Jump to content

two storey residential


Recommended Posts

hello guys and gals of the cg cummunity...

 

im a rokie in cg grahics particulary in 3d rendering..

 

here is my latest work, but im not quite satified with the result..

 

wanted sme help from the best GURO's in the community..

 

comments and suggestion from all the guys and gals will be highly appreciated...

 

salamat (thanks)

Link to comment
Share on other sites

first thing first, the color yellow is a cartoonish when we do it for houses... i never design houses with yellow exterior.... you may change it to white, beige, bricks, mactan briks is ok,, etc....

 

second, shadow too sharp if your using scanline rendering, you may want to add some omni lights around to simulate global illumination.

 

third, if your using 3dsmax6 or above, mental ray is free, so render with mental ray with final gather youll get better result.

Link to comment
Share on other sites

First things first: try other sky textures. This one comes with Max and is terrible. You have a good model, your lighting looks ok, but that sky is killing it (I would say something about the opacity maps you are using for the palm trees, but I think a more subtle sky would make them look better already). Another thing that should not be there is the flare on the lights. I mean, it's very distracting and adds absolutely nothing to the pic.

If you will, you can also pull the camera a bit so you can see some more of the surrounding area and the sky. Imo, it would make the image more interesting.

My 2 cents. ;)

Link to comment
Share on other sites

i agree with all rick said particularly about the lens flare. I also think that the lights at the front are a little too big.

 

When your using the scanline renderer with no advanced lighting, the best thing you can do for image realism is use inverse squared decay on your lights. It's on your light settings before the attenuation parameters. You can also define when you want the decay to start and the closer it starts from your scene the more light it will add. Try experimenting with this using one target direct as the shadowcaster and several omni's as your fill lights all with inverse square decay at varying start distances.

 

back when I was using scanline, I got some pretty good results both on internal and external renders by using real world decay.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...