View Full Version : exterior wip
otacon
06-22-2006, 12:58 PM
Exterior render i'm working on. This is a low quality fprime test render with noise reduction, so textures are hard to read. Still lots to add, plus i need to brighten the shadows a little, thought i'd post it anyway to get some comments early.
Looks good already. Can't tell what you are using for your brick (Map or procedural) But I have been having very good luck with visual texture for my brick textures (nice and random and no repeats). I like the foreground in this one also and the way you've done your curbs. Do you ever use Saslite or Sasquatch for grass?
I also like the window glass, it looks very good.
otacon
06-23-2006, 12:40 PM
Thanks. Heres an update. Usually for brick maps the acme brick creator is pretty good, i think thats where these bricks came from. Never use sasquatch for grass, too lazy. Usually for stills painting grass in post from a reference image is the best.
Love the render, lighting is top notch as per usual for your renders. A couple of comments though. The people on the balcony appear to be very tall. A standard railing being 42" high would put your people at about 7' tall. Hmm, maybe it is a dormitory for basketball players. The tree above the buildings on the far left doesn't look great either.
These are very picky points because I really like the render, Just the right mix of cars, people and such. I will really have to learn how to do the car blur thing you do. It adds a lot of interest to the scene.
I use the acme brick quit often also but the visual texture gives a more 3Dimesional look to to the grout joints when I have closeups (that is if they are raked joints of course)
Anyways great picture. I can always use your renders as something to strive for so you better keep getting better and better.
MooseDog
06-23-2006, 03:07 PM
top shelf stuff as always jason:thumbsup:
minor thing, and your client would never notice:D , but the procedural you seem to have on the asphalt is too, well, procedural. at least it jumps out to me:screwy:
oh, and the trees in the bg, flip them horizontally so the light is falling in the same direction as on the buildings.
otherwise another success.
manholoz
06-23-2006, 03:10 PM
A very lovely image indeed. I agree about the procedural in the asphalt. This is specially noticeable because the white parking strips things thing to stand out a bit.
However, as it is, it is already quite good :thumbsup:
otacon
06-23-2006, 04:19 PM
Thanks. I agree with all the points. Asphalt is not too good, i might paint a diffuse map for it. The trees are pretty crappy, i dont have a lot to choose from at home. I thought the people looked big too, its weird because i loaded them in layout and they were to scale, maybe i accidentally resized them.
If the door at the balcony is 6'-8" the people look like they could be 6'-0" tall and the railing is 36".
Just guessing since I didnt model it, but thats how it looks.
otacon
06-23-2006, 11:58 PM
Just checked it, i had the people about a foot off the floor of the balcony.
Seraph77
06-24-2006, 10:54 AM
nice work, who made the cars anyway?
cheers
Seraph
Pavlov
06-24-2006, 12:13 PM
hi Otacon, great as always.
The only thing i dislike are clipped trees, gamma looks odd - in your picture there are almost no deep black shadows but these ones.
A minor note, asphalt shows procedural too much... i'd put 1 or 2 rusty metal or concrete textures as multiplier both in color and diffuse channel.
Paolo
Lizard Head
06-24-2006, 01:56 PM
The cars and humans are great.. it is nice to see someone pay mind to which way thier light source is and reflect that in adding in cars and people,,,,, so far to often,,, and it bothers the **** outta me but people will do all this great modeling and lighting then go do something idiotic and get lazy and add RPC's to their image and not pay attention to the light source on the RPCs.
just lazy
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