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how to judge a rendering as a good one?


sunpupa
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That's a good question. :) From a strictly technical standpoint, it should look realistic. (Compare to a picture, can you quickly spot the fake? - If so, rendering needs work.) Then, once you've got the basics down, you can move onto stuff like composition, color harmony, stylizing, etc, etc.

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That's a good question. :) From a strictly technical standpoint, it should look realistic. (Compare to a picture, can you quickly spot the fake? - If so, rendering needs work.)

 

Rubbish!

 

Why does it have to be realistic at all, from a technical or even an artistic standpoint?

 

I think it's important that it fullfills the brief and that it engages and enthuses the viewer.

 

That could be a sketch!

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I pretty much agree with 2 of the comments above.. Sorry Joel..:D

 

I would say there are probably 2 levels to this.:

 

1. If its for cash, is the client happy..? If so, then yes, its a good rendering regardless of what anyone else thinks.

 

2. If its for public comment, then thats a different matter, and as Strat says, is open to lots of debate.

 

I would always go with number 1 first.. and then worry about number 2...;)

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No. That's a successfull commission regardless of what anyone else thinks. Not quite the same.

 

Sorry Iain I dont follow you..

 

In the context of the question, "whats a good rendering" I was loosely saying that "one the client likes" is a good rendering. If its a successful commission than the client likes it. Exactly my point number 1 surely..:confused:

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Iain is suggesting that an image which satisfies the client does not necessarily imply good artwork, but simply a successful job. A client may well be satified with mediocre artwork.

 

Its a good distinction to make and one i personally agree with. It depends how you judge your work - commercially successful or artistically superior. Hitting both targets should be the goal.

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absolutely. there are no rules and regulations. what looks good to you might suck to me. the only person to judge what makes a good rendering is you.

 

The above is what strat wrote.. I am agreeing with this.

 

I dont think at any point did I say it represents good artwork.

 

The original question was.. again.. what makes a good rendering. I am saying that a good rendering.. to the individual who did the rendering... is one that the client likes... Not necessarily one that everyone else likes.. read my reply fully.

 

At no point am I saying it would constitute good artwork. A good rendering to Sunpupa would be one that his client liked. No one else may agree that his rendering was good, but to him, that would not matter in the first instance as his client was happy with it.

 

However, the input of others could then be useful in order to improve of course.

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I was simply iterating what i saw as Iain's point -that good can be defined as success commercially and/or artistically and that they were different points - and agreeing with this viewpoint.

 

I think sunpupa needs to clarify his question so we can answer him appropriately.

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I was simply iterating what i saw as Iain's point -that good can be defined as success commercially and/or artistically and that they were different points - and agreeing with this viewpoint.

 

I think sunpupa needs to clarify his question so we can answer him appropriately.

 

It looks like we are all agreeing with each other.. and Sunpupa has decided to stay out of this one now..:D:D

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That's a good question. :) From a strictly technical standpoint, it should look realistic. (Compare to a picture, can you quickly spot the fake? - If so, rendering needs work.) Then, once you've got the basics down, you can move onto stuff like composition, color harmony, stylizing, etc, etc.

 

Without trying to be rude, I don't think you could be more wrong. Composition, balance, hierarchy, color, and mood are the BASICS of a good rendering in addition to portraying design intent and context. "Photo-real" is only only possibility of a successful illustration. As Dibbers stated, a napkin sketch could satisfy all of the basics.

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technique

intent

executution

style

 

and right at the very end....what the client thinks.

 

as soon as you take the clients critique as a measure of its sucess you generally fail, due to a large number of clients being scared, fence sitting mollycoddlers.

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LOL! What a controversy I seem to have started! :D

 

Here I thought I was helping out a noob by tossing out some very basic steps to achieve a good 3d "rendering" (Yes, I assumed 3d - it is CGarchitectect after, all, but nevertheless... My sincerest apologies to all of the under-promoted masses of napkin-sketchers out there.:D). By the phrasing of the question, I was assuming little to no 3d vis experience, but upon inspecting sunpapa's images, it's seems I've been set up. ;) Apparently, sunpapa has done some decent work and contrary to my original impression, he is asking a much more broad, philosophical question as opposed to a quick "how to make my render more pretty than what I am currently doing".

 

However, if the previous was the case, and it was a simple - "how to improve my skillz", I still believe that being able to accurately imitate reality is a strong basis for branching out in visual art.

 

In regards to Steve's comments, I guess it's really semantics to label mood, composition, etc as basics or advanced. It all depends on who you talk to and at what level they are at. I've seen some pretty in-depth thought going into composition over on cgchannel (We're talking mathematical functions and variations of the golden mean being used to set up composition. I'll bet that most advanced artist here don't commonly take such things into account on their stills, etc.) But obviously all of these things are highly debated and controversial, judging from all of the responses. Might as well ask if modern art is really art. :D

 

Perhaps our friend sunpapa just wanted to get some controversy going. LOL! In that case, bravo!

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