Hoff_Design

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Everything posted by Hoff_Design

  1. Hoff_Design

    practice-32

    Close up of texture detail...these are 2048 textures. Notice the hdri showing up in the chrome ball, this is helping to provide lighting and reflections in the scene.
  2. The Speedtrees are a great asset in the X17 library.
  3. Added spheres to the scene. It makes sense to use two or three different sizes of images for the textures, like 512, 1024 and 2048. The larger images for close up details, and the smaller images for further away textures that you will not see up close. These textures are generally in the 2048 range. The image below shows some up close detail. You can see in the chrome ball that there is an hdri assisting in lighting the scene and providing reflection detail for reflective surfaces.
  4. I am using the columns as a placeholder for the new textures I am creating for testing in X17. One thing that I am liking is the Speedtree shadows. So much potential.
  5. Created busier shapes (columns) for the textures to display for my testing. I added bevels to the corners to see how they will react when textured.
  6. Added a wing to the scene... Really like the new "Speedtrees" in the X17 library. Great shadows, excellent detail.
  7. Changed the glass on the window by turning the color from white to grey to enhance reflection, copied the glass material to the table, then added emissive to the flowers to calm them down/soften. You can see that the interior of the house is less visible now, and the table is more reflective. The image is below, notice how the flower reflection in the glass is doubled for the double pane glass, and the flower reflection on the table works.
  8. Field of view set to 5', depth of field set to 10. Looks like the glass table is reflecting the deck from the bottom and also the glass is showing very little shadow, if any. The glass vase is refracting. I noticed that the interior of the house is in focus. Must be related to the glass surface of the window.(should be blurry). Despite these the composition and color are nice. Just used a table and 3d flower vase from the library in Chief. X17 - 500 samples.
  9. This image has depth of field applied. I set it at 20' so the foreground and background are blurred but the lights, door and face of the house is in focus.
  10. Burly bark is pretty dramatic. Depth provided by a normal map.
  11. Transparent background applied during export of image.
  12. The wall on the house is tiled only on the sides and the height is set as stretch to fit. This was a block wall with stucco and paint, showing water stains and cracks. It repeats on the wall only once or maybe twice. I like the look of it. If you look close you can see I applied a similar water stained texture to the foundation as well.
  13. This is the scene I created in X17 to test out various textures that I am creating from images shot with my phone in our neighborhood. All the textures in this scene are from these textures except for the glass, trees and interior of house. I found it helpful to use both a cylinder and a plane to see how the textures and depth would render and how they react with the lighting (the most important part).
  14. This texture is tiled. It is intended to use for landscaping rock. Because the height of the texture is determined by a normal map, the lighting has to be just right for it to come across as rocks, otherwise it just looks like a flat plane.
  15. Attempting to find a way to place stuff like this meter cover. I made the image have transparency in photoshop, made maps in Materialize, then set the texture to stretch to fit and applied it to a 3D cylinder and set the height to 1/8th inch. I can now move it where ever I want in X17 and resize it. I added stain to the texture to resemble rust, but in this image its pretty bright, to solve that, i would just pick the stain color and grey it down.
  16. The sand on the ground was a picture I took at the playground, and tiled it the best I could to avoid the obnoxious repeat pattern. It does pretty well covering a large area. The lighting needs to be adjusted in order to get the normal map to produce convincing depth to the sand. The concrete wall with the water stains is tiled only on the width. The height is set to stretch. It is the same texture as the wall with the door on it, only I added a stain to that wall on top of the texture and lowered the roughness to get a shine. Another trick I used on the concrete texture was to add the bump map from the rock landscaping to the concrete image in the library. Interesting result.