WIP excavator

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
Post Reply
12 posts • Page 1 of 1
User avatar
2kemon
Posts: 51
Joined: Sun Feb 25, 2007 10:59 pm

WIP excavator

Post by 2kemon » Sat Jan 05, 2008 11:09 am

This is a Work In Progress!
I need to figure out some materials and fine tune the model, but you get the general idea. C&C are always welcome...
The model is from the 3D warehouse by J-m@n and can be found here: http://sketchup.google.com/3dwarehouse/ ... revstart=0

Again, thanks goes to whaat for making an exporter even I can figure out! ;)
It's getting very close to one click pr. material and away we go!
Attachments
excavator.jpg
excavator.jpg (958.8 KiB) Viewed 4509 times
Last edited by 2kemon on Sat Jan 05, 2008 11:15 am, edited 1 time in total.

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Sat Jan 05, 2008 11:11 am

looks great.

I have a few comments, but they may be irrelevant depending on what your aims are.
Is it supposed to look toy-like or are you after something more realistic?

User avatar
2kemon
Posts: 51
Joined: Sun Feb 25, 2007 10:59 pm

Post by 2kemon » Sat Jan 05, 2008 11:18 am

You're more than welcome to comment! I would appreciate it...

I would like to go for realism. I'm trying to make a render a day in a simple studio setup included in the skindigo set. I'm quite simply trying to learn-by-doing.

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Sat Jan 05, 2008 11:20 am

ok, well I think the grey material is too Lego-like, and the wheel hubs and nuts are too small. It makes it look a bit like a toy IMO.

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Sat Jan 05, 2008 11:28 am

needs tex badly...dirtmap also...and so on...details!

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Jan 05, 2008 12:11 pm

...and bevel your edges :)
(before BbB says it :P)

The uniform white background light isn't the best. You can add a lot of realism, by tweaking the lights.
Uniform light kills details, as any little imperfection might get hidden. The light is perfectly diffuse, so that you wont get sharp, directional shadows.
Just try some different mesh emitters :)

User avatar
Whaat
Developer
Posts: 1827
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Post by Whaat » Sat Jan 05, 2008 2:42 pm

I like this render. It needs some work if you want to improve the realism though. Keep posting your renders!

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Post by Pibuz » Sat Jan 05, 2008 11:06 pm

Hi 2kemon!
I'm a newbie too, so i really understand you! :wink:

So, my comment is that you've already reached a good level of rendering: the yellow metal is great, the writings on it too.
I think the cabin needs a little more work (even if i can't figure out what can it be). The two things i would really work on are the tires and the more-grey metal.
The tires have to be dirty a little, i think (it cannot be too easy to set, though), and lesse reflective, and a little lighter grey, to me. The grey-er metal needs some scratches (you can obtain it simply with a reflective map, or a blend map with another diffuse mat).

The rest to me is really great!

Note that what i've written is only my opinion: it's already a very nice image! :D

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Post by Pibuz » Sat Jan 05, 2008 11:10 pm

..sorry i bother you: i see your image is almost clear, and most of all i don't see any fireflies. What calculation preset did you use (PT, MLT, Hybrid,...) and what is your render time?

I ask you because in my latest image after a thirtish hour i still have fireflies :?

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Jan 05, 2008 11:56 pm

Pibuz, I'm pretty sure, it's that clean, because of the light: Background light is entirely direct (except where the meshes throw shadows on each other)
It also makes the wires looking strange (there was a lego-truck, soewhere, which was lit the same way. Afterwards, it was lit with a HDRi and the tires improved a lot)

This type of light might be interesting, when you don't need a perfect sky simulation, inside a building, where all the light is indirect, anyway. And if you need a really quick preview... But else, it's pretty much useless, in my opinion...
(Though, there was one image in the gallery, which managed to use it nicely... It was a motorbike with quite detailed surrounding, I think... If that's the case (much shadow throwing detail), it can also be effective...)

User avatar
2kemon
Posts: 51
Joined: Sun Feb 25, 2007 10:59 pm

Post by 2kemon » Sun Jan 06, 2008 5:17 am

Thx. for the help guys!

thx for the comments, pibuz! Even though you call yourself a noob your work posted work reflect a quite impressive attention to quality and detail! I love your image with the chair and the vase in front of the window!

I used hybrid for this one and change the max. number of consecutive rejections from 500 to 200. From what I've read it makes the render a little biased, but it cleans up faster. I haven't noticed a noteworthy difference caused by this change yet. It cleaned up around the 3 hour mark. I also chose Whaats "thin glass preset" for the cabin.
I'm not sure about which method to use for what purpose, so at the moment I try a different one each time in the same studio setup and take my notes.
I'm sure we can find something about which method to use for what purpose somewhere on this forum.

While Kram might find the studio setup useless, it serves my needs okay for the moment. Since I'm not changing the lighting setup, it's a constant and I concentrate on learning how to make realistic materials.
Less variables makes the learning process more step-by-step, and I like that. When I find myself more comfortable with step 1-4, I'll refine the lighting setup.

I agree with the comments made, and next I'll try to make a material with more than 1 UV map(dirt, scratches etc.). Another thing I haven't learned yet, so that's a good thing. ;)
Last edited by 2kemon on Sun Jan 06, 2008 6:24 am, edited 2 times in total.

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sun Jan 06, 2008 6:04 am

that's a studio setup? :shock: It doesn't look like one, at all...
sry

Post Reply
12 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 26 guests