I think you might actually be the best archviz content creator on RU-vid. Every video teaches me something I either didn't know before, or a better way of thinking about/doing something I've done before. Truly outstanding work.
Stumbled across your channel this morning and binge watching all of them👏👏👏 Like I mentioned in other video you made that I’ve been using max for 23 years; I started on version 4 when Discreet still was the creator/owner and I must say you taught this old veteran some nice tricks! I still remember struggling back then with the limited render quality we had….heck I still have my Discreets Plasma and Combustion install discs if anybody remembers those programs. I actually started using Gmax first from Discreet after playing Microsoft’s Flight Simulator because I wanted to model my own airplanes. Then I learned about 3dsmax and haven’t stopped since. Looking forward to more videos from you. Thank you!
The Volume Selection modifier with a mesh as reference is amazing, I can see many uses for it, specially when trying to keep a non destructive workflow
I've written this many times. Your perspective is different, which is why your materials are relevant and on a higher mental level, keeping up with current times. Your way of thinking will always stay up to date with what's happening. Now, the question: Does a craftsman become an artist, or does an artist have to become a craftsman?
Great stuff as always! If you've ever done construction - particularly drywall, you know that walls are never perfectly straight, sometimes have small protrusions at joins where excess mud has been applied, or divots where the plaster has sunk onto countersunk screw holes, etc.
i usually combine a large noise for the wavyness+ a tiny noise for the paint bumps+ vrayedgetex for the chamfered edges, all added in a composite map and plugged into the bump slot. i also, use large noise map for refl glossiness for very slight unevenness in glossiness. it would be great if you could try this methos and see how it compares on a wider shot
Hello. As always, a great tutorial. always informative and straight to the point. may I suggest a few tutorials on managing big scenes. like for example importing a lot of assets and connecting missing maps (this is so tedious in max) working with lots of vegetation and scatters, layers and lots of big maps, and how about one for balancing different lights in the scene. thank you and regards. 🤘
Again an very helpful video! Would love to join such a workshop with u! One of the most difficult things for me is creating streets with sidewalks, a realistic asphalt texture and the sidewalks and curbs look realistic
Hey I'm not using fstorm right now so I don't know if this could work, but you could try to add an optimize modifier and check tje auto edge option... then check to ignore it for render to see if it works 🤣 what a workaround,
great video again. I am wondering how would be the best approach to another aspect of walls realism: the subtle mixture between different textures in the corners with the floor or with another walls/surfaces. Usually in renders these looks to perfect to be real.
Very cool approach! Thank you very much for sharing your experience. Unfortunately, when working with clients, it is often impossible to apply these techniques, they need perfectly even mirrors, windows without bumps, no "wrong" lines(
The trick is to make it as subtle as possible. What artists usually do when they learn a trick, they want it to be visible, and they add too much of it, and that's when the client notices it. A lot of times when clients complain about something being to bendy or dirty, I reduce the intensity of that by about 60%, I never remove it completely, and I randomize it, and every time they are happy with me "removing it" :D
Hmm, strange, it does not work for me if Interactive is open and running, tested it now in Corona 11 and 12 and on a friend's pc. Because any sort of "Only show in render" option that affects the mesh will be displayed in viewport once you start Interactive, for example Render iterations in Turbo smooth, Render Multiplier Scale on a Plane, in Ornatrix if you have viewport hair to 500 and render hair to 4mil, once you start interactive all 4mil hairs will be displayed in viewport. Talked to Corona support about that, and they told me that unfortunately for anything to be visible in render it needs to be visible in viewport.
Great tutorial. Typical AutoDESK behavior - adding a function to its software without bothering creating educational material to accompany it. Data channel never got any documentation to really educate us about its potential or how to use it really.
I appreciate your exploration and 3d technique but i will say little post-production can fix such issues, i will try to do that in krita/photoshop because the result can be achieved in far less time with no meshing with 3d geometry.
@@TextureSupply brother that's why you are not understanding my point because you are doing everything in 3ds max but now people use BIM software for modelling because poly-modelling need much effort to learn and master with lots of hassle to fix topology. Also, with simple warp brush we can make distortion in krita in seconds. Such methods are not dependent on 3ds max render but anybody can adopt them. Send me the file, I will record tutorial.
Imagine doing this for every wall. First you have to join all walls after importing which is unnecessary. You yourself can ask which is time saving. I actually learn lot from you when I started my 3d journey by 3ds max, arrimus 3d is my 3d mentor. But after 3 years, I also learn blender then after 1 year rhino, after that I watch multipass compositing and advance post production and I realised sometimes we just stuck in doing everything using same software which can be solved by other tools in few clicks. Also, maybe someone will train AI to do this in one click, ultimately image AI is directly related to compositing so it is possible anytime soon. But, yes for 3ds max lovers it is best technique.
Funny thing is, I had a bunch of issues with recording of this video, so in my first take... I was actually singing "...smoooth operatoooor..." but after getting frustrated on recording issues I forgot to do that in the final version :(
I'm not gonna lie man... the outcome is not worth enough for the rendering cost you're inputing by actually having to subdivide these walls. If you work on a big scene or if you're doing videos this is just not feasible.