Thomas An. wrote:Still looks good mostly at the tree line and above.
Bellow the trees things look a little better now, but the pavement is too perfect and too clean. The car paint seems slightly too reflective and/or clean and the material used for the rims (you were going for aluminum I guess) is somehow off or the geometry is too perfect; while the tires are also too clean and show no sign of weight from the vehicles. The rear window on that Subaru should have defogger wires. The curbs are too perfect also; usually they get tire marks and weathering over time.
It is not easy trying to do real life scene renderings; you can no longer get away with pristine materials as you would in product shots. I personally would not even dare a shot like this (I was never that good
).
Thanks Thomas. The pavement is so hard to do because there's so much of it. I really should use some kind of painted map instead of the repeating texture. I may try that. The cars... I've tried dirtying up the materials but with limited success. I think I would have to UV Unwrap the bodies to get good painted dirt masks. Probably not going to happen any time soon. That's a comment we get a lot from the architects in the office; the parking lot looks like a new car showroom. It's a good idea about the tire bulge, I could do it with a FFD modifier. I'll definitely put that on my list. Another great idea about the tire marks on the curbs. I'll have to try that. Maybe in Photoshop post render.
eric nixon wrote:Great light, these renders have a charm about them, would be great to see a screenshot of the settings... I guess the location was Tulsa?
Thanks Eric. What settings would you want to see? Environment? I have this HDRI that has great slightly tinted light and casts good shadows that I use for most of our renderings.
The location for this store is Virginia.
Brian Looney
Maxwell + RealFlow
http://www.turbosquid.com/Search/Artists/Bubbaloo
Help! I'm dispersing into a haze of probability!