Are you just showing or are you looking for critiques or tips or what are you looking for?
Todo lo que puedan decir para mejorar mis imágenes
Translation:
Everything you can say to improve my images
@stella_1 nice renderings! One thing I would add right away though is that the scene overall looks very clean and perfect so to speak (Materials wise) - In reality, though, most surfaces are far from perfect and you’ll naturally see blemishes and things like fingerprints/dust/dirt and so on. Take the wood flooring for example, which may show usual signs of wear like slight scratches.
There is a great blog post about how to generally achieve more realistic renderings here, and when it comes to adding imperfections, you can also check out this video here directly, which is also included in the blog post above.
You don’t want to overdo it, but without any imperfections, the scene just looks a bit sterile, too clean.
Feel free to generally also browse through our blog articles - I’m sure you’ll find at least a few articles that will be of interest to you. If any questions come up, let us know anytime as well!
Ok, I’ll give you my read on it.
Again, I don’t consider myself an expert. I simply look for images to be closer to either photo-realistic or in opposite -stylistic- and then think how I can work towards whatever goal is chosen. I’m going to assume you want your renders to be more photo-realistic. Your images come off to me as having a kid like or toy (or maybe more accurately a scaled model) like quality to me (or very stylistic). I think the primary reasons from what I can tell are these: proportions not accurate, camera fov too wide, Things like lighting being over accentuated (or fake lights) when they would likely be better served being subtle and materials not being addressed with their additional properties (left flat and smooth or geometry too sharp such as edges, corners etc).
Proportions: As examples to get to the point - I quickly noted the church in the first image being overly simple but having the green trim parts stick way farther out then if they were real materials (too thick). Same with the posts on the fence and the building to the left of the church. That trim is 10" thick or something like that that. If it was a model (small) using full scale materials would give that same effect. A real church would have layers of depth and textures. I don’t like the empty room in the far left building of the first image. (should a church be reflective of lights (5.jpg)) I also noticed the proportions being off in the ceiling square lights in the apartment and that 3 vertical light on the wall by the kitchen island. They stand out as overly thick to what I would expect to see in reality. Separately, the low poly outside (3ºB_03_autoscaled.jpg) also give it that model impression. I really like the colors of those outside objects but I hate the lack of detail/realism.
Separately, the church stairs seem wrong but I can’t point out why. Maybe too small, maybe no handicap egress, maybe no railings or maybe because they are floating or maybe because they don’t go to a sidewalk and only go to the concrete asphalt which seems not very churchlike. The steeple would almost certainly have it’s own lights lighting up that part if that building or other outside lights pointing onto the chuch. That tree on the sidewalk in that first image goes right into the sidewalk. Wouldnt it have a dirt opening dirt square or circle for the tree roots?
FoV: This may just be me and I haven’t tested it but I noticed in certain images like (4ºA_14_autoscaled.jpg | 5 of 21) that the sides are notably distorted and you notice the chair on the right stretched more than reality and what I would expect for a not very widescreen image. It’s also noticeable in the edges in other images like (4ºA_04_autoscaled.jpg) and others. This may also be leading to the distorted model type look and feel of things. I recall noting that sketchups 35’ FoV is supposed to be close to a natural eyesights FoV. The height of the camera should be about 3" shorter than the height of a person (an avg guy is 5’9, women 5’4" - so 3" shorter than either of those). I always do 5’9/5’10 as my personal preference because I’m 6’0 ;). Sometimes having the camera lower is optimal because it makes the foreground objects seem more impressive or stand out. Ultimately, it’s dealers choice but keep it in mind.
