Here it is
Here it is
I am bothered by the distortion of the image. If I were looking through a fisheye lens, it would make perfect sense. I am missing the subject matter in this rendering.
Yes, distortion in perspective allowing distracting third vanishing point. Obvious tesselation in roadway. Background sky not in same color temp as HDR. Cars feel very skewed and jumbled. Needs z-depth atmosphere.
Lots of problems. The colors don't work together, the grass would never be that saturated, for example. You should never show facets in the curves of the geometry. The lighting of the architecture is good but not the foreground elements.
The three point perspective composition on this image is bothering. On some images a three point perspective works but not on this one. One is forced to ask why this particular perspective (camera placement) was chosen. What is the subject matter here? and why was it necessary to include the roadway and the cars as well as the greenery (park?) on the left side?
Lighting-wise it has a suggestion of time and day however the background clouds scale is off in relation to the rest of the image. It just needs to be further out and smaller in scale. The shadow density on the trees are way to light based on the direction and time of day shown. When the sun is at this elevation the shadow color tends to be quite dark and bluish even with a large amount of skylight still present. based on the sunlight direction this image needs to be more melodramatic and maybe a bit of 'film-noir' thrown in.
Texturing on the buildings needs to be worked on abit even if the tetxures are just a suggestion of the materials used. Possibly maybe blur the cars a bit since they are distracting to the composition as 'still'.
if this image was for another purpose like an illustration for a poster or a book or a flyer it might work but as an arch-vis it needs alot of work to make it cohesive.
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Visual Content Creator
Author:'3D Lighting: History,Concepts
This one feels a little rushed - it looks a more like a screen capture from a game than it does an arch. vis. piece.
Start with a compelling subject - perhaps the church. Then, create a composition that tells a story. In this case, maybe the story is how this Gothic building fits into the context of the modern city around it. Find a way to breathe life into the scene and entice the viewer.
I see a canal or reflecting pool that might be begging to reflect this church?
Unfortunately the message is 'let's get out of here'. There are so many way to do so. We see many roads leading out, including the black hole in the center, pulling us towards the the warmest and most inviting part of the scene--the background. The buildings all lean away from what should be the town center.
The sky shows sunset colors at its base yet they don't make it into the town. The trees seem small and young, better to look old and established, like this place has been here long enough to get comfortable.
The church detail is nice, but its mostly a front, with the rest falling back into shadows.
How I see this scen working much better would be to have the view from inside the park on the far side of the reflecting pool. Then it could reflect the nice church facade with dramatic lighting. The buildings on the left, and rising slope on the right would frame the scene nicely, and the road would seem to lead more in than out.
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