Boris Ulzibat wrote:tokiop wrote:Boris, your interiors look great, very clean visualisations! I guess architects don't bother with worn textures and milimeter modeling, small chamfrains everywhere! Maxwell has a lot of different uses and thats good!
I've seen a good thread about that on some forum - don't remember where... The conclusion was "First you create a perfectly photoreal interior, with signs of imperfections, dirt, dust, fingerprints and so on, and then you try to tell the client that this is how his perfectly-clean-in-the-beginning flat or office or cafe will look after a year!"
Yes! Maxwell is very versatile tool, and the tool that is easier to work with is better tool for me!
Good art does not necessarily make good visualization. The same is true for the opposite. That is why I've often heard people here say how boring arch viz is. There is a very discernable difference between CG art and design visualization. CGI for games is a totally different genre from viz. CG vfx is another entirely different thing.
When a client is looking at a viz of their design, they are not inspecting it for realism. They are looking for an accurate interpretation of their design. However, a well-produced visualization will look realistic aside from the requirements of the client. The client is not looking at a render. The client is expecting to see their design.
The things that contribute to an image's realism are also the things that are paramount in interpreting a design - properly created models (chamfering edges is a requirement - not an option!), quality textures, correct lighting simulation, and a good camera view. A well-lit poorly-executed model is just as bad as poorly-lit good model. A rendered texture that is not seamless, or does not resemble or represent the provided physical sample is a failure. A camera that makes the entire scene look awkward or distorted may be interpreted as good art, but doesn't necessarily make for good design viz. But if the client says, "Hey! Can we tilt the camera? Make it look kinda crazy?" Tilt the damn camera.
Once you have good models, good textures, good lighting, and good camera work, you still should introduce small elements of randomness into the scene to keep it from looking static. Chairs and accessories should not be lined up like soldiers. Show thought and care in the placement of everything in the scene and maybe - just maybe - even your peers will be impressed.
