industrial units - pre animation tests

not a very interesting subject, but wondered if I could gain some c & c’s on this scene before I go to animation.

Thanks

Steve



Looking pretty good to me, nice lighting. I think a better sky would help, cloud formation/angle doesn’t quite fit and the blue/purple car in the 2nd image stands out abit.

indeed maybe adjust the sky, also the numberplates on the cars.

i wouldn’t change the sky - i really like it.
think it makes for a great image.

only possible crit from me would be more shrubs - but if they aren’t there and it’s literally a big car part then you can’t do much more.

good job Steve!

Looking really good. The glass seems a little too transparent at acute angles, maybe adjust the fall-off/fresnal reflections?

Really good renders. One thing i would do is to turn the glossyness up a little on the steel. It will really bring it out.

Hello, i’m a long time viewer of this forum, which i think is one of the most colaboratives on the net, and been planning to participate for a long time too.
I think those frames are beautiful but agree about the glass reflection.
The asphalt in second image looks like is going inside the building, maybe the floor’s color is the same of the asphalt? And seems your brick’s bump is inverted in the last image.

hope it helped and sorry if my english isn’t quite clear,
Gustavo

Everything looks good. My only suggestions would be to darken the asphualt a little and go with a more blue and less cyan sky.

I really like the images as they are. The only thing that I would like to see improved is the pavement…and that can be done pretty quickly in PS:

(hope you don’t mind)

Great renders! The lighting is great, models and materials also (only the two cars mentioned earlier could be improved :wink: ).

The only thing that hits me are those black/white poles by the gates - they look unnatural and too flat. Maybe add some blurred reflections and brighten them a bit, so they can stand out.

cheers!

Maciej

Looks great, just one crit from me…and it’s picky…
-Brick and mortar bump/displace seems inverted.
and at the masonry openings there would not be little slivers of brick, like you can really see inthe closeer views. Just a little mapping adjustment…

Nice work, cars look great, too

thanks for the comments everyone - I’ll be sure to incorporate some of those suggestions.

I’ll post the animation when completed

Cheers

steve

the only comments i would have had as well is also to darken the asphalt. i like the sky. i can see the brick looks inverted however there are some buildings ive seen where the mortar isnt indented but actually comes out a bit

Usually when the mortar is protruding, it’s when uneven stone was used, like big peices of granite and the joints were running as well as staggered. Letting the mortar protrude makes the joints appear more uniform than the stones actually are. I could be wrong, and have only been a mason tender, but I don’t think this practice is done with brick.
But anyhow, as I said, it was a picky crit, sorry. The images still look great. Asphalt looks correct to me unless it’s meant to be freshly poured…but asphalt is different everywhere, right?

this is the kind of effect I’m looking to achieve with the cladding material - as you can see, I’m not quite there…any suggestions??

Thanks

Steve



What I could suggest is stronger reflections with less blur - 0.4 - 0.45 maybe.
The cladding on this photo is more reflective than in Your renderings.

And maybe some falloff in the diffuse slot - perpendicular/parallell with brighter color in ‘front’ and darker in ‘side’?

cheers!

Maciej

they look very convincing to me mate…the only thing I notice is the cars are way too shiny

Looks great for this kind of project. the metal reflection glossyness is too low as mentioned but it also may help to try out a reflection map on because its going to look flat if nothing is being reflected.

I’m still not clear on the pro’s and cons of each method, but id be tempted to switch on fresnel reflections and adjust the material via its IOR instead of going for the oldschool max material method of resorting to falloff. I know a lot of people use falloff but i vaguely remember someone (vlado) saying that it isn’t as accurate - something about being an additive method?. Hope someone else who knows more can elaborate. Sorry, i’ve got a shockingly bad memory!