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Christien

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Everything posted by Christien

  1. Grant, I have to disagree with your comment about, "at the end of the day, you are tweeking pixels and their RGB values. That's it." PS and several other programs allow the user to make visual changes on the fly from a captured VW view and CS5 allows those changes directly in the 3d world. Here's a, for instance, your pitching say a 'kitchen' to a client, but there is nothing on the counter? while your at your'client's' house, you snap a couple of photos of their kitchen, with all their 'stuff'. Now, sure you can add a microwave, coffee maker, blenders, etc. all from VW or a 3rd party site. But,(Trade Secret)does VW's or Maya, or 4D have what this paticular client has? What I mean is, their pot holders, cookie jars, pictures on the wall, mail basket, key holder, etc. So Now you have hybrid PS+VW rendering with their stuff in it. Using this method, you will please the client everytime, as you have made it "theirs". Also, use the image props. they cast shadows, turn to face the camera, if you don't want to invest in 3rd party. VW comes with a pretty good amount.
  2. Now here is two when I first started out. This is for Music Man, and utilizes nothing but VW textures, and no HDRI background. This was about the best my comp could do at the time, and rendering time was a nightmare! I think this is VW 11 or 12. The first is the train car wagon unit...... Not bad, not good either! The People really suck and the whole thing feels very SIMS. (to think I was so proud) The second is the Mayor's door, with part of the Gym on the other side. This one is a little better, but to appear realalistic, I would have a decent amount of shading and 'shmutzing' in PS to get it to look right. Again not bad, but very hard and uninviting. So in answer to your question, if your clients are complaining, then you have to step-it up! You can trace your drafting and render by hand, or your gonna have to get some sort of image editing program, to take it to the next level. No one program does it all at 100%, so just find out what works for you. (in a pinch, scan it a Kinko's and adjust from the copier) On a plus note for PS CS5, you can export your design as a 3DS file into Photoshop and paint directly onto the 3D object(s). The really cool thing is that once imported, PS treats each individual object as a seperate design layer! I don't however recommend shipping a large file into PS, unless you have a room full of RAM! It won't work, and you could be faced with several HUNDRED layers! and the disappearing mouse!
  3. Here is a render using CS5 to add the three people, and the two statues, everything else is VW. Although I did create most of the textures and the floor in CS5 and then imported. The only VW texture is Lead 01 that I used on the stair units and a rusted metal for the Schedule 40 pipe, to me the Lead 01 looks more like rock, but it works for the design. The wall texture in this image, I think was around 10MB. When presenting(11x17), at a small distance, it appears natural and somewhat real.(4') Also, the beach sand mapped really nice to the NURBS(Interpolated) surface, and helped in pulling some detail out of the surface. On a side note, the design is clean and simple, and reflects a bleak existence where escape from Electra's reminders of past treachery is imposible. The cantaleavered steps and the compound raked stage add a sense of precariousness to the action, and water is always an acceptable choice in Greek Tragedy and allowed for a wonderfull way to show an off-stage death, and Electra's re-birth; when she bathes in her mother's blood, that runs freely down the waterfall, at the end of the production.
  4. Another quick fix to the render issue, are you useing the HDRI's? They really add a nice filter, and color bath to a render but are somewhat power hungry on the render time. The real trick with textures, no matter what, is the resolution of the starting texture image. Bigger is better! From a personal standpoint I only use CS5 for between 10-15% of the render, I end-up saving time by belonging to several texture sites, and of course, as a Scenic Designer, I photoshop a ton of my own textures, from pen, pencil, brush, etc. To give you an idea, for walls, I haused images as large as 25MB. My last design is somewhere in the neighborhood 500MB with at least half of that in textures. There are also a few texture books like, Surfaces ,that come with a texture library on CD for use. Another huge problem, don't use the 3d People, make your own. I got tons of complaints, when first using them.
  5. I've had this happen with some trussing, and was told to try and just erase the 2d component completely, somehow it gets the two mixed and doesn't know what to show.
  6. you could also use Nurbs curves, especially if you have "pick points" on the spandex, then pull it like taffy.
  7. I would think all the Nurbs are messing with your GPU, let me guess the hands are gone? Could you take a screen shot and upload
  8. Hey Ray, Thanks for the info. The 3800 was configured for multiple screens, it is screeming now! FInal render on a 400mb file is around 5-6 seconds and Open GL is instantanious with maximum GL settings. I also had a corrupted seating layout that was a symbol within a group within a group... no wonder it was bogging down. Never trust someone elses drawing ability in 3D. or their class and design layer layout.
  9. Just got a HP Elitebook8740 MW with a Quadro FX 3800, 8M RAM, I7 Quad core, and VW 2010. While drawing,... seating symbols really seem to bog down a somewhat speedy final render... is there a specific way I should be configuring the FX3800? Or am I doing something wrong withing "seating class"... It has even stalled Open GL. I am a new Forum Member but I have been a VW user since V11. This is my first Mobile Workstation and any help will be appreciated in tweeking it towards VW's needs.
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