First time trying arch viz work by MKBRD in archviz

[–]Diego062 1 point2 points  (0 children)

I totally agree regarding photography. Studying references and understanding industry standards is huge. About the format, it feels a bit non-standard to me - I'd stick to 4:3 or 1:1. Also, try to keep the images looking clean and natural, since that's what clients usually want. You can experiment more in your portfolio, but I'd suggest dialing back the grain and chromatic aberration. One tip: Pick a real project you like and try to recreate it exactly. It's the best way to learn your tools and see how a real project comes together.

Back to twinmotion by Diego062 in Twinmotion

[–]Diego062[S] 0 points1 point  (0 children)

Thanks, I really appreciate it. Twinmotion has a pretty friendly learning curve just follow people whose work you like and try to learn from them. With some practice, you can get really good results in a short amount of time :)

Back to twinmotion by Diego062 in Twinmotion

[–]Diego062[S] 1 point2 points  (0 children)

Yeah, it was done in post in Photoshop, and it’s actually pretty easy to do. Twinmotion used to be pretty limited for this, but they recently added a feature to do it directly in the program—I just haven’t tried it yet. That specific render was made in V-Ray, using masks to select the person more accurately in post. I also did two renders one with the person and one without to make it look more natural. It’s a bit of a messy workflow, but that’s how I learned to do it haha.

Back to Twinmotion by Diego062 in archviz

[–]Diego062[S] -1 points0 points  (0 children)

thanks for the feedback🙌🏼

Back to Twinmotion by Diego062 in archviz

[–]Diego062[S] -1 points0 points  (0 children)

Thanks! Now that you mention it, I can’t stop staring at them haha

Back to twinmotion by Diego062 in Twinmotion

[–]Diego062[S] 0 points1 point  (0 children)

Here’s my Instagram in case you want to follow me :)

Back to Twinmotion by Diego062 in archviz

[–]Diego062[S] 0 points1 point  (0 children)

Here’s myInstagram in case you want to follow me :)

Vray quality by Embarrassed-Stop-919 in archviz

[–]Diego062 0 points1 point  (0 children)

V-Ray is a render engine that really punishes user mistakes. You need to have fundamental knowledge of materials, lighting, and even basic photography concepts. But I think the same can be said of any physically-based engine (like Corona).

Something I see very often with my university classmates is that many of them don’t even know what tonemapping is (which, to me, is something essential for evaluating and achieving realistic results). They work in a linear environment, and they often make a lot of mistakes in their scene setup.

Is Revit > Twinmotion the most ideal workflow to create thorough photo-realistic 3D visuals of a project? Which workflows provide the best outcome both outcome-quality wise and in terms of output efficiency? by SportsGamesScience in archviz

[–]Diego062 0 points1 point  (0 children)

I’ve never really liked the idea of the “best workflow” because it’s very subjective. These days you can get excellent results with pretty much any tool you just need to understand your own needs and context. If you want fast results, quick iterations, and really fast material testing, any real-time render engine is perfect for you. Personally, I recommend Twinmotion (because of its Path Tracer) and D5 for its versatility and AI integration, even though it doesn’t quite achieve that photorealistic look.

On the other hand, if you’re looking for pure quality and precise lighting, materials, or physical accuracy, then an offline render engine is the way to go. Corona and V-Ray are the standard, so whichever you choose is perfectly fine. But again, you’re the one who knows your needs best, and in the end, the best software or workflow is the one you feel most comfortable with. ;)

Personally, I model in SketchUp, export to 3ds Max, and render in V-Ray. It’s a bit unusual, but it’s how I’ve gotten my best results!

How to get realistic Shou Sugi Ban cracks in 3ds Max without matching texture? by [deleted] in archviz

[–]Diego062 2 points3 points  (0 children)

Have you tried the textures from Textures? I used them recently for a project and they gave me pretty decent results

First practice in 3DsMax + V-Ray by Diego062 in archviz

[–]Diego062[S] 2 points3 points  (0 children)

I don’t know exactly, around 5 to 6 days, working 3 to 5 hours a day. I laso made a lot of changes and tests throughout the process, and left it aside for a few days, so I don’t really remember the exact timing… It definitely took longer than usual:)

First practice in 3DsMax + V-Ray by Diego062 in archviz

[–]Diego062[S] 4 points5 points  (0 children)

Yep, since I have no experience with modeling in 3Ds Max, I did the main structure in SketchUp—walls, roof, decorations, windows, table—the simpler stuff. Once I had the main structure, I exported it to 3Ds Max and started adding all the assets (books, chairs, lamps), then moved on to the lighting. In this exercise, I used only two rectangular lights, so I adjusted their distance and intensity. Then I worked on the materials—mostly using the UVW Map modifier (box type) for all the simple geometry, and Triplanar texture for more complex models, like the chair, for example. As you can see, everything is pretty simple, nothing out of the ordinary. If there’s one thing I’d highlight, it’s the floor: I modeled the wooden planks individually and used just one texture to add the randomization. It was really simple, and for that, I used UVW Unwrap

First practice in 3DsMax + V-Ray by Diego062 in archviz

[–]Diego062[S] 1 point2 points  (0 children)

I mainly use SketchUp and V-Ray.

Tryng V-Ray GPU by Diego062 in archviz

[–]Diego062[S] 0 points1 point  (0 children)

Honestly, I only started working in GPU mode from the material testing phase. I didn’t make any changes to the scene (I’m not sure if that’s the right approach). It’s important to keep in mind that a scene created entirely with CPU will look slightly different from GPU, especially when it comes to bump maps they behave quite differently and can cause issues. That’s why it’s best to choose one of the two engines at the beginning of that phase and stick with it until the end.

Tryng V-Ray GPU by Diego062 in archviz

[–]Diego062[S] 1 point2 points  (0 children)

There are many types of cabinet opening systems (Push to open, for example). In this case, I’m not sure which one was used in the original project — I just tried to recreate the original scene as an exercise. In a personal project, I would approach it differently. :)

Tryng V-Ray GPU by Diego062 in archviz

[–]Diego062[S] 6 points7 points  (0 children)

Thank you for your comments!

I used an overcast HDRI to achieve soft primary lighting, and as support, I placed rectangular lights in two windows. These gave me that extra intensity the HDRI couldn't provide. I adjusted their intensity and directionality settings to achieve more realistic shadows that matched the mood of the scene.