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Old 05-20-2013, 08:24 AM   #16
AJ1
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A J
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Very nice! This has really come a long ways since your first render.

Are you using a procedural noise on world space for your dirt on your columns and marble? It might help to offset the UVs on your columns, or maybe increase the frequency on your dirt. They look too identical.

The terracotta roof tiles on your hero buildings looks too shinny, and they look almost like fish scales. Those things are pretty matte. It also looks like your UVs aren't even. I'm not sure if your trying to make the tiles different sizes and shapes on each building, but it looks off.

You could maybe make the tiles a slightly different color on each building, and have them at different states of wear. The roofs might also be bowed in a bit or be a little wobbly. It also looks like on the older buildings in Spain and Rome, they add a stack of tiles on the corners. That might help to bring out your corners a bit, and better define the shape of your buildings.

http://www.mccullagh.org/db9/1ds-12...-roof-tiles.jpg

Maybe some smoke from fires in the distance might add some life to your scene as well.

-AJ
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Old 05-20-2013, 09:34 AM   #17
alexdburned
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Alessandro Fele
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thank you leigh, i think it too ahahahah

thank you AJ1! about the roof tiles are "geometrically" made with bazal roof designer... and here is the problem, they look flat and noisy! but the geometry is perfect and real (and in scale).. could be a vray settings problem? i've already tried some tweaks with antialiasing, decreasing noise threshold to 0.001, and other tweaks in the dmc sampler.. but still looks flat, the only way is increasing the size of the tiles, or changing the angle of the cam.. but i don't want it aahahahaha

that's a detail on the roof


thank you for your advices! i will try these changes!
 
Old 05-20-2013, 09:34 AM   #18
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