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Beach Front resort


Billabong
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  • 2 weeks later...

much better Brandon :)

 

but still.....may I insist?

 

- vegetation colours: all palms ougth to have the same colour, bushes and grass colour ougth to fit with together with the palms.

- textures; better now, tho parking pavemnet is still missing

- lumination: I would have expected a very sunny day with very sharp shadows.

 

I would use a vraysun with 0.003 intensity & some omnis with far attenuation/vray ligth planes to help where the dark parts of the building are: entrances.

 

I wrotte a little ligthning tutorial, including vraysetups for indoors or outdoors. http://www.vray-materials.de/forum/showthread.php?tid=320

...please have a look at it, it may help.

 

cheers...Eric

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Thnaks Eric, Ill try a different road texture, I did the texture in PS. My problem is no matter what road texture I use, once I scale them down and start tiling them, they look tiled, can you suggest a work arounf or an actual work method for asphalt. thanks again

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from a clueless noob:

 

Something I noticed on the first image was splotches like a large noise had been used to add variety; on the building face and on the pavement. May also have been a repeat of a tiled texture hot spot, not sure, ain't going all the way back. The red car right now is a little too. The blue minivan is interacting w/ the environment much better.

 

I've been suspecting that the best solution to tile repetition is to not have textures that tile.

 

Something that may help, though tons of people don't do it... put the camera at a human height. People live on the ground. People looking at models live in

the air.

 

Should the sky be so deep? Try blowing it out a bit.

 

There's a softness that seems unreal. I can't figure if it's a GI effect or the sampler.

 

I'm looking right now at http://www.swfhomes.com/photos/fullsize/sanibel_harbour_tower_condo.jpg

 

Models are made out of cardboard - flat. Your lighting isn't bringing out what little articulation there is on that facade. The sun is (roughly) behind the camera. Try swingint it around so the short faces sticking out from the building get the brighter light. They'll fade to shadow under the balconies while popping out from the bulk of the flat. And stretch the shadows from the back sides of others. That will also show any surface texture or irregulatity better on the larger surfaces. And if it sucks you've only wasted one quick render ;-)

 

We can only see one face. No side :. no volume :. poster :. fake.

 

The building is also at fault.

 

Instead of on the ground, try up in the air (then have to model more context). There's something about this height which makes the trees up against the building just too precious like toys.

 

all for now.

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Well done bringing the greens in-line with one another. They match much better.

 

Try adding a camera correction modifier onto your camera, it'll remove that fish-eye lense that makes the building look like it's bulging in the middle. You may like it a bit better.

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