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View Full Version : Tubular Towers, Ted Berner (3D)


cadavatar
03-10-2005, 02:03 AM
http://www.cgnetworks.com/gallerycrits/143750/143750_1110423799_medium.jpg (http://www.cgnetworks.com/gallerycrits/143750/143750_1110423799.jpg)

Title: Tubular Towers
Name: Ted Berner
Country: United States
Software: (Other)

I thought I'd move on to a location a few blocks away for my next image. This was the first set of towers I made in my 3D city. While they seem to me to be a throwback to late 1960's modern architecture, I like them because they add the variety I'll need to make the place interesting.

One thing that's noteable is that this is the first image I can think of which I produced that has the sun shown within the image. While I've known of and used the tool that created this in Paint Shop Pro for years, I have never had a background that gave me the opportunity to use it and thus show the sun shining in my work.

Thanks to the help I've been getting from members here, I had total control in creating the background, sky and placement of the sun.

All the feedback I've received has propelled me forward at warp speed, and I'm very thankful. I listen to everyone.

As far as MicroStation is concerned, I'll stop using it when the mouse is pryed from my dead right hand.

...but I will start taking MAX and/or Lightwave seriously because I know a lot of people use those software and get great results. I just hope they're as productive as my favorite, which is a VERY tall order.

Alistar
03-10-2005, 10:52 AM
The sun rays seem a bit too sharp...
And the black tubes or rails on the buildings are too dark imho..
In rest I like the composition and design! :thumbsup:

DOMINICHI
03-10-2005, 05:26 PM
lose the lens flare its very school boy, the reflections are very flat, the composition needs some work, try having the camera and target both at eyelevel.

JuanManuel
03-10-2005, 08:49 PM
You keep getting better and better!
The trees look too much alike. Maybe if you could scale some at random they can look more natural. Or, of course, if you have other trees in the same species group. But probably just scaling several of them, and better still, make new ones just changing the brightness contrast etc of the texture, it can look more varied.

:thumbsup:

cadavatar
03-10-2005, 08:51 PM
It's hard to look up when the camera and target are at eye level. Some objects are tall, while I'm only about 6' in height, as many humans are. What's the point of taking a picture of a tall building if you're only getting in the base of it?

I appreciate and consider feedback, but I find that comment puzzling. Are the best images only looking forward? I've done plenty of them, and eventually it becomes boring. As I see it, in the real world, with real photography, people do shots looking up, looking down, sometimes banked a bit, etc...

Are you serious with that crit?

As far as the lens flare is concerned, it's the first time in 12 years of 3D design that I did an image showing the sun, so yeah... I'm a school boy. Again, though... Flare happens in the real world. Just look up at a skyscraper with the sun behind it. The sun won't be some white round thing. So... I guess your whole crit has left me scratching my head.

That's a first...

DOMINICHI
03-11-2005, 08:44 AM
ok sorry for any confusion caused by my comments. I'll try to elaborate...

if you were to pull your camera back widen the fov and keep your camera level and increase your aspect ratio to a more portrait ratio then you will get all the building in. And this will help tremendously with your compostion. If you used two point perspective rather than 3 then you'd keep your verticals vertical. Its something photographers have been doing for ever (using a special lens) and also traditional architectural visualisers. sometimes with high buildings it can be a good idea to raise the camera up half way up the building, but keeping the target the same level as the camera.

The flare would be fine if it was put in with a lot more care. Id also expect it to make the side of the building facing the camera in shade almost in sillohette. at the momment it looks in direct light.

hope this helps

cadavatar
03-11-2005, 12:33 PM
Thanks for your clarification. I have used that technique many times before. I appreciate the feedback, but think that images of architecture also should reflect what the average person on the street would see. Sure, the verticals aren't vertical, but that's all part of living in the physical world.

I don't mean to set you off with this response, but I don't value one approach over another by default. I think that some images may turn out better from ground level, while others may be better from mid-rise with the FOV reduced as you described.

On another subject, I will make some changes to the dark components of the facade and reduce the ambience of the glass... there's too much dark and light being shown.

I will also be more cautious with the Lens Flare.

Thanks sincerely for your input!

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03-11-2005, 12:33 PM
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