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Exterior - Dublin - Critique


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Hi,

 

I have a few comments about the image..............i hope they are helpful!

 

1. tile and brick maps look too big.

2. what height is your camera? it looks too low to me.

3. i would replace the road and foreground grass with photographs in PS.

4. I would use photographs of real people instead of using 3D models. vyonyx have loads of cut out people, trees etc on their website, you can download these for free.

5. are you using VRAY? how are you lighting the scene? i would recommend a single VRAY sunlight system and GI (irradience and light cache) this will give you a better resolution.

 

Hope this helps............

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Thanks for the reply.

 

I will take other look at the maps and camera hieght.

 

I have just had a look at vyonyx..a really good site I will definitely be making use of.

 

As I have not used photo images for people before, how would I go about getting the correct shadow?

 

I am using Vray. After much experimenting, I used a vray light mat on a dome as the main light with 1 target light. I think the issue I am having is trying to compensate for the 2.2 gamma which gave the image a washed out look. I tried to adjust this is PS but I dont think I have resolved it yet.

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the way i put people in images is to.....

 

put boxes (0.4m x 0.4m x 1.6m) in the max scene everywhere you intend on putting people.

 

then make all the other geometry black and these boxes red.

 

this is a guide render as to how big the people should be, ideally their eye height should be on the horizion line of the image.

 

the shadows in direct sunlight are really made up of three black layers which are turned down in opacity until it looks right.

 

1.darkest directly under the feet (normally made with a very soft ellipical brush)

2.and very faint area shadow

3.the main directional shadow

 

the main directional shadow is normally made by selecting the alpha of the person then distorting and flipping this selection so it matches the overall lighting of the scene. once you have the selection distorted to what you think looks good then you need to fill it black on a new layer and turn down the opacity, then make sure you blur the shadow slightly to give it a realistic look.

 

the best way to replace the grass is to put a basic grass material on in the render then overlay the grass with a real photograph by using a 'multiply' layer type. this will retain any shadows in the raw render. the key to making this fit into the scene is to give the edge of the grass a rough edge so it doesn't look stuck on.

 

I would really suggest you replace the lighting rig you have with a VRAY sun it will give you a completely different resolution which I think will give you a better feel.

 

enjoy

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no problem, hope it helps........

 

once you have got a good lighting rig i think it will make all the difference.

 

A great resource for VRAY materials is - 'vray-materials.de' .These are free to download once you have registered but they are really good to see how other people have structured their materials.

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hi

i agree with all above, but i think you need to take a look on:

1-there is no active sun light in scene, i mean that the light flow is not as real world,look to the roofs they have the same exposure, this is because you used exponential color mapping, as i expected.

2-the materials of window frame needs to re-studied.

3-add some dirt to street and grass, there is no (super clean ground).

4-add street furniture, signs and lighting.

5-cars are too polished!

6-figures and cars are not the main focus of architectural shot, blur them.

7-add depth of field.

8-use HDRI for background.

8-try this render setting (if you like)

-GI; IR, None.

-color mapping; linear.

-gamma; 1.8-2.2

-image sampler; adaptive subdivision.

-activate reflections and refractions in environment tab with a HDRI map.

-use 3dsmax direct light to illuminate scene (sun).

hope works......

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Possibly think about moving the sun to come from the right hand side of the scene rather than behind the camera. At the moment 90% of your buildings' faces are receiving exactly the same light, this would help to break it up a bit and give more definition to your building elements.

 

EDIT: Just noticed you had it set up that way in your original render, might be worth experimenting with some different angles to see what works best.

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Again thanks for the replies, I am finding them really helpful. I have attached a quick update, moved the sun (thanks stef), and changed the bricks. There is a tiny tiny minuscule chance that I may have erm...used the bricks depth (102.5mm) instead of it's width (65mm) in my original image. Oops.

 

Well..now to change those little computer people and put a shine on the drainpipes.

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This is looking much better, the lighting is much improved.

 

Something that still concerns me slightly is the scale, the houses feel like they are a model instead of being full size, this might be fixed by changing the people but I think you might need to check the sizes of the cars. Maybe just scale them down slightly to play up the size of the houses.

 

Also the compostion is a bit strange, the road / pavement is too dominant as it takes up half the image.

 

Don't forget to have a look at your tile material, currently they are too big and look too flat. you might need to experiment with a displacment map to get the correct effect.

 

I would also put some curtains in some of the windows to break them up slightly, they are after all indivdual houses.

 

Good work on the improvements so far...........

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This is just a wee point - but have you displaced your driveway / paving texture? If so I think its eating up the feet of your people and cars, and its also leaving a slight lip as the material changes from pavement to driveway. As I said its just a wee point - but I like the way this is heading.

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