs a better shape.
-
Update. I hit on all of the details that were previously pointed out and tweaked some other things as well. The only thing I might play with at this point is DOF and maybe add a little bloom in post, otherwise I'm pretty happy with this.
-
Good catch, @Monstrphil. The brick could def use some roughing up. Thanks for the feedback!
-
@PrivatePolygon Yes, this is a raw render with no post work. @Cerbera and @Wouter Yes, you guys are dead on with those detail observations. Thank you!
-
Something I've been playing around with off and on between projects. I modeled the built space and environment, then modified pre-fab objects and custom textured most of them. It's mainly just an exercise in composition, light, and color. I'm not an interior designer. I'm usually modeling/rendering designs by others, so it was fun taking a stab at it with an eye towards my personal style. Critiques welcome.
-
I like the table & chairs shot more, which has great depth and dimension, with colors that don't overwhelm. The couch image seems too confined and the plant/flowers sticks out and fights with the subdued, wintery color scheme/theme. Are these personal works, or were they produced for a particular project? Overall, very nice work.