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Ironing board


Craig Ramsay
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*edited by nisus*

 

Some unregistered user was a bit unfriendly and not really constructive in his critics.

 

To everybody: Pls do critic positively! This doesn't mean everything has to be *wowed* or *aaah-ed*, on the contrary: good critics point out flaws and are essential. Just keep in mind when criticizing someones work, be so to give some direction, tips and ideas to work on. Tnx!

 

*paraphrased by nisus*

Things to work on:

- people

- the background fades to black and looks strange

- your glass needs work

- you image is very flat and needs some punch (add contrast)

 

On the positive side, textures look good and the water looks nice,

 

Hope this helps

 

MT

 

*to MT: pls register ;)

 

[ February 28, 2003, 04:42 AM: Message edited by: nisus ]

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And we let unregistered people give crits here why… 299.gif

 

Hi Craig,

 

First off, I’m really busy, so I don’t have the time to give an in depth crit, but this guy’s crit just needs to be balanced out by a registered user.

 

1st off, the people, I really hate showing people typically in archi renders. That being said, I think that somehow they look really cool in your rendering. They seem to fit the style in the rendering and have a cartoony photo real feel to them [does that make sense?]

 

second, yea, the water in the background gets dark in a hurry, it doesn’t appear to match the your excellent water material in the foreground, could use some work there.

 

The lighting is good, I’d like to see some details up close like the vertical wood siding area cause right now details are being lost due to jpg compression.

 

Thanks for posting, and pay no attention to unregistered, uh.., opinions. If they can’t bother to register, I can’t bother to take what they say seriously 359.gif

 

Best,

 

Paul

 

[EDIT]Oh, & i really like the archi style :D . Look s like something i'd like ot hang out in getting a drink while looking at the sea [/EDIT]

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I like the style of the image. Yeah there are some issues the biggest one seems to be that you do not want to reference the background so you kind of fudged infinate space. I gotta say, it looks like Thomas the Tank Engine stuff to me. Kind of claymation but a little too real. Style wise it works for me I like it when a space is created not photo real but it looks like it could exist anyway.

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I think this could be a good piece for you. Here are a couple suggestions:

 

Increase the curve resolution to avoid facets on the ends of the roof.

 

Increase the image samples to pickup the fine details like vertical siding joints and the railings.

 

Improve the filtering on the paving texture to avoid moire patterns.

 

Looks like you are using a stochastic renderer due to the splotches under the eaves and the noise on the interior walls. Depending on the specific renderer, some settings could be adjust to a higher level.

 

The realistic sky background is not very consistent with the rest of the image. There is nothing else photographic. Try using a gradient instead. Maybe a large radial that focuses the viewer on the building. A darker color around the perimeter will enhance the interior detail.

 

I like your use of schematic people. They lend a sense of scale as they should. Photographic people would just distract in this case.

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Dibbers,

 

I checked your profile out, I take it you are the same Iain Denby that has some top class renderings on your website, if this is your work, people should be directed to this website to show some of the best glass reflections I have seen in a long time, are they done in Photoshop?

 

Anyway Craig should check out this website to help him with some inspiration for future renderings.

 

See Ya

 

Enlighten

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Thanks for the crits guys :)

 

Please remember this is still an early wip. It was only rendered at 800x600 and antialiasing has made the image blur.

 

The model is really just a concept at the moment and I don't have details of the buildings around it so I have modeled it on its own.

 

The background is not staying, it is there just because I was messing about with HDRI but decided just to light the model manually.

 

The people are low poly anomated pepole which I will smooth out in photoshop when I do my final render.

 

Im going to work on it some more and try out all your suggestions ;) I will post a new wip soon.

 

Thanks again

 

Craig

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Hi Craig,

 

The first time I've seen your pic, I noticed people, and as per me thay look very nice, they are nicely used to show the scale, and thay look just nice, in 80% time people in 3d architecture look very bad, because real people pic's were taken and used in 3D, where often shadows are wrong and whole mood is out (hue, saturation, etc)

Water looks beautifully. Keep up with good work!

