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WIP; large housing complex aerial view


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first of all, let me say that these large housing complex aerials make me nuts.....no camera angle seems to work w/out more and more modeling in the periphery......the files always end up enormous and render times long.....clients always want to see a 'full' view of the homogenous complex; but that is where the problems begin.....tiling patterns begin to develop, along with lovely moires effect among the myriad of other aerial view artifacting.....i've been using more and more noise to my textures but that only goes so far..since....the model/textures still has to be used for the usual 'street-level views (renderings).....what are some the techniques that you 'masters' are using to pull these aerials off? as always comments are welcome and appreciated.....

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hah, i'm hardly a master of anything on these forums.

 

but, one thing I did notice was the flat roof tiles.

If there is any was to add some physical dimension to those, not just a flat repeating map, it'd really help the aerial.

 

granted, doing so takes quite a while to model and will def add some rendering time.

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uvw map your surfaces in the modifier to fix your tiling. But theres some tweaking going to be involved so be patient.

 

Use your bumpmaps to give your materials some character also and adjust your specular while your in the editor also.

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could you not just ps up a larger tile sample with more variations? at the moment your tile sample is about 1m*1m judging from the size of those people there.

 

Why don't you stick your tile sample in photoshop, copy the texture across ten and then down ten so you have a 10m by 10m texture, add a whole lot more variation to it with noise, clouds and hand drawing, rotate some of them round and blend bits over the top of them untill you have a fairly interesting but tonally even tile pattern and then reduce the size a bit before reapplying it to your buildings across a much larger area.

 

To tell the truth I'd say you're not far off with that rendering. I quite like it so far. It only needs a few more details and a better texture on the roof perhaps and you'll be good to go.

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the model/textures still has to be used for the usual 'street-level views (renderings)

 

Definitely no master either, but I've had similar projects and I've used the same models but different map scaling for close-ups vs. overall shots. That headache grows when you have to do an animation showing both :(

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A couple of tips that may or may not help:

 

 

No matter how high you go with your camera, try and keep the horizon in shot.

 

Much patience and Photoshop work. For a long range still, geometry can get lost and is labour intensive. Using masking and multi-pass renderings, especially PSD manager if you have it, can cut lots of render/model time.

 

Photoshop 'clumps' of planting and large planted areas rather than one tree at a time. Alot of image searching for vegetation with the right lighting/angle is needed for this.

 

A large price tag, with even larger 'update/design change' price tag.

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A couple of tips that may or may not help:

 

 

No matter how high you go with your camera, try and keep the horizon in shot.

 

Much patience and Photoshop work. For a long range still, geometry can get lost and is labour intensive. Using masking and multi-pass renderings, especially PSD manager if you have it, can cut lots of render/model time.

 

Photoshop 'clumps' of planting and large planted areas rather than one tree at a time. Alot of image searching for vegetation with the right lighting/angle is needed for this.

 

A large price tag, with even larger 'update/design change' price tag.

 

 

good info....I simply moved the horizon up and out because i didn't want to try and find a wooded suburban midwest american photo that would work for a vanishing point...I've had mediocre success in the past...but you're right, something seems wrong without some sky......I've been using more and more post-production layers etc (i use GIMP tho) because of design changes, which beats modelling....thanks

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Personally, I like your first rendering better than this second one.

 

That mean said though, nice grass.

 

I think that main thing that I dont' like are the people in the picture. The ones in front are certainly not to scale.

 

It's getting there, though!

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  • 2 years later...

hello all,

Actually i did not notice this thread and had started another thread with the same problem mentioned in this thread.

Here is a sample of the recent project i am working on. Critiques and advice are equally invited and would help me make it a lot better.

I am having the same problems with texture and tiling.

Please advice,

Thanks in advance

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