Copy Cat?
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Hi, because I wish to eventually us my render skills commercially I sometimes use simple images I find on the net and try to coppt them as an exersise. I found the first image from a local modular building Company. They are done by professionals so a good image to try to emulate, whilst adding my own style.
I find that emulationg these types of images is dificult as the marketing want a very clean, new shiny look and we can't use stains and decals and assets with a patina and imperfections
If somebody wants to take it on the model is here: https://3dwarehouse.sketchup.com/model/768a3cde-571c-4d98-bf7a-1cf8782d7e62/House-for-twinmotion?hl=en
This is my take on it. Constructive critism welcome.
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I find the 1st image is filled with entourage to distract you from the quality of the model.
If you have a bland model you are fighting against it rather that it doing the heavy lifting.
First thing I tend to do is get a blank style going so I can see what the mesh is doing...
Then a pass to see where face normals are at...
...reversed normals can impact normal maps at render time.
Then add lots is small imperfections. Small rotations, less precise gaps etc...
This model is not setup to do that so there's lots of work in that regards to add variation.
For your image vs original, I would say that the original draws attention away from the house to the foreground. Yours showcases the house but because the model is lacking bevels and tertiary details it highlights the CG effect.
Not really a critique more of an observation. Usually when I see lots of nice entourage its masking something wrong in the model. That's not to say you can't work with it. It just needs HQ mats to help it over the line.
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Thanks Rich, I do not fully understand what you mean When you say my model is not set up for the tweaking you suggest. Are you saying bevel all corners? and also the sugested variations. I do not see much lattitude for that in this model, could you explaid further please/
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I like yours more than the top one, you say a company posted an image with a Twinmotion community edition watermark?
There is never a reason to add cars to homes, we know they are in the garage, but they do not work for scale as we know the size of doors so we can gauge scale easily, and as Rich said, it looks like you are hiding geometry, and is that to scale? seems pretty large.
The reflection on the window next to the garage is a giveaway.Another rookie indicator is the autumn leaves on the grass with tropical trees around, just because you can add leaves or road puddles does not mean you should. I like your zero-scape based on your climatic location.
Great start and a good way to learn, I look forward to seeing your progress
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HJi Solo the top one was mine I had them around the wrong way arround
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@l i am said:
Thanks Rich, I do not fully understand what you mean When you say my model is not set up for the tweaking you suggest. Are you saying bevel all corners? and also the sugested variations. I do not see much lattitude for that in this model, could you explain further please/
Look at the mesh density. The fencing has tons of geometry but doesn't feature in the render. The walls, doors, windows are all one piece. Its just not setup to work with easily.
Nothing in the world is 100% sharp at the corners. But trying to go in and add bevels now is just a chore and time consuming.
I suppose what I am saying is the basic model is lacking geometric detail which makes it hard level up.
The lights have 13k entities but the house has 1.3k entities. Not saying the house should have more than the light but there's a massive gap in detail that stands out to me.
The pavers if you slightly rotate them in random directions by less than 1deg and vary the height will cause light to hit them differently. Just subtle little adjustments that are common in the real world.
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