Amazing thread! Just spent the better part of my evening browsing through the whole thing from start to finish. I tried my hand at SketchUp once but didn't get very far as I didn't really know what I was doing. Not sure what would be more time consuming... Hand painting my mockups in Photoshop or rendering them in a 3D program! Either way, I wish I was able to render like you guys!
Those comps are awesome Metric, I second stonedsurd opinion, I'd buy those in a flash, very low, very crisp, very clean.
Just a reminder to everyone who wants to take part in the Phobya water-cooled case design competition - you have until Sunday 28th Nov to post your designs in the Aquatuning forum and email them to modding@bit-tech.net
Had a bit of fun doing this... Decal a mini... Making the car look like its under water from the base of the windows down... Unusual methods...
Oh come on!! your design you made is already enough for stage1. I wrote exams this past 2 weeks, and looks where my design is now!
Kerkythea help Hi guys, wondering if you could help me out - this is 305 passes MLT(bpt) This is the studio in SU This was about 85 passes MLT straight from exporting to KT material on the case is supposed to be Dark anodized aluminium from KT specular reduced to 15% (1st pic), maroon background changed to white, no global whats wrong! lol any help or advice appreciated Carl
I can see you have two very white lights in your scene. You could try using an HDRI instead? maybe with some added dull emitters. Would make the floor possibly a more suttle red with a little reflection. Problem is the anodized alloy has nothing but white blobs of light to reflect. Many of your surrounding materials look to be of a diffuse material. Could try add a cubic mapped grain bump or normal map making the alloy appear brushed.... Easiest way imo would be to choose the glossy black car paint and edit that, what rendering method are you using?
Hi there, render method??? Im a total noob! 'metropolis light transport' is the render preset HDRI ??? is that the probe things? ive got a few of them - do I use those with the studio setup or on its own with a floor/surface for the piece to be rendered? emitters ??? no idea Maps ??? any help appreciated and ill get reading on the kerkythea site!
HDR probes in Kerkythea appear to be spherical environments in which you place your object. Eg one of them is the inside of a factory/warehouse and the light comes through/from the windows. What are maps?