• Image Creation Guide

    There isn’t really a guide! However.. these golden nuggets of wisdom may just help..

Emphasise, Articulate, Deliniate.

Emphasise, Articulate, Deliniate.
Emphasise architectural features.Strengthen 3d volume.
Imagine depicting a cube, there is the light side, the shade side, and the top (or bottom) either way to define the volume the faces should have a tonal difference. a 1,2,3 read.
This may be subtle, but the aim is to make the building stand out from its surroundings.

Ensure the buildings form is pronounced and the edges are clearly defined. We want to read the building and it’s features. If its blending into the sky or surroundings, lighten or darken the building or the surroundings.

Make sure architectural features are clearly articulated,
look for edges that blend together and try to exaggerate the difference.

Lighting

Use the light to highlight what we want to see.
Darken areas we don’t want to see
Darkness recedes, Light attracts our attention.

Pre Gamma.
Gamma is applied to the pixels during the render.
If you burn the sRGB gamma into your image, you shouldn’t add it again when saving.
You save a .jpg (LDR) as gamma 1.0, and an exr (HDR) as .4545.
A benefit of this method is you can specify the gamma added to the render. 2.2 gamma can look too washed out, sometimes a figure of 1.8 Gives more contrast, and can be previewed in the frame buffer.

Post Gamma.
Gamma is previewed through the Vray frame buffer, and added when saving.
If you preview sRGB through the Vray frame buffer, you don’t actually burn gamma in to your pixels.
3Ds Max will automatically apply a gamma 2.2 to Low Dynamic Range images such as .jpg when saving.
No gamma will be applied to High Dynamic Range images such as .EXR.

The idea

An image starts with an idea.
create tests and sketches to qualify an idea.
Give a name to your image.
An image is built from the ground up.
A singular gesture, a theme.
Re enforce and support your gesture, or image theme.
The why is far more important than the how.

Pre Gamma.
Gamma is applied to the pixels during the render.
If you burn the sRGB gamma into your image, you shouldn’t add it again when saving.
You save a .jpg (LDR) as gamma 1.0, and an exr (HDR) as .4545.
A benefit of this method is you can specify the gamma added to the render. 2.2 gamma can look too washed out, sometimes a figure of 1.8 Gives more contrast, and can be previewed in the frame buffer.

Post Gamma.
Gamma is previewed through the Vray frame buffer, and added when saving.
If you preview sRGB through the Vray frame buffer, you don’t actually burn gamma in to your pixels.
3Ds Max will automatically apply a gamma 2.2 to Low Dynamic Range images such as .jpg when saving.
No gamma will be applied to High Dynamic Range images such as .EXR.

 Sunny day image reference

Quickly glance at this collection for ideas and inspiration for you imagery, or maybe just check it out if it’s raining outside!

  • Vray.

    Linear workflow in 3Ds Max & Vray.

    Quickly set up linear workflow.

    FIND OUT HOW

  • Vray & 3Ds Max.

    Troubleshooting.

    No matter how experienced you are in the world of 3D, sometimes things just go wrong… This oughta help though!.

    FIND OUT HOW