@jm2 said:
@roger said:
The gray window is very confusing. Is it a window? If I am looking through it, I should see some hint of what is in teh building, not what seems to be a Southwestern scene. If it is a reflection from the outside, It should show elements of the courtyard. And, in any case, the scene would have some color in it, it would never be neutral gray.
Also, the top of the white fence is spikey, but its shadow is not spikey.
The white building in the background does not read properly. The end of the building is shown side on as a straight line. That should not happen if the white building is parallel to the red one. And even if that was a true perspective, you should move the camera as the result of that angle is visually ambiguous.
The purpose of the image on the window was to reflect the projector that will be installed inside the steel box which will show images on the window.
Copy that on the white building. It actually isn't parallel to the rust building which is why it looks awkward. I will have to address that problem I guess.
Thanks for your crits.
If the image is being projected outward you would see a shadow on the screen from the protruding shade. The part of the image in the shade would would show at close to full value and the projected image in the sun struck part of the screen would be faded or even impossible to see. The person on the screen is a visually ambiguous. Maybe he is part of the protected image, maybe he is standing in the cube in front of the projector or perhaps he is a shadow on the outside cast by a person we don't see.
Don't be afraid to search the net for visual references or take the time to create crude models as a way of making a reality check before rendering via post processing.
Some render artists you conventions for things like glass when they don't really understand a setting or are to lazy to build a complete model. However, a couple of angled parallel lines across a glass surface are usually the sign of a lesser artist. The key is a lifetime of accurate observation.