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Metalearning: Archviz/3DS max/Blender - Coggle Diagram
Metalearning: Archviz/3DS max/Blender
Facts
Shortcuts
3dsmax
Blender
Photoshop
Material Propeties
PBR Values
Metallic
Specular
Post Production
Light intensity Vlaues
Concepts
PBR
Specular
Vray
Corona
Octane
Metallic/Roughness
Cycles
Resources
Substance PBR Guide PDF
Colour Theory
Resources
Domestika Interior design
ArchViz Artist
Material Theory
Individual Materials
Combining Materials
Light Theory
How light behaves
Render Settings
Corona
Vray
Cycles
Octane
Post Production
Photography
Composition
Colour
Light Physics
Form, Space, Visual Depth
Camera Settings
Procedures
Creating Accurate PBR materials
Adding Surface Imperfections
Grant Warwick - Surface Imperfections (Vimeo)
Poliigon Documentation
Mixing Materials
Scripts and custom buttons
UV
UV Un-Wrapping
UV Editiing
Creating Maps from Non-PBR sets
Creating materials
Maps
Mixing Maps
Image Composition
Camera
Photoshop
Benchmarking
State of Art Masterclass Curriculum
Autocad and Revit
Project Reading
CAD Cleaning
CAD Export
Revit Import: Best Practices
3DS MAX
Introduction/interface
CAD Import
CAD Alignment
3D Modelling project blocking
SOA Modelling for Architecture
Creation Panel, Vertex, Segment, Spline
Edit Poly and Modifiers
Modelling Methods
Modelling of Windows
Modelling building Marquette
Unwrap
UVW mapping base
Unwrapping
Multimapping
3D Modelling Details
Parametric Modelling: iToo Railclone
Multitexture Map and Floor Shading
Environment: Ground Creation
Intro to Biomes, Ecoregions
Workflow: Ground Shape, Materials, Scattering
Ground Shape modelling in 3ds Max with different approaches
4 more items...
Gaea Workflow
Displace vs displacement
Mesh Optimization
Materials for ground with megascans
Photography
Composition and photography rules
Analysis of rendering and photos
Understanding how reflex works
Photography workshop
Rendering
Vray and Corona Interface
Calculation methods for the global illumination
Workflow to optimise the scenes for faster rendering
Rendering for animations
Settings and memory management
Vray/corona Render Proxies
Distributed Rendering
Vray RT
VR content creation
Lighting
Linear Workflow
Sun and Sky
Physical Camera
Frame Buffer
Daylight
Image Based lighting (Hdri)
Vray lights/ Corona Lights
Corona Light Mixer
Interior and Exterior Lighting (inc Night time)
Camera Effects
Atmospheric Effects
Render Elements
Image planning
Introduction to the image plan
Photo research / reference & Image planning
Shading
Introduction to material physics
Material Editor Introduction
Correct Workflow to replicate real materials
Vray standard Material and Corona Material
Creation of basic architectural shaders
Tricks and tips to simulate snow, dust,
sand, dirt
Advanced Shading
Creation of complex architectural shaders (Multi-level shading)
Creation of textures
Material optimisation
Substance Designer
Introduction to Substance Designer
Interface of Substance Designer and its settings
Advanced shading with Substance Designer
Creation of shaders for the Masterclass project
Environment: vegetation
In-depth intro to Forest Pack
Understand Forest Pack errors
Randomization for transforms and color
Different types of distribution (procedural and manual)
Forest Pack optimization (viewport and rendering)
How to use Forest Pack Library
Post production
Image depth theory
Tips for 32 bit postproduction in Photoshop
HDR and LDR
Understanding histogram stretching and operators
Camera effects for photorealism
Iris settings
SOA 16bit Workflow
Render elements
Cut-out techniques
Sky replacement
Custom brushes
Material improvements using render elements
How to paint lights
Smoke, glow, rain and other Fx
Final Color grading
Matching people into renders