Lighting: While at a quick glance, I like the overall lighting in many images (4ºA_03_autoscaled.jpg, 4ºA_04_autoscaled.jpg, 2.jpg) and don’t in others (5.jpg, 4ºA_14_autoscaled.jpg, 4ºA_07_autoscaled.jpg, 3ºB_03_autoscaled.jpg), the reasons are generally the same as to the issues I see under further scrutiny. The interior lights are generally over exposed (too bright). If it’s day time, you are barely going to notice interior lights compared to the sun itself. In many of these images, it’s the opposite. (dusk images are maybe equal-ish) Even more bothersome to me, I noticed you have fake lights coming from no actual light source. Once I noted that, I couldn’t stop noticing it! An easy example is in (3ºB_02_autoscaled.jpg, 3ºB_03_autoscaled.jpg) the light of the lamp is casting a shadow onto the lamp arc itself when it would be impossible if the light was actually in that can. Instead you have the light somewhere in front of the TV near the table. Another example is (4ºA_04_autoscaled.jpg), you have many ceiling lights on but only the center light on the left if casting light outward (are the other lights broken?) and that triple light by the island has a weird horizontal shadow which gives me the impression you have a light cone on the camera side of the kitchen table pointing towards that triple light to give the illusion it’s lit up. Personally, I don’t like that. I generally put an enscape light in the light component itself so when I copy paste my lights - they enscape light gets copied with it. Sometimes I’ll have unique copies of component lights in different areas so I can adjust the lighting according to that area separate from other areas. Sometimes I’ll put different lights onto different layers so I can easily hide those enscape lights - essentially turning them off if needed. I generally like the color of the lights you have but many are way too bright or overexposed. pointing at you (5.jpg) at at (4ºA_14_autoscaled.jpg) the light behind in that back kitchen area or others noted at the beginning of the paragraph or elsewhere. Don’t forget to implement IES lights as well. That add a nice touch.
materials not being addressed: I noticed many materials simply being flat forms of color and having no texture or grain or bump or reflectivity or other. This also leads that impression of being small model like. I texture -every- material in my models even white walls. I try to use zero sketchup default colors (if I do, I will add a bump or reflection effect) then I go back and add secondary texture effects to everything such as bump maps or reflection (can just use kewywords many times - check link) or other texture effects.
https://enscape3d.com/community/blog/knowledgebase/sketchup/
I don’t like the base moulding being metal (4ºA_14_autoscaled.jpg)? is that right?
Separately, (4ºA_07_autoscaled.jpg) The island transitions from the wall to the dark grey to the white in a perfect transition of color only. This would be more realistic if there was a slight space/ shadow or depth change to as these -real- objects transitioned in reality. Same with the windows/door on the left. It’s too perfect and flat. Separately, the objects on island, rotate slightly and randomly to give the impression a person set them and not merely copy/pasted or placed. Typically when I create a model, I do a run through after the fact to adjust all materials then another run through to randomize things or skew or add objects (entourage) to make look more human. Lighten the green leaves on the orchid slightly as well!.. .and if you are going to have your lights on, why is the kitchen table light not lighting that beautiful orchid? (4ºA_03_autoscaled.jpg) Why do you have the same books/dvd’s 2x in the table next to the couch ![]()
I like the light blue walls contrast with the with the light wood tan textures and the warm kelvin lights with the predominant straight white walls and overtones. I like the colors generally overall. It’s currently one of my favorite color schemes. Many times the blue is the sky from outside (in other renders) but here it’s the wall.
I like the sunlight on the outside images and I like the sunlight reflecting the tree shadows.
I like the images in the 10 seconds initial look. It’s only the scrutiny view that the flaws come out. Ultimately, I think these are all really good overall “first rev” images but can be improved to that 2nd rev level pretty easily and quickly.
I checked your website and man you have some complex high detailed cityscapes etc. I imagine the time to do that was a lot in spite of using repeating objects/buildings etc! Very impressive!
mil gracias por todas tus críticas, las tendré muy en cuenta!!!.
mis fantástico lo profundo y detenido de tu observación
One small thing but would you be so very kind as to translate your messages (alongside or instead of your Spanish text) to English before posting?
Google translate for example is more than sufficient. This way everyone here in the Forum can directly read and understand what you are saying without having to rely on a translator themselves. Thank you so much!








