Some inspiration for archviz work.
http://vimeo.com/7809605
Done in max/vray, but softimage/vray is (hopefully) around the corner for this year ;)
Don't forget to check out the breakdown and compositing video's on the same page.
rob
Inspiration? Dang, that's so amazing it almost makes me stop trying
wannabeArtist wrote:Here's another basic question - about units:
Softimage has it's custom units - or I guess most of the time we use the 10cm for one unit(?).
How is that different for example 3ds Max's unit system? I know you can set Max to use meters or US units and so forth, but surely there must be something more to it, or is there?
And what happens if you import a piece of geometry made with Softimage to Max using Crosswalk? If you have modeled it using the 1 unit = 10 cm rule, can you just scale it appropriately in Max to match your original scale?
Hey… I am glad it worked for you. As for the issue with bringing it back into Max, I thought they might have fixed that by now… what I found in the past is that it had to do something with the exported texture data. Either click on/off one of the buttons on the export data panel in Crosswalk Settings or go into the material manager and find out with image/material is doing it. It can be fussy, but it will eventually open in Max.wannabeArtist wrote:Thanks for sharing that!
I actually went ahead and tried what you said and it works!
Yesterday I downloaded a trial of Max to test how it works the other way around (from XSI to Max), but I'm having some trouble with crosswalk and the Max importer freezes half way. Anyways, the other way around it works just as you described.
Kind of funny though why our assumed 10 cm units equal 1 inch and not 10 cm (or 3,937 inches) in Max, but that's in fact irrelevant.
Shaders in 3dsmax have many presets that assist people in archviz production (promaterials and archmat shader presets). They also come with many map files that already have the shading networks built. I am not talking about "rusty metal" either, but real world pavers, bricks, boards, flooring, etc that can be easily setup to be mapped to their 'real world' size, so you are not guessing about the mapping/tiling options. It would take you a few weeks to recreate all of them for use in XSI. Not many people have the kind of time required to turn XSI into 3dsmax.Deracus wrote:Next there is the argument with the shaders? What shaders do you mean? XSI does incorporate the same MentalRay Renderer as does Max. Even VRay is in development. With some simple tricks it was even possible to put the production and portallight shaders to XSI 6.5. So this can´t really be a serious reason to switch apps, if there was just some work spend in a better integration of the new MR-Features, that are already there but only missing a GUI. Same thing with the lights. Thanks to the wom_archlight, there is a working proof, that XSI is capable of providing physically accurate and working IES-Lighting.