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some archetectural rendering

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  • #16
    nice images. the balance of lighting is well done, showing both the exterior elements and giving a peek at the interior, something i have always found tricky when rendering exterior shots with that many windows.

    but the ones without real ppl/cars are tons better.

    from a practical standpoint of showing scale i know the ppl are somewhat neccesary, but i dont feel like there are any problems with understanding the scale of the ones without the ppl.

    maybe ive just seen those damn ppl to much to be objective heh.

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    • #17
      wow!

      Really nice images, Compliments!!

      can u give us more details, about glass and grass?... is it displaced?...

      Lighting settings are very very realistics.
      Workstation Core i7 6900 - 32GB RAM - GeF970
      Dual Xeon E5-2630 - 32GB RAM

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      • #18
        Hey nice work Serge...besides some dodgy matting on the trees, the images are very well executed.

        Nice design too.
        sigpic

        Vu Nguyen
        -------------------------
        www.loftanimation.com.au

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        • #19
          wow... impressive.... !
          i like it...


          /mario'
          Dual Xeon E5-2699 v43, ASUS Gforce RTX 2080S, Samsung M.2 SSD,
          www.robostudio.swiss/portfolio
          mr@robostudio.swiss

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          • #20
            the glas looks great. is it possible to get informations about the materiel and the settings ?

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            • #21
              thanks for the coments



              for the grass: I've made some picture from diff. angle of some garden and i use them to compose the forground
              some are from imagecell library

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              • #22
                metal shader for the glas ? hmmm, thats new to me, but it makes sense. thanks. the last pictures are great !!
                one last question. do the windows cast shadow or is that turned off ?

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                • #23
                  the windows cast shadow is on

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                  • #24
                    I agree with everyone about the second image. Good job! I was looking at the third image of the house to try and figure out why it looks too much like a fake. Here are some observations that might help in the future! (Forgive me for the length of this, but there are a lot of things that could help all of us make better architectural images.)

                    The lighting on the house is intense, yet the sky looks too gray. Compare it to the sky in the second image, which looks about right relative to the lighting on the modernist building. It almost looks like the house has a thunderstorm creeping up on it. Disturbing in a Hitchcockian sense!

                    Look at the background vegetation behind the house. There is no atmospheric hazing to suggest distance like there is in the second image. Also note the darkness and contrasts in the trees in the second image. The flat drop-in trees in the house image might be fine for a quick fix, but they need a lot of tweaking to get the dramatic contrasts that you see in the real world. The pine tree on the left of the house should be quite dark - especially since the light is coming from the left and the part of the tree you see would be more shadowed. The shrubs in front of the garage are just not right at all. There are no shadows to give them form.

                    It's also interesting to compare people's reactions to a modern building vs. a traditional one. I think a modern building, with fewer details, can be more "realistic" in the virtual world - especially since many of them follow unusual design rules. The traditional building is one which we're all much more familiar with, and it often uses many, many more small details. It's harder in my opinion to create a great-looking traditional building in a computer from scratch. Take a look at the third image (the traditional house). Even if it is a new structure, you would probably notice a lot more small details.

                    For example, the underside of the eaves might have tongue-and-groove boards. The shingles would likely have a metal drip edge all around. The window casings are perfectly flat - in a real house you would probably have a "backband" moulding around their edges or some other detail. The garage arch window might have a trim casing too that matches the house. I also agree with "Sinner" in that even a new house would have more variation in the textures - even some subtle stains. The french doors on the left have mullions, but the ones on the right do not. And a house that is all doors on the ground level is very rare. (Where do you put the kitchen sink?) The dormer windows also don't have window casings like the ones on the left.

                    The roof material on the dormers looks like it's painted or anodized metal. It might help to have anisotropic highlights to give them more life. If it is new copper, then it would probably be very shiny. And even the most carefully handled copper still has some blemishes after installation.

                    The people and items on the grass are dreadful! Asango and flipside are right!

                    I don't mean to be negative. The other images are terrific!

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