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my first render

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first render

Hey guys! This is my first render. I know its not that amazing but im jus happy i can do them now. Photobucket
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  • Carma avatar
    Carma Joined 9y ago
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    Looks good.
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    It is definately not bad but as far as i can see it lacks some decent lighting, it looks very dull imo. Plus, the ground texture looks a bit too blurry and undetailed, really takes donw the quality of the whole render. Then, try to avoid that edge in the top right corner, try to fill the whole composition. Looks better than my first render though.
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    Mantra
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    It's pretty good imo, just need some lighting since atm it looks dull and boring. The floor texture could use some work too, i just use the ones from CS:S. Oh, and you can see the end of the floor, lol :P
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    I'm jealous :)
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    Mantra
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    aha thanks for the advice guys and yeah i knew the ground was blurry. I didnt know how to not make it sharper. I tried to tile it a bit but it ended up looking like tiled crap
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    Well done, you should change the textures of the table to give the guns more contrast. Also you could use rule of thirds in this image for better compastion. But really nice job! I can't model for shit, but I really need to learn how to do it! :)
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    Idk what 3D software you are using, but if it is a plain texture, try to increase the polygons of the ground plate. In Cinema 4D the ground is blurry when you post a High res Texture on a 2x2 polygon plate stretched out. If you increase the polygon wireframe to 1000x1000 tiles, the texture will be sharper. But I am not sure if this applies in any program.
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    Mantra
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    ^ thanks ill give it a shot. Im using 3dsmax btw
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    @shockwave88 Yeah, give it a try, tell me if it worked.
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    Not bad for a first really. Just keep improving and you should find a good method in no time!
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    You need a higher-res ground texture. Try CG Textures for some free hi-res textures. It needs a bright light to come from the side IMO. I can see some jagged edges on the deagle slide grip, you'll want to anti-alias them (or just blur them). Also, don't forget to apply bumpmaps and/or specmaps when you render.
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    aha thanks :P and steve-o yeah iv gotten sum textures from cg a while ago. Also ill apply bump maps and specmaps when i render as soon as i find out how :P
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    Ive made that render for my current skin (check out my profile if youre interested) , after making it I thought Id could share my tips: - I Used No ground texture, I like those clean plates - IMPORTANT : Use Ambient Occlusion, this makes your renders look more realistic - Care for the placing of your lighting, I always make a ground plane, make a huge sphere around it and put the light high inside that sphere , moving a slightly bit to the direction in which the skin points. - I made it Widescreen (1080p) to make it seem more cinematic - Of course, use only textures from your skin on it - I slightly edited in Photoshop (text and blood)
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    Lot of people have said but yeah good start, you know your way round clearly so practice makes perfect really. On the maps you said you wanted to know how: - Open the Material Browser (Key "M") - Create a standard material (or whatever else you're using, they're all pretty similar) - Scroll down to the tab marked "Maps" (or something similar I'm doing this from memory) and expand it if needed - You've probably all ready put the image in the diffuse slot - Add your skins to the slots marked "Specular" and "Bump" as appropriate. You can control with the slider how powerful their effects are. For your normal and spec maps consider putting them into an image editing program (Photoshop, gIMP etc.) and convert them to black and white since the program will do this anyway and you'll be able to control the effects there. P.S. A hint, if you have PS, 3ds Max can read .psd files. You can edit an image in photoshop and have the psd file as the texture image in 3ds Max. When you make a change in photoshop you can then see this change live straight away in Max, very handy for trying stuff out.
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    Just a little note to add to Gameripper's comment. If you want to use normal maps in the bump slot you'll need to select "Normal Map" when selecting a bump map, instead of going straight for 'Bitmap'. Then select the normal map using bitmap as you usually would. If you don't know the difference between bump and normal maps, bump maps are black and white and thus only provide height information, while normal maps use the red, blue and green channels to control 3 axes (x,y,z) instead of just z (bump).
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