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Well it's sort of a work in progress.


Mad Matt
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I might comment here; the rendering is fine except where the roof lines on the right side corner need a little stronger dilineation.

 

What I do notice is the design imbalance of roof to the body of the building.The roof seems a might low in pitch,to accomodate the mass and height of the wall. This in turn, also, seems to make the dormers out of scale with the roof.

 

I do understand there is design criteria of which I am not aware, but these would be my initial observations.

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the bushes look great, are they mapped, modeled, or p-shopped?

 

 

your stone texture needs work, it is tiling.

 

i would move the position of the sun so that it is not hitting your building at a 45 degree angle to the corner (or there abouts). this is causing equal shading on both sides. rotating your sun will help the definition of the roof gables, and the corner.

 

try rotating your planters so that you are not always looking at the same side.

 

also, the trees behind the building to the right seem a little off on there color compared to the rest of the image.

 

i would also 'squeeze' the sky so it looks more like it is fading away from you.

 

the windows look like they have a dirty cast over them. making them more transparent, and a darker color might help?

 

i would change the shade of the asphalt, to me the color is competing to much with the siding.

 

the only other thing i can think of is adjusting the crop of the image. drop down about a foot, and increase the angle. since yoiu have a tree'd site, you can let the edge of building be in the rendering, you don't have a horizon to worry about. if you are trying to avoid parallax when you drop, just crop the bottom later.

 

..overall it is coming along nicely, just needs some extra punch.

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I agree with njoel. Without massing changes, that may not be possible, the boxed eave returns on the dormer gables are really distorting thier percieved mass. Reduce the pitch of the baby roof slopes, make them a hip slope from the fascia corner, alter the color[Alum or tin flashing?]. In addition raising the fascia line might help also.

 

Something besides the tiling with the stone?... Reduce the saturation of the map? Decrease the specular lelvels or use a differnt shader? Aniostropic to Phong or Blinn? Some kind of transition from wood to stone- Sill, drip edge, visible overhang of the wood siding over the masonry-shadow line?

 

A quality image is on it's way to being

 

rgrds

WDA

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Thanks guys lots of great comments I'm working on fixing it up.

 

I doubt I'll fix the stone texture though. The stone map comes from the manufacturer. There are over 100 different ones. Different types are chosen for different jobs so I'd probably end up having to fix up the stone map every time I did a building that used it.

 

The bushes are rpc objects. I'm pretty sure you can still purchase them.

 

Anyway here's an updated image. Lemme know what you think.

 

I changed the flashing color. The white was just too overpowering. Changed the lighting so the roof is delineated, added a flashing between the board and batton and the stone. Did a little work on the stone material but just to make it look bumpier. I think it looks a lot better now.

 

filepush.asp?file=front2.JPG

 

[ February 03, 2004, 08:16 AM: Message edited by: Mad Matt ]

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