@D.Sign
re the POV, and lighting I'm just dinking around with dupe a photo, I've tried to re-create the 2nd image in the 2nd group. I wish there had been more interior photos to draw from. You are right about the stone. it sucks HEHEHE!! It's just a stone texture that I had on my HD, never have liked it LOL. I'll now start fluffing it out and incorporate your sage insight. Thanks again for your tip.
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“Technical skill is mastery of complexity while creativity is mastery of simplicity.”- E. Christopher Zeeman
I've finally got a bit of time to play with this and hopefully post wip's.
This is probably a silly question but is anyone else having issues with the max file and being able to seperate the objects? I see that there are multi sub mats applied to the model but I cant figure out how to isolate the items that they're applied to for uvw mapping. I dont model with max so my knowledge of it's in's and out's is rather limited (ie I'm stupid).
I'll try another version if I can't figure out what to do with this file.
Ok, here are couple of tips if you are not used to multisubobj. materials.
1. If you know how to realy UV map, than you are unwraping the mesh and it should work with multimaterials, you just need to select the part of the mesh/poly with certain material and move on to uv work.
2. to select certain part of mesh by material simply select one polygon with that material, than go to field material ID and click select ID. All of the polygons with that material will be selected.
3. If you however use simple UVW modifier, for instance box type (in most cases it is logical choice) than you do not need to detach each material part. You just apply the UVW modifier of the box type and choose real world coordinates checkbox on. That same checkbox should be checked on in the material mapping coordinates in material editor.
That means you can manipulate each material by setting the world coordinates of the bitmap, like 200x200cm or 60x60cm or 200x60cm, whatever is appropriate to your bitmap texture. All the time, you keep same one UVW modifier on the whole object. Different materials will have different sized textures controled in the material texture coordinate fields as mentioned above, but they will all be acording to real world scale and will all work well.
You may need to rotate or move your box modifier a bit, but that is all... no need to seprately apply modifier to each material part... If there is however need to do it, you detach the part by selecting procedure described above...
Here's my first WIP. Fell in love with the idea of watching the sunset from here, sooo... Kind of doubt I'll use it for final but at least its a start.
good start CKelsey, you're right about the mental image of the sunset, do you happen to have a sailboat that you could put onto the sea? that'd be a neat addition IMO...
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“Technical skill is mastery of complexity while creativity is mastery of simplicity.”- E. Christopher Zeeman
A question for the gurus, well 2 actually. in reference to the 4th image, the night image, the palms are blurred, no doubt from a long exposure and a breeze blowing, then there is the red light with the flare at the end of the deck. I'm playing with the image and would like to re-create these 2 components. Can anyone offer a way down this road? Branko? If it takes a plugin I'll snag it..
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“Technical skill is mastery of complexity while creativity is mastery of simplicity.”- E. Christopher Zeeman
Nice shot Rod!
About your question, I have no clue how to do it in Max. That would be something for particle experts...
However, I am sure it could be done in post processing...
Either with PS or Aftereffects...
I would render out the ID pass to select palms and than copy them in PS on another layer. Than you can blur them with some of the blur filters... Flare is also possible to make in post...