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takare

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  1. Off to a good start. I'm finding that camera placement can make a huge difference in how rooms are perceived. When looking at your reference image note the camera height and FOV and how it lays the room out in a horizontal format. Also the balance of light and dark areas in the composition. It looks like you are on the right track for the atmosphere. That's the part I think can be the most difficult. Keep up the good work.
  2. Bryan, It's a good start. I like the exterior shots a lot. Although I'm not sure the inside of the house would be so bright as seen from the outside. The images themselves look to be a bit grainy and take away from the realism. As for a series of images I would expect to see a forest in the interior images when looking out. Is the entire scene in 3D? If so you should be able to render from the inside and see the same forest. The skylight in the interior is showing some stepping. It's difficult to see what's going on with the materials since it is grainy. Would like to see how you are progressing on this.
  3. Hi Karlo, Looks like you are getting some good directions from other members. I would agree with most of the comments. The details will make a big difference. Your camera angle is really close but if you look at the left side where your building ends and the photo building starts you can see the two vertical lines separate from each other. It is minor but throws things off. If you are using a vray camera adjust your vertical shift to compensate. One item to keep in mind is that an object can not cast a shadow within a shadow, unless the item on top is transparent to some degree. So your car coming out of the build on the right side would not cast a shadow. Spend a little more time blending the edges of the image and keep up the good work.
  4. Billy, the materials look good. You may want to explore a camera angle that pulls in closer and more direct. If the intention is to show this space in use you could build out a generic space on either side as it if was in its location (such as a mall). Those areas could just be plain white as to not distract but to frame or ground your model and give it scale. Adding product on the shelves with people would polish it out. One last item, you could add a reflection plane so the glass could pick up more details. Best of luck.
  5. I would consider exploring the space with different camera angles to take advantage of the ceiling. It has a nice rhythm and may be better used by seeing it from a different angle. If the focus of the image is the overall space than let's see more of the space. Right now the camera is focused on the space between the two desk spaces and we are starring at the storage unit in the center of the image. This leaves the image unbalanced since the negative space on the left side does not work with everything else that is on the right. If the camera needs to stay where it is at then the adjustments from poly would help (moving the calendar). I like the wall clock feature. I would explore a camera framing that feature better. One overall comment on textures. We as people like reflective surfaces. This space is missing that element. Try a little reflection on the floor. Best of luck.
  6. I agree with the comments from poly. In addition I would look at adding some lounge style chairs with towels or other pool items to the bottom left corner to fill the space (without becoming too busy) and force the viewers eyes back towards the center of the image. Right now it is an open space and makes it feel unbalanced. The lighting is the biggest item though. It currently feels cold since the light source is blue. Look for some images online to see how adding some white or yellow lighting can dramatically change the mood in the image. You could also try running a filter or color adjustment layer in post. Good luck and post more images as you progress. Overall it is looking really good.
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