The place where i get my textures from is this
as a side note, I don't know why people keep going on about 5 times the resolution, this is an overkill, 4 times original is the way to go.
I also take my textures from the same place (well, also because I'm cheap and you get those for free
). Otherwise, 5 times is the guideline set by the mods as far as I'm aware (well in fact it should be 4.5 times the size, but it's been rounded up).
Well thanks and I also like the scenes you do.
Didnt repost, because I´m still not finished and have little time.
There is not necessarily a problem apart from one object ( the basket, I really dont know how to make that look good in a sane amount of time) but the remaining stuff is just ultra boring and time consuming to do ( bread, wood sheaves,flowers, labels on beverages, carpets etc.)
What I go for is integrety, make the scene look good as a whole with no stray visual spots. Also started adding stuff that was not in the original just for the sake of this.
There is no full res render yet, as the 1075P one took 35 hours to render.
One thing thats definitely starting to become a problem in 3584P is texture resolution. The floor uses a 14Kx14K texture and that is on the verge of being low-res. What I need are some hires textures mostly of wood shot from pretty far away.
I add what I currently think as an image.
Edit: There are also strange glitches that keep reappearing from time to time, and stay once they occurred ?!? It somehow corrupts displacement modifiers ( floor feel victim to this 3 times...) resulting in totally off spacing and warps texture uvs very stangely.
It remains once I kill the displacement modifier, and the UVs seem to be fine in the editor. Take a look at the tree on the right side. Really strange and have never seen this before. I´ll just rotate it around
Personally I've been fine using seamless tileable textures, even if these textures were not in very high res, while rendering 1680 * 2000 images. Also, personally I (ab)use procedural textures, which are not demanding in terms of memory and always get to the resolution you want.
Concerning the floor: I wonder if what you could do is assign different materials, so that each piece of floor can get a higher res texture. For instance, subdivide your floor into squares were wood planks are aligned (thus making 16 smaller squares) and get a material for each. Personally, for the scene I'm working on (ealin_1), that's a bit how I managed to get very good texture details on some objects like the TV. If I had tried to build all the texturing of the TV into one single UV, I would have needed a 8000*8000 image to achieve the level of detail I wanted. Instead, I assigned different materials with individual UVs for each part of the TV I wanted details on (and each UV is about 1000*1000 or less): one UV for the speakers, one UV for the on/off button, etc. It's a bit tedious (as you have to make many different UVs) but you can easily get details without having huge texture images. You clearly won't need a 14K*14K image for having decent resolution if you proceed like that.
On another note, even though I know displacements are better than bumpmaps, when an object is really "flat" overall (like the floor) I am not sure how much you gain in visual quality by applying displacements instead of bumpmaps. Bumpmaps would certainly cut a large chunk of your memory requirements and decrease render times. Personally, for scratch maps, I often based it on the "Distorted noise" procedural that I stretch in one preferential direction (in the "mapping" section), and make it a bumpmap.
Otherwise, for drawing labels, I think I can do some stuff if you're interested (provided I'm more responsive than for the "carpet UV case"
). It didn't take me long for making the stuff I'm linking below:
(UV for wine bottle label, for ealin_1 scene)
(applied Shinra-Cola UV for a soda can, used in mds5_dk scene)
If you feel like I can help you out, just send me the UV layout for me to draw onto.
By the way, when I was doing my wine bottles for the ealin_1 scene, I had troubles to get a good render for a "bottle that contains colored liquid" or at least, it didn't seem to look as good as the bottles you've made in your scene. Do you have some tips for the materials properties for the bottle itself, and the liquid?