proxxy
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Benjamin Steinert
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I agree. The texture on the wall needs work. Currently it looks like mold is growing on it via a photoshop brush. It was the first thing my eye was drawn to and I really didn't get over it to see what was going on in the rest of the image.
EDIT: At cgtextures.com, there is a grunge -> grungemaps section that could help to achieve a better look for what you are attempting I think.
I fail to see how your comment is better in regards to the author of this posting's request for c&c...in fact I would deem it far less meaningful to the creator of this image.
After returning to the image and ignoring the building, I think everything else looks great.
o
omec cre
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nice job :)
muck mews
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thanks boss, im flattered!
yap, a few comments on the ground color. will take a serious action on the next project.
~cheers to u too!
-muck
muck mews
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Dear Ethan,
thanks for the blur tips! y i never thought of if it. i will surely use it from now on! haha
~cheers mates!
muck
Marlon Giron
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amazing render
MikeDugenio
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It's this kind of critique that gets no one, no where.
Juraj Talcik
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Maybe it's my architectural background, but to my eye corrected verticals, so your image is just 2-point perspective look, might look better in certain instances when building is focal point and takes most of the image space.
I think it would suit this composition, and maybe slightly (just a bit) higher camera ;- )
MikeDugenio
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Well, when somebody asks for critique for proxy'ing, I just usually look for the common faults that tend to appear when playing with proxy.
First of all the ground plane needs a material. I like variation in growth, but when you can see through to the ground, it shouldn't be white obviously.
Talking about variation. It looks like to have 2 types of patches, one short and one very long. Perhaps adding 1 or 2 more types of grass to spread it out.
Else it looks pretty good. It's also a good idea of cover up the horizon with something.
muck mews
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Thanks Mauricio!
the beauty of an art is very subjective. Glad that u love it. ^_^
regards,
muck
M
Mauricio Metz
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Pretty cool render!!! I like the contrast between shadows and light, it gives de house
a good volumetric perception !!!
muck mews
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glad that u love it. will taken the advice in my next project.
thanks a lot. =]
muck mews
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dear Ethan.
thanks for the meaningfull comments. Hey, its a good tips indeed! will apply it for my next project.
TiM Rynek
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I love the composition, really great!
If You need some advice... try to use the same texture for 3d grass & ground. Cheers!
Ethan Janssens
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There's a fist-rule in the movie industry when making animation movies like Wall-E and so on where they're "trying" to approach a photo-real look:
-every item in the background is low on detail in the geometry, shaders, ...
-every item in the foreground is HIGH on detail in the geometry, shaders, ...
If the foreground would have the slightest more of attention, you'd be much closer to a very strong image.
Also mention what it is you do in the CG-process... If you dont model the building, but the environment, it's really mention-worthy, cause then we're not even going to check for model-mistakes in the building, that's on "Evermotion" then, not on you.
Anyway, there's some good stuff in here, just the foreground bushes and other elements need more detail. Try a blur of depth to blur the foreground if you're not up for added the amount of detail needed m8 ? Always does the trick for me
cheers
muck mews
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thanks mate ! it just a 3d library collections. =D
Peter Mitchell
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All looks nice and lush to me. I actually feel my hayfever coming on...
muck mews
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thanks MD. appreciate that! =]
M
Mark Daniels
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I see - the materials and foliage are excellent - well done.
muck mews
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dear MD,
the model are just a sample from Evermotion model collection. i did not touch the model at all except the materials. anway thanks for the comments. ~cheers!
muck mews
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thanks for the comments. actually it meant to be gravel. thats it looks greyish. =]