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I'd find a seamlessly tileable material to replace your burgundy granite. Pattern tiling is a dead giveaway to CGI every time.

 

Overall, I think the lighting is good. More delineation with your materials may help soften the harshness of all the light being bounced back by the white surfaces.

 

Assuming you haven't booleaned any of your curbs, I'd go back and increase the Path Steps (if they were lofted) or the Interoplation Steps in the lines themselves (if created using sweeps) to smooth out that segmented appearance. Furthermore, unless these are actually the types of curbs being used for this project, I'd utilize a curb cross section with a shoulder, not just the vertical rise like you have shown. Then map it with expansion joints every 10' to 20'.

 

Add some texture and "use" to your asphalt. If you can't map it, then try doing it in the post (Photoshop). It's way too flat and uniform.

 

Finally, let's see some parking stripes. But don't make them out of solid, opaque color or else they'll stand out too much.

 

 

Hope this helps.

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I'd find a seamlessly tileable material to replace your burgundy granite. Pattern tiling is a dead giveaway to CGI every time.

 

...

 

Add some texture and "use" to your asphalt. If you can't map it, then try doing it in the post (Photoshop). It's way too flat and uniform.

 

Finally, let's see some parking stripes. But don't make them out of solid, opaque color or else they'll stand out too much.

 

 

Hope this helps.

 

+1

 

Also, I think this image needs to be cropped much higher... less asphalt... more sky. I always try to keep away from having more parking lot than the subject of the render....

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