Home improvement rendering skills

Before the first writer installs the renderings, he must first make a good overall plan: as the saying goes, sharpening the knife does not waste the woodwork! Before drawing, you should first plan well: the whole project needs several scenes to show clearly? What elements are there to make? Which elements need to be modeled? Which elements can be found in [ur[/u? Then also consider the overall color matching, material selection, etc.). Only in this way, you can make a targeted and less detour when drawing.

The second is to clear the focus, reduce the workload and build the scene. First add a temporary camera to select the perspective of the map. For those invisible faces, we don't have to work too hard, which saves a lot of modeling and material work. For those farther objects, we don't have to think about the details when modeling. The shape and color will do, because whether you are drawing A 2 or A3, the details of the objects in the depths of the scene are not visible at 1440dpi.

Third try not to be in the total scene [ur mode [/u see a lot of amateur [ur[/u[/u modeled in the total scene, unless you are using professional level [ur station] [/u recommend you this way. Because even a simple interior renderings usually consist of nearly 10,000 faces, plus a light texture map, each time you render it to your CPU, [ur/ur/u full load test, if you It’s like “瘟吧” (Windows 98). This experience is like going to a high-altitude cable. Even if you use the Hide command to hide some objects, it will be enough time to catch up when the scene is complicated. Have a cup of tea! Now the operating system is mostly xp or win7, of course, the speed of the drawing will be improved accordingly.

Experienced designers typically model different objects in separate scenes, and then use the Merge command to merge different sub-scenarios to make rational use of computer resources and improve drawing efficiency. The fourth must remember to name the geometric elements when you are naming the map. Don't forget to name the geometric elements for the sake of the moment. Otherwise, when the scene merges, hundreds of box01.box02...box103 will appear. You can't tell which geometric element belongs to which object. So every time you complete the modeling of an object, you must name the relevant elements in time, and you should also name the materials in time to avoid confusion.

The fifth is to build your own model material library. There are many material CDs on the market. There are genuine and D versions. Most 3DS Max fans will have more or less, but I strongly recommend that you build yourself. Model material library. Because both the genuine and the D version, the disc authors mostly do not understand architecture and decoration, so often see such a naming method: marble 0 1, marble 02 ...; wood grain 01, wood grain 02 .... What you might see in a professional designer's material library is: India Red Marble 01, Mongolian Black Marble 02, Spanish Golden Flower Beige 0 1...; or walnut grain, red oak wood, flower eucalyptus... .... You can copy all the material plates you have to [ur/u except the repeating materials, and then classify them by purpose or category. The model library also follows this. After a period of accumulation, you will definitely have a material of your own. The model library, when you make the effect map, you don't have to change it back and forth.

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