 

Regards Sergio! ;)

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Hi Graig,

 

First of all, I balanced the crit of the unregistered MT because, although lacking style, his critics where pointing out important things. (Tnx to Paul to point this out)

 

As pointing out flaws is not sufficient imho, I'll give you some direct tips to enhance your image.

 

- People: (HX of Polygems) Personally I don't like photogrammetry mixed up with stylistic renderings because of the inconsistency of detail and grain. Although adding 3d-people to a scene sounds like a good option, be careful that your people don't stand over the architecture itself. As your people really attract all the attention, try to dimm the colors i.e. make them darker and less saturated. Check out the guy in the gray suit with black trousers...

 

btw, I'm trying to contact Sean of Polygems for over a year now, but failed to do so because Polygems seems to be out of business. Anyone does know the guy or has an emailadress? Tnx!

 

- Textures:

* stones/pavement: get rid of the moiré ;)

* border stones: make sure one can see all the lines/gaps between the stones. For the moment I only see lines on the vertical part, not on the horizontal/ground part.

* water: looks quite ok, but stormy. I'd make it darker though (gradient).

 

- Background & Sky: as you will change this, I won't comment on it anymore. Make sure it fits the style of the image.

 

- Glass: add some blurred photoreal reflections to it and tune these with your sky. The best way to do this is make a copy of your model, make every material pure black and the glass 100% white, next render. Use this B&W image as a mask in photoshop to add any kind of gradient, photographs, paintings as reflections. Be sure to try out different opacity settings and blending modes.

 

Here is an image I've recently made that kind of feels the same way as yours imho. You might want to study the sky, glass and background. (As you'll notice, I have also used HX for people)

 

AMS_ATB_LLZ_groot.jpg

 

For more details, check out: Residentie Lausane

 

- Lighting, grain etc: as this is a test, I think you're working on these...

 

- Composition: this is the most important issue imho. The camera angles are fine, although I would get rid of the horizon at half the height of the image. Go for 1/3 or a golden section (more for taller buildings) ;)

Everything else looks like an object put on a plate to me. You should add more environment, depth and interest. Be sure to use different overlapping plates: foreground - middle plan - background.

 

rgds,

 

nisus

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Hi Craig,

 

The building is looking very nice, modeling and materials are good as well, my only constructive criticism would go to...

 

1. I would boost the contrast on the images, I thinks it is ´cause of the skylight that you seem to be using. Skylight tends to give a washed look to the images.

 

2. You are using a blue sky on the background while your lighting is more like an overcast sky(no sunlight).

 

3. The background image, specially that blurred horizon line is not up to the quality of your modeling texturing.

 

4. As nisus has said, I would put some photoreal reflections on the glass as well.

 

Keep us posted!

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I rather like the people, myself-- they have a stylized sort of feel to them, and while there could be some improvement, I do feel they go with the fun funky building... certainly TONS better than those nasty superimposed RPC things would.

 

Oh... and it reminds me more of a surfboard than an ironing board. I keep trying not to picture some HUGE surfer statue on top! :angecool:

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Hi all!

 

Only today I was more carefully reading nisus's comment and explanation on windows reflection. I must say it is very interesting approach to reflection, whitch gives you chance to fine tune-up reflections in PS, and at the same time saves you time. Now question to nisus, are you using this technique always when dealing with windows reflections?

 

Regards Sergio!

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I don't use it for animation. I started using it only recently (you've seen the project) because every other method failed.

Since I'm finishing a book on traditional architectural rendering, I plan to use it more often.

 

rgds

 

nisus

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Thanx nisus!

 

that picture you've shown as an illustration of your new method is amazing! because there are really a lot of ways to acheive reflection on the windows reflection, this is the most ellegant one.

Thanx for shareing that with us!

 

Regards Sergio!

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another way to save out for a composite mask in max is to assign a material id to glass and render image out in *rla format (helps if you have combustion which i don't so i do a screen grab of the channel image) and hey presto a glass mask

also if you have piranessi the *epx format will allow you get creative with all the finsihes via material names or planes............it's a bit clunky but it's another useful tool

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