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Need some advice


azzurraferraris
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hi!

 

The first thing that jump to my eyes is the flatness of the rocks. Can you try with displacement or bump? I would probably model each rock individually with a plug in like rock generator, it's free.

 

the trees could also be made in 3d. Yea I would start with that!

the water looks kinda plastic...I'm not an expert on water tho...maybe play with the fog settings of the material.

 

good luck!

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- The bump map on the stone looks inverted; the shadows are being cast as if the mortar joints are protruding more than the stones.

 

- The grass in the foreground looks more like hair than grass? If you're going to be using 3D grass, don't sit it on top of a grass bitmap; that doesn't make sense visually (or in the real world) and our brains don't perceive it as being correct. Use a dirt/soil bitmap beneath the grass and then adjust your scattering to cover it as much as is required.

 

- The water looks like plastic.

 

- The photoshop lens flare suggests that there is a sun coming from that direction, yet your scene lighting doesn't.

 

- Overall the image is a bit too dark; it looks like you are exposing the image for the interior, rather than the exterior. You need to make a decision on what matters most in this image. Blown highlights on windows in night shots isn't just a CGI thing, it happens in the real world too and isn't an issue if the rest of your image is correctly exposed.

 

- There is visible tiling in the background grass on the hill.

 

- The two closest windows are missing the tops of the frames.

 

- Use reference photography; you could easily pick out all of these issues yourself if you compare your image to a photograph.

Edited by Macker
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  • 2 weeks later...

Hey, here are several changes I would personally make to the model:

1. You should work on the stone cuts. The edges of the house are perfectly cut, which makes the building look kinda fake. I would probably put them one by one, so I can achieve more of a realistic effect. You can also use the defuse filter and the normal bump to achieve better results.

2. Something else I would personally work on is the ambient occlusion effect. It will give the model some depth.

3. I would suggest using UVW Maping as well. It's a great way to give the structure some curves here and there.

4. The water needs some work as well. Some additional spills and drops around the wheel will do wonders.

5. And last but not least use Z Depth Pass.

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"Hey, here are several changes I would personally make to the model:

1. You should work on the stone cuts. The edges of the house are perfectly cut, which makes the building look kinda fake. I would probably put them one by one, so I can achieve more of a realistic effect. You can also use the defuse filter and the normal bump to achieve better results.

2. Something else I would personally work on is the ambient occlusion effect. It will give the model some depth.

3. I would suggest using UVW Maping as well. It's a great way to give the structure some curves here and there.

4. The water needs some work as well. Some additional spills and drops around the wheel will do wonders.

5. And last but not least use Z Depth Pass."

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