Maxwell Render

Maxwell Render Information Repository
It is currently Mon May 20, 2013 10:56 pm

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Fri Dec 04, 2009 1:15 am 

Joined: Fri Oct 21, 2005 3:04 pm
Posts: 599
Location: The Netherlands
Hi,
I am interested to see some more work modeled in Modo and rendered in Maxwell.
I have Modo and Maxwell. Model mostly in Sketchup but now and then we also model in Modo for Archviz.

To get a bit more inspired to model in Modo and render in Maxwell I would like to see the work of others.
So, anyone who would reply with some samples, un- and finished work, please do, I am very interested.
Francos


Top
 Profile  
 
PostPosted: Sun Jan 17, 2010 5:38 pm 
User avatar

Joined: Tue Apr 26, 2005 11:58 pm
Posts: 1566
Location: France
+1

_________________

http://www.def4D.fr


Top
 Profile  
 
PostPosted: Sun Jan 17, 2010 8:18 pm 

Joined: Thu Dec 09, 2004 2:55 pm
Posts: 464
Location: Lanouaille, France
Here you go.. Works a treat :-)

Image
Image
Image


Top
 Profile  
 
PostPosted: Mon Jan 18, 2010 10:57 am 
User avatar

Joined: Tue Apr 26, 2005 11:58 pm
Posts: 1566
Location: France
Merci Neil, nice renders!

_________________

http://www.def4D.fr


Top
 Profile  
 
PostPosted: Tue Jan 26, 2010 11:27 am 

Joined: Fri Oct 21, 2005 3:04 pm
Posts: 599
Location: The Netherlands
Tx, looks great indeed. Can you let us in a little on your workflow.
Did you export the model and then materialize in Studio ? How big were these models in Mb and did you do any postprocessing ?

Do you think Maxwell adds quality to your renders compared to Modo renders?
Is it easier to set up proper lighting in Maxwell ?
I.o.w. would you be able to get equally good results in Modo given more or less time ?

Your wood and stone floor look very good. Tx again, if you have more please post them. There is very little to see here done in Modo.
Francois


Top
 Profile  
 
PostPosted: Tue Jan 26, 2010 11:54 am 

Joined: Thu Dec 09, 2004 2:55 pm
Posts: 464
Location: Lanouaille, France
No problem, glad you like the images.

All the images were modelled, textured and rendered directly out of Modo, no studio was used.

I will try and dig out some others when I have time.

Cheers

Neil


Top
 Profile  
 
PostPosted: Tue Jan 26, 2010 12:20 pm 
User avatar

Joined: Sat Mar 12, 2005 4:43 pm
Posts: 4986
Location: Luxembourg
modeled in modo... setup in stdio after export from modo

viewtopic.php?f=7&t=33415&start=0

_________________
sing with me.... la la la... la la la :)


Top
 Profile  
 
PostPosted: Thu Jan 28, 2010 12:25 am 

Joined: Fri Oct 21, 2005 3:04 pm
Posts: 599
Location: The Netherlands
yes, that's an unbelievable image, tx.

So all the UV mapping was done in Modo ?
Francois


Top
 Profile  
 
PostPosted: Thu Jan 28, 2010 8:10 am 
User avatar

Joined: Sat Mar 12, 2005 4:43 pm
Posts: 4986
Location: Luxembourg
yes all in Modo.. but I reckon it was a bit of a pain... hehe... :wink:

_________________
sing with me.... la la la... la la la :)


Top
 Profile  
 
PostPosted: Thu Feb 04, 2010 6:28 pm 
User avatar

Joined: Fri Aug 21, 2009 10:47 pm
Posts: 62
Location: Germany
fv wrote:
Hi,
I am interested to see some more work modeled in Modo and rendered in Maxwell.
I have Modo and Maxwell. Model mostly in Sketchup but now and then we also model in Modo for Archviz.

To get a bit more inspired to model in Modo and render in Maxwell I would like to see the work of others.
So, anyone who would reply with some samples, un- and finished work, please do, I am very interested.
Francos

Look here: http://forums.luxology.com/discussion/topic.aspx?id=42592 :)

_________________
My Pictures
Fans of Octane


Top
 Profile  
 
PostPosted: Sun Sep 12, 2010 12:15 am 

Joined: Fri Oct 21, 2005 3:04 pm
Posts: 599
Location: The Netherlands
Here is some our recent Modo/Maxwell work
http://web.me.com/fillieverhoeven/architektuur/NEW.html

We are finally get a bit work done in Modo and Maxwell. We were basicly Sketchup only modelers but now our Modo work is on our site as well.

Francois


Top
 Profile  
 
PostPosted: Fri Jan 21, 2011 4:28 pm 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
fv, I'm a SU user as well but I've had my eye on modo for awhile and I do a bit of work in 3ds Max when I have to. From the very little bit I've played with modo and from what I've seen, modo sort of feels like a good balance between SU's ease of use and 3ds Max's toolset.

As primarily a SU user, what sort of tools/abilities do you find useful in Modo?

And for all the modo users, are there any tools that DON'T work with maxwell? Like I know in 3ds Max you can use hair/fur but you have to convert it to a mesh first. Does Modo have that option? And I see 501 has SubD surfaces which seem useful for rounding corners and such. Does that work with Maxwell?

-Brodie


Top
 Profile  
 
PostPosted: Sun Jan 23, 2011 7:28 pm 

Joined: Fri May 30, 2008 12:14 pm
Posts: 509
Hello Brodie,

Yes, there are tools still not possible to export directly from modo. For example hair/fur, and the replicator export option has some limitation. If we find a way to export these, we will do it of course. But it is not a problem to export subdivision surfaces.

Please keep in mind the current plug-in version supports only modo 302 and modo 401 (although it can forced to run under 501), I am still working on the modo 501 plug-in.

Márton


Top
 Profile  
 
PostPosted: Mon Jan 24, 2011 7:21 am 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
Cool, it looked like part of the idea with subdivision surfaces is that it 'rounded' the corners without adding geometry. how does maxwell handle this. does it need to add physically round the corners (adding polygons) or has it found some other way?

-brodie


Top
 Profile  
 
PostPosted: Mon Jan 24, 2011 9:54 pm 
User avatar

Joined: Thu Mar 17, 2005 7:23 pm
Posts: 5682
Location: Gothenburg, Sweden
Not really, it's based on edgeweights to better control how sharp/smooth edges are. Which means you don't need to throw in as many edgeloops as you normally would have to in order to get a sharp edge on a surface, instead you can simply adjust the edgeweight value to control this. It's not at all like the mental ray feature which at rendertime bevels sharp edges.

Read more about Pixar's subdivision surfaces here..
http://www.luxology.com/modo/tour/pixarsubdivisionsurfaces.aspx

/ Magnus

_________________
http://maximus3d.blogspot.com/
http://magnus3d.cgsociety.org/gallery/
http://www.flickr.com/photos/magnus3dphoto/


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next

All times are UTC + 1 hour [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group