wodewil Posted December 12, 2007 Share Posted December 12, 2007 Hello! Someone asked me to write down a list of very important basics and rules to create high standard exterior visualizations. below is the list: Visualizations - Exterior High-End Standard 1) The building has to be placed and shown within/against its actual surroundings/background - it has to appear incorporated with its surrounding belong in the neighborhood- and - In case of a detached building designed on a large site - larger portion of the surroundings has to be presented - In case of a building attached to another building- building attached should also be showed 2) The surrounding should be modeled, textured, lit with the same precision and details as the main building design model 3) The surrounding should be “alive” - fitted for the visualized project - however it should not overshadow the visualized building- the visualized project should be in the center of attention 4) Surroundings: - 3D People, cars and trees: should be in an adequate scale, textured, and shaded according to the source of lighting - 2D - Foliage - people, trees and cars should be shaded according to the source of lighting, Alfa channel should be prepared without any artifacts after cutting out of the background (all kinds of thicker or rounder edges will be considered a mistake, an untrue fact) 5) Depending on pre-agreed concept idea, it is required to use solar systems or their imitations with soft shading- using Global Illumination technology 6) Texture mapping (Texture mapping is a method for adding detail, surface texture, or colour to a computer-generated graphic or 3D model) - objects on the scene should be mapped in order to diminish effects of duplication (Tilling). Texture mapping resolution should be fitted to the resolution of the background. Use of texture mapping with invisible tilling effect 7) Materials should be generated according to the natural features of objects 8) Smeared, flat or too stretched sky will be considered a defect 9) Views should be placed against characteristic elements of the building. It is recommended to include extra shots - close ups of interesting details 10) Most importantly: accentuate character and uniqueness of an object, project. Present object as a part of a living surrounding. . If some of You has some other ideas please post it Thank you and my regards, Lukasz T. Link to comment Share on other sites More sharing options...
wodewil Posted December 13, 2007 Author Share Posted December 13, 2007 Hello anybody What do You think? Is that list complete? Is it possible to create complete list, anyway? I need Your help. Link to comment Share on other sites More sharing options...
Tommy L Posted December 13, 2007 Share Posted December 13, 2007 1: Should meet or exceed the brief, on time. Thats it. Only rule. What you should concentrate your effort on is writing the ideal BRIEF. If the client in question wants the image to meet all of the points in your post above, make sure they pay for it and know what they are paying for. If they would like a 'clay model', ok. If they want a black and white mood piece with yellow spots, ok. If you want to create a photoreal rendering, the mistakes are easier picked out at the end of the project, not guessed before you start. I think you are looking at the question the wrong way around. All of the points you mentioned as 'bad' could be used stylistic elements in the right composition. Link to comment Share on other sites More sharing options...
wodewil Posted December 17, 2007 Author Share Posted December 17, 2007 Thanks Tommy! I was thinking about photoreal rendering. Brief it is good point. This list I've created upon the most common mistaces and defects, and my not so very very long experience. Rgrds and thank You lukT Link to comment Share on other sites More sharing options...
notamondayfan Posted December 19, 2007 Share Posted December 19, 2007 i would say number 2 could be argued. theres no need to apply the same amount of detail to objects either in the back ground (as they will never be seen close up) and sometimes foreground objects (if you intened to use depth of field to blur objects closest to the camera). also i think to make things look photoreal you should mess up the scene too. look for things that give the world its uniqueness, for example, cars will be dirty and not in showroom condition all the time. also if i was going for uber photo realism, id never tile a texture. either use large scale images, or create some. Link to comment Share on other sites More sharing options...
STRAT Posted December 19, 2007 Share Posted December 19, 2007 your list is quite subjective. it would only stand up against certain breifs. most points in that list i'd ignore. As for photoreal rendering, you mention some basic obvious points, but you word and context them incorrectly. it's a difficult one. one i'd personally not follow a set of rules or guides for except my own. i do what i feel is right. but that only comes with experience. so many people here throw in everything to their images and they look pretty poor, as i feel they've tried way too hard. if you're learning, then my main advise is to study real photographs. i would advise against many points on your list unless the brief specifically called for it. i think it's dangerous to teach peeps a 'set' or 'standard' list of rules or guides. As a nube, study real life. dont listen to do's and dont's. if it happens then it happens. you'll learn. and free thinking is the best learning experience. if you intend to make money, then i agree with Tommy's rule. Link to comment Share on other sites More sharing options...
wodewil Posted December 22, 2007 Author Share Posted December 22, 2007 Thanks for replay It's too objective (I've created it upon my experience and my rules) - thats why I've asked for your help and advice. I'm trying to create list of rules that will force freelancers creating exterior visualizations for us (Verity Development) to do what we want to do and dont do what they can, what they are able to do. There was situations when some first class architect have contracted concept, layout project and visualization to do. And everything except viz was great. But visualizations was awfull, just bad. So with that list we would like to prevent wasting time and money. We have to know that guy who will be creating viz is able to do everything in that list. Some guys have really good portfolios but when they start to do something its not the same. We must have 100% sure. ps: ad notamondayfan - : "theres no need to apply the same amount of detail to objects either in the back ground" - this is one of my most important rule - to do what someone couldn't even nottice because if it's not there it will be seen that it is not there - ad STRAT - : " i do what i feel is right. but that only comes with experience" -absolutelly true - but like You've said : that only comes with experience... and tell me how many like You are in the World? kindly regards and many many thanks Yours Lukasz T Link to comment Share on other sites More sharing options...
ronel Posted January 1, 2008 Share Posted January 1, 2008 for me i think there is no such things as standard for visualizations. It is you and the clients who talk....same as the buyers and the sellers and from there they can both base what they want. Clients is always right, they are the users of what we visualized. Sometimes is weird for us such things but they are the one who insist. Our role is to present and visualize the ideas. To achieve that is all depends in your knowledge and techniques as long as it is agreeable on both parties.... Sometimes we present in artistic manner though in reality it doesnt exist... the point is we satisfied our clients and thats all... Link to comment Share on other sites More sharing options...
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