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Traditional House


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1286568082.jpg

Studio/Institution: Personal
Genre: Residential Exterior
Software: 3dsmax, Octane Photoshop
Description:

Hey guys, this is my first thread, Ive been venturing into architectural illustration over the past 6 months. I have a strong desire to improve and create more realistic images. This site seems to be full of great talent, that im hoping to aspire towards. heres a image im been working on.

 

I would really love to get some strong feedback towards whats holding this image back.

 

Its modeled in max, then rendered in octane and composited in photoshop.

 

Thanks

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Looks great! A very good start, what is your background in cg?

 

Are the trees done in photoshop? The shading on their leaves doesn't seem to match the lighting in the scene...

 

Asphalt texture needs some work. I think the scene is a little too dark overall, some using curves in ps to brighten it up and adding some contrast might help

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Looks great! A very good start, what is your background in cg?

 

Are the trees done in photoshop? The shading on their leaves doesn't seem to match the lighting in the scene...

 

Asphalt texture needs some work. I think the scene is a little too dark overall, some using curves in ps to brighten it up and adding some contrast might help

 

Thankyou, all the vegetation is done in Photoshop. which is something that makes me a little uneasy. until i have time to build up a strong library of plants and trees i figured it was the best way to go. ill play with the brightness and tone of the trees to get a more consistent look.

 

I changed the curves abit after you mentioned that and it helped alot. as for the asphalt what would you suggest to improve it? is it the lack of imperfections and stains in it, or actually just the texture itself?

 

There was a few things i noticed also after looking at it, one the hardiboard/vinyl siding is reading as stripes to me. im gonna model it out properly, and some of the trim is actually not supposed to be white but more of a beige tan.

 

Im gonna take care of these issues and repost later.

 

As for my background. i started out in high school aspiring to be a environment artist, but after finishing high school i took it easy for a few years and survived off of construction...... (bad idea) all the while thinking of what i might really wanna do. so then last year i decided to go for it and devoted all my free time to improving my skills relating to environment art and learning more about the industry. and soon figured out that its not all i had hoped for. The actual work would be incredible but job stability, wages and work hours were making me think twice. So i used what i had to figure out what else i might enjoy, because to me i enjoy modeling a cofee table just as much as a tank or sci-fi weapons station. So now i have my path i want to take, im doing some contract work for a company in chilliwack. i just need to get better as fast as i can! Then get a fulltime job doing this.

 

In regards to my environment art, your welcome to check out my portfolio

http://www.daniel-doerksen.com/

 

 

Hi Daniel,

 

How are you finding Octane... I've been meaning to have a play with that. Do you apply your materials in max or octane?

 

Octane is incredible in so many ways and its really improving with every release. you can apply materials in either max or octane. the only weird thing is when imported in everything has to be one object.

 

its a incredible program, if you have the hardware to back it up. im gonna explode using my pc with it rendering times should be around 30mins for the stuff im doing but for me its 6hours. im gonna be updating my pc within the week its very necessary now. im running a intel core duo2 2.3ghz 32bit with a 9600gt. planning on a i7 930 with a gtx460.

 

you can download the demo of octane for free, however your resoultion is limited and you cant save anything. its worth the money it costs though

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Hi Daniel,

Saw your Web and it looks awesome!!!! Great stuff man! and only 6 months you said? U have a lot of good stuff ahead of you.

 

I started a year ago seriously devoting my time into it. and 3-5months more focused on architectural.

 

So heres the rerender,

 

wip3a.jpg

 

i changed the vinyl siding from a texture to modeled.

fixed the trim colour to match what its supposed to be.

brightened the scene up a bit.

rescaled the rock.

and a few other small things.

 

just noticed that the siding looks flat and boring, i tihnk it needs a bit of specular

 

Nice image. The trees sit very uncomfortable fro me. Try the image without the foreground trees altogether.

 

Without the trees it looks very unfinished i get what you are saying. and i really need to invest some time here and model some good trees, i think im gonna do in the next couple days. it would be nice to have all foreground vegetation modeled.

Edited by Daniel Doerksen
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  • 2 weeks later...

Big improvement in the lightness. I think your sky is a little bit gloomy, especially the left side. It's fine if that's what you're after but if you want your image to perk up some, a more blue, less cloudy sky would help would help to lighten it up even more. Like the mountain range on the right.

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Thanks Akira, Ill ellaborate more on the 6months, i have only been doing architectural viz since julyish this year. The game art i started last november. Before that there was a big dul area of nothing till i was in highschool where i spent quite a few hours working on 3d. I even managed to get a national gold medal in 3d animation in 2005. and a scholarship that expired before i got out of highschool -.-

 

 

Dan, looks much better! The materials are coming along nicely, the glass is still too mirror-like though...

 

and ditch the sky for a nicer background... just because we live in the lower mainland doesn't mean we have to render it...

 

I havent adjusted anything since that last picture, but i do agree with the glass, i was thinking about modeling up some quick rooms and throwing some blinds in, would definitly help alot. and then put a different sky in aswell. thanks for the crit

Edited by Daniel Doerksen
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  • 4 weeks later...